Gaming Machines
Patent Information
- Application Number
- JP2023076040
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-02
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2040-06-05
AI Technical Summary
【0008】 本発明によれば、演出興趣を向上させることが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art In conventional gaming machines, it is common for a gaming machine to determine whether or not to execute a special game advantageous to a player, and to be able to execute the special game depending on the result of the determination.
[0003] Among such gaming machines, there are gaming machines that are provided with a performance control means for controlling performances related to a game, and execute a predetermined performance under the control of the performance control means (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2017-158774 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in terms of increasing the entertainment value of the performance.
[0006] The present invention has been made in consideration of the above-mentioned problems, and has as its object to improve the entertainment value of a performance. [Means for solving the problem]
[0007] In order to solve the above problem, the gaming machine described in claim 1 is provided with a main control means for controlling the progress of the game, a performance control means for controlling performance in response to a command from the main control means, and a vibration means capable of a predetermined vibration, the main control means being provided with a judgment means for judging whether or not to execute a special game advantageous to a player based on judgment information acquired by the establishment of an acquisition condition, a storage means for storing the judgment information where the judgment has not been executed as a reserved memory, and a variable display means for executing a variable display of a special symbol in response to a result of the judgment, the variable display means performing a cycle variation multiple times as a variable display of the special symbol and then stopping and displaying the special symbol, the performance control means being capable of displaying a reserved display according to the number of reserved memories, and being capable of executing a variable performance by a performance symbol corresponding to the variable display of the special symbol, and a variable BG during the execution of the variable performance. The present invention is capable of audibly outputting M, capable of displaying a predetermined background image that performs an action display during the execution of the variable performance, and capable of executing a specific performance that suggests the possibility of the special game being executed by making the predetermined background image difficult to see during the execution of the variable performance, the vibration means is capable of executing a first vibration performance and a second vibration performance different from the first vibration performance, and when the predetermined background image is made visible in response to the end of the specific performance, the performance control means is capable of making the predetermined background image visible from the display mode at the time when the image became difficult to see, and making the image visible from the display mode at the time when the specific performance ended, without making the image visible from the display mode at the time when the image became difficult to see, and when the cycle variation in the variable display of the next special symbol has started while the audible output of the variable BGM and the action display of the predetermined background image are continuing without the end of the predetermined variable performance, the predetermined variable performance is ended and the next variable performance is started. height, The audible output of the variable BGM and the motion display of the predetermined background image are continuously executed without being terminated. Ruko It is characterized by: Effect of the Invention
[0008] According to the present invention, it is possible to improve the entertainment value of a performance. [Brief description of the drawings]
[0009] [Figure 1] FIG. [Diagram 2] 2 is an oblique view of a portion of the front side of the gaming machine. [Diagram 3] 2 is an oblique view of the rear side of the gaming machine. [Figure 4] FIG. [Diagram 5] FIG. 2 is a diagram showing an example of a block diagram of the entire gaming machine. [Figure 6] 13 is a diagram explaining details of a low-probability time-saving gaming state (time-saving gaming state). FIG. [Figure 7] FIG. 13 is a diagram showing an example of a big win determination table. [Figure 8] FIG. 13 is a diagram showing an example of a special symbol determination table. [Figure 9] A figure showing an example of a special chart variation pattern determination table. [Figure 10] FIG. 13 is a diagram illustrating an example of a pre-determination table. [Figure 11] FIG. 2 is a diagram illustrating an example of various storage areas of a main RAM. [Figure 12] FIG. 4 is a diagram showing main processing in a main control board. [Figure 13] FIG. 11 is a diagram showing an initial setting process in the main control board. [Figure 14] FIG. 11 is a diagram showing a setting change process in the main control board. [Figure 15] FIG. 13 is a diagram showing the RWM clearing process in the main control board. [Figure 16] FIG. 11 is a diagram showing a setting confirmation process in the main control board. [Figure 17] FIG. 11 is a diagram showing timer interrupt processing in the main control board. [Figure 18] FIG. 11 is a diagram showing input control processing in the main control board. [Figure 19] A diagram showing the first starting hole detection switch input processing on the main control board. [Figure 20] A diagram showing the special diagram special electric control processing on the main control board. [Figure 21] A diagram showing the special pattern memory determination process in the main control board. [Figure 22] A diagram showing a performance display data setting process in the main control board. [Diagram 23] A diagram showing the display information of the information display device in each game area. [Figure 24] A diagram showing the main processing of the performance control unit. [Diagram 25] A diagram showing timer interrupt processing of the performance control unit. [Figure 26] A diagram showing the command analysis process of the performance control unit. [Figure 27] A diagram showing the icon change performance determination process of the performance control unit. [Figure 28] FIG. 13 is a diagram showing an example of an icon final display mode determination table. [Figure 29] FIG. 13 is a diagram illustrating an example of a change scenario determination table. [Diagram 30] FIG. 1A is a diagram showing an example of a change pattern determination table for a hold icon, and FIGS. 1B and 1C are diagrams showing examples of change pattern determination tables for the icon. [Diagram 31] A diagram showing the predictive consecutive performance decision processing of the performance control unit. [Diagram 32] A figure showing an example of a look-ahead zone performance scenario determination table. [Diagram 33] A figure showing an example of a look-ahead effect production scenario determination table. [Diagram 34] A figure showing the jackpot preview performance decision process of the performance control unit. [Diagram 35] FIG. 13 is a diagram showing an example of a dialogue preview pattern determination table. [Diagram 36] (a) is a diagram showing an example of a reel preview pattern determination table, (b) is a diagram showing an example of a blackout performance pattern determination table, (c) is a diagram showing an example of a cut-in performance pattern determination table, and (d) is a diagram showing an example of a final performance pattern determination table. [Figure 37] FIG. 13 is a diagram showing an example of a confirmed effect pattern determination table. [Figure 38]FIG. 4 is a diagram illustrating a main process of the general control unit. [Figure 39] A diagram showing the initial processing of the reels by the lamp control unit. [Diagram 40] FIG. 11 is a diagram illustrating an origin return process of a lamp control unit. [Diagram 41] FIG. 4 is a diagram illustrating an initial operation process of a lamp control unit. [Diagram 42] FIG. 13 is a diagram showing an example of a board role initial operation pattern determination table. [Diagram 43] A figure showing an example of a frame role initial operation pattern determination table. [Diagram 44] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is turned on. [Diagram 45] 11A and 11B are diagrams showing a specific example of a case where a recovery abnormality occurs in the sub-display device after power is turned on; [Figure 46] FIG. 13 is a diagram showing a specific example in which movable performance device 1 has a recovery abnormality after power is turned on. [Figure 47] 13 is a diagram showing a specific example in which a return abnormality occurs in movable performance device 2 after power is turned on. FIG. [Figure 48] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is turned on. [Figure 49] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is restored. [Figure 50] 11A and 11B are diagrams showing a specific example in which a recovery abnormality occurs in the sub-display device after power is restored; [Figure 51] 13 is a diagram showing a specific example in which movable performance device 1 has a recovery abnormality after power is restored. FIG. [Figure 52] 13 is a diagram showing a specific example in which a recovery abnormality occurs in movable performance device 2 after power is restored. FIG. [Diagram 53] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is restored. [Figure 54] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is pending memory. [Figure 55]11A and 11B are diagrams illustrating a specific example of a case where a power restoration designation command cannot be normally received when the power is turned on. [Figure 56] 13 is a diagram showing a specific example of a case where power supply to only the main control board is stopped and then resumed. FIG. [Figure 57] FIG. 13 is a diagram showing a modified example in which power supply to only the main control board is stopped and then resumed. [Figure 58] 13A and 13B are diagrams showing a modified example in which a recovery abnormality occurs in the sub-display device after power is turned on; [Figure 59] 1A to 1C are diagrams showing specific examples of initial operation modes and required times of the movable performance device 1. [Figure 60] 1A to 1C are diagrams showing specific examples of the performance operation modes and required times of the movable performance device 1. [Figure 61] 11A to 11C are diagrams showing specific examples of the times required for the initial operation mode and the performance operation mode of the movable performance device 2. [Figure 62] A figure showing a specific example of the time required for the initial operation mode and the performance operation mode of the sub-display device. [Figure 63] 11A and 11B are diagrams showing a specific example of initializing various driving sources during a setting change. [Figure 64] 11A and 11B are diagrams illustrating a specific example of initializing various driving sources during preparation for clearing the RWM. [Figure 65] 13A and 13B are diagrams illustrating a specific example of initializing various driving sources during setting confirmation. [Figure 66] 11A and 11B are diagrams illustrating a specific example of initializing various drive sources after changing settings. [Figure 67] 11A and 11B are diagrams illustrating a specific example of initializing various driving sources after clearing the RWM. [Figure 68] 13A and 13B are diagrams illustrating a specific example of initializing various driving sources after checking the settings. [Figure 69] A figure showing a specific example of the changing display of special patterns on a special pattern display device. [Figure 70] 11A to 11C are diagrams showing examples of display presentations for each presentation mode. [Figure 71] 11A to 11C are diagrams showing examples of display presentations for each presentation mode. [Figure 72] A figure showing an example of the display of the number of reserved items. [Figure 73] This is a timing chart when the variable performance starts from the waiting state for customers. [Figure 74] A diagram showing examples of presentations at various timings in Figure 73. [Figure 75] A diagram showing examples of presentations at various timings in Figure 73. [Figure 76] This is a timing chart for when a starting win occurs during a variable performance. [Figure 77] A diagram showing examples of presentations at various timings in Figure 76. [Figure 78] This is a timing chart for executing variable effects continuously. [Figure 79] A diagram showing examples of presentations at various timings in Figure 78. [Figure 80] A diagram showing examples of presentations at various timings in Figure 78. [Figure 81] A diagram showing examples of presentations at various timings in Figure 78. [Figure 82] This is a timing chart for when the stopping command is not received properly and a variable performance begins. [Figure 83] A diagram showing examples of presentations at various timings in Figure 82. [Figure 84] This is a timing chart for when the normal variable performance ends and the machine enters a waiting state for customers. [Figure 85] A diagram showing examples of presentations at various timings in Figure 84. [Figure 86] A diagram showing examples of presentations at various timings in Figure 84. [Figure 87] This is a timing chart for when the end of the normal variation performance is delayed because the stop command cannot be received properly. [Figure 88] A diagram showing examples of presentations at various timings in Figure 87. [Figure 89] This is a timing chart for when the miss normal reach variation presentation ends and the machine enters a waiting state for customers. [Figure 90] A diagram showing examples of presentations at various timings in Figure 89. [Figure 91] A diagram showing examples of presentations at various timings in Figure 89. [Figure 92] This is a timing chart for when a variable performance is executed after a miss SPSP reach performance has ended. [Figure 93] A figure showing examples of presentations at various timings in Figure 92. [Figure 94] A figure showing examples of presentations at various timings in Figure 92. [Figure 95] FIG. 13 is a diagram showing an example of the icon disappearance effect. [Figure 96] FIG. 13 is a diagram showing an example of the icon disappearance effect. [Figure 97] A figure showing a timing chart when a jackpot game is executed after the jackpot SPSP reach fluctuation presentation has ended. [Figure 98] A figure showing examples of presentations at various timings in Figure 97. [Figure 99] A figure showing examples of presentations at various timings in Figure 97. [Figure 100] FIG. 97 is a diagram showing a modified example of FIG. 99. [Figure 101] A figure showing an example of the icon and the start lamp's presentation. [Figure 102] A figure showing a timing chart for when power is restored after an outage occurs during a variable performance. [Figure 103] A figure showing examples of presentations at various timings in Figure 102. [Figure 104] A figure showing examples of presentations at various timings in Figure 102. [Figure 105] A figure showing examples of presentations at various timings in Figure 102. [Fig. 106] A figure showing a timing chart for when the start command cannot be received normally during a look-ahead performance. [Figure 107] A figure showing examples of presentations at various timings in Figure 106. [Figure 108] A figure showing examples of presentations at various timings in Figure 106. [Fig. 109] FIG. 11 is a timing chart showing a case where a power-on command is received while a menu image is being displayed. [Figure 110] A diagram showing examples of presentations at various timings in Figure 109. [Figure 111] A figure showing a timing chart when a jackpot game is executed after the jackpot SPSP reach fluctuation presentation has ended. [Figure 112] A figure showing examples of presentations at various timings in Figure 111. [Figure 113] A figure showing a timing chart when a jackpot game is executed after a variable effect accompanied by a pattern promotion effect or a revival effect has ended. [Fig. 114] A figure showing examples of presentations at various timings in Figure 113. [Figure 115] A figure showing examples of presentations at various timings in Figure 113. [Fig. 116] This figure shows a timing chart for when a fluctuation performance is executed after a miss SPSP reach fluctuation performance has ended. [Figure 117] A figure showing a timing chart when a jackpot game is executed after the jackpot SPSP reach fluctuation presentation has ended. [Figure 118] A figure showing examples of presentations at various timings in Figure 117. [Figure 119] FIG. 13 is a diagram showing an example of normal background image data (mode A). [Figure 120] A figure showing a timing chart when a jackpot game is executed after the jackpot SPSP reach fluctuation presentation has ended. [Figure 121] A figure showing examples of presentations at various timings in Figure 120. [Figure 122] A figure showing examples of presentations at various timings in Figure 120. [Figure 123] FIG. 11 is a timing chart showing a case where an operation of an operating means is performed. [Figure 124] FIG. 11 is a timing chart showing a case where an operation of an operating means is performed. [Fig. 125] FIG. 11 is a timing chart showing a case where an operation of an operating means is performed. [Fig. 126] This figure shows a timing chart (1 / 2) when a vibration effect occurs in each scene of a variable effect. [Figure 127] A figure showing a timing chart (2 / 2) when a vibration effect occurs in each scene of a variable effect. [Figure 128] FIG. 11 is a timing chart showing a case where an operation of an operating means is performed. [Figure 129] FIG. 11 is a timing chart showing a case where an operation of an operating means is performed. [Fig. 130] FIG. 11 is a timing chart showing a case where an operation of an operating means is performed. [Fig. 131] A figure showing examples of presentations at various timings in Figure 130. [Fig. 132] A figure showing a timing chart for a specific variable performance pattern. [Fig. 133] A figure showing a timing chart when a dialogue preview occurs during a variable performance. [Fig. 134] A figure showing a timing chart when a dialogue preview and a deciding effect occur in a variable effect. [Fig. 135] FIG. 11 is a timing chart showing a case where an operation of an operating means is performed. [Fig. 136] A figure showing examples of presentations at various timings in Figure 135. [Fig. 137] This figure shows a specific example of the state after power is restored, with special patterns being displayed in a changing state. [Figure 138] This figure shows a specific example of the state after power is restored, with special patterns being displayed in a changing state. [Figure 139] This is a timing chart when a variable performance starts during a customer waiting demo performance. [Fig. 140]A figure showing examples of presentations at various timings in Figure 139. [Fig. 141] A figure showing examples of presentations at various timings in Figure 139. [Fig. 142] A figure showing examples of presentations at various timings in Figure 139. [Fig. 143] This is a timing chart for when power is restored after an outage occurs during a variable performance. [Fig. 144] A figure showing examples of presentations at various timings in Figure 143. [Fig. 145] A figure showing a specific example of command exchange for normal variable performance. [Fig. 146] A figure showing a specific example of command exchange for a miss SPSP reach change presentation. [Fig. 147] A figure showing a specific example of command exchange for the jackpot SPSP reach variable presentation. [Fig. 148] A figure showing a specific example of command exchange during a look-ahead zone performance. [Figure 149] 11 is a timing chart showing a case where an icon is redisplayed after being hidden. [Fig. 150] A figure showing examples of presentations at various timings in Figure 149. [Fig. 151] A figure showing examples of presentations at various timings in Figure 149. [Fig. 152] A figure showing a specific example of the operating state of a pending icon before and after the icon change performance. [Fig. 153] 13A to 13C are diagrams showing specific examples of the operation state of an icon before and after an icon change performance. [Fig. 154] 13A to 13C are diagrams showing modified examples of the operation state of an icon before and after the icon change performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] (First embodiment) Hereinafter, a first embodiment of the present invention will be specifically described with reference to the drawings.
[0011] (Configuration of gaming machine) First, the configuration of a gaming machine 1 according to an embodiment of the present invention will be specifically described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 1, Figure 2 is a perspective view of a portion of the front side of the gaming machine 1, and Figure 3 is a perspective view of the back side of the gaming machine 1.
[0012] The gaming machine 1 is provided with an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 on which a gaming area 5a is formed through which gaming balls (gaming media) flow down.
[0013] The outer frame 2 has a decorative plate 2b attached to the lower front of a rectangular base frame 2a whose central portion is open in the front-to-back directions, and is fixed to the island equipment of the amusement arcade via fixing members (e.g., nails, fasteners, etc.).
[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 via a first hinge mechanism 6 at one horizontal end, and is rotatably supported with the first hinge mechanism 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed forward, making it possible to perform maintenance of various devices provided on the back side of the game board mounting frame 3.
[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via the second hinge mechanism 7 at one horizontal end, and is supported rotatably with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front part of the game board mounting frame 3 can be opened or closed.
[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in approximately the center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached to cover the opening 8 from the rear, making it possible to view the game area 5a through this opening 8 and transparent member 8a.
[0017] Around the opening 8 of the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an upper tray 11 for storing multiple game balls such as game balls paid out from the payout device 95 described later based on the establishment of the awarding conditions, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball flow path described later, and a launch operation device 13 that can be operated to launch the game balls.
[0018] The sound output devices 9 are provided at two locations on the upper part of the glass frame 4 with a gap between them, and perform sound (music, voice) effects by outputting BGM (background music), SE (sound effects), etc. A plurality of frame lighting devices 10 are provided around the opening 8, and perform lighting effects by changing the direction of light irradiation and the color of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a payout abnormality occurs in which game balls cannot be paid out from the payout device 95.
[0019] The bottom surface of the storage section 11a of the game balls of the upper tray 11 slopes downward toward the direction (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feed solenoid 11b, the game balls are sent out one by one toward the game board mounting frame 3 by the operation of the ball feed solenoid 11b.
[0020] In addition, in the central front part of the upper tray 11, a performance button device 16 and a selection button device 18 (see Figure 1 or Figure 2) are lined up on the left and right sides, which function as input devices for performing decision operations and selection operations related to various performances described below.
[0021] The effect button device 16 is provided with an effect button 17 capable of performing operations such as decision operations (operation input), an effect button detection switch 17a for detecting the operation of the effect button 17, a button drive device 17b equipped with a button drive motor for changing the effect button 17 between a normal state and a protruding state positioned higher than the normal state and a button vibration motor for changing the effect button 17 between the normal state and a vibration state in which it vibrates in a predetermined manner, and an effect button light-emitting LED 17c for changing the effect button 17 between an off state and a lit state in which it emits light in a predetermined manner, allowing the player to input predetermined information into the gaming machine 1.
[0022] In this embodiment, the performance button 17 is vibrated by the button drive device 17b, but for example, if another operating means (e.g., a performance lever) is provided other than the performance button 17, the performance lever may also be made to vibrate. Furthermore, the cross key 19 may vibrate. Furthermore, instead of the operating means, a decorative member (for example, a character model) provided in a position that the player can touch may vibrate.
[0023] The selection button device 18 is provided with a cross key 19 (up button 191A, left button 192A, down button 193A, right button 194A) that can be used to perform operations such as selection, and a cross key detection switch 19a (see Figure 5) for detecting the operation of the cross key 19, allowing the player to input specified information into the gaming machine 1.
[0024] In addition, a lending operation unit 20 capable of lending game balls and returning storage media such as cards that store the remaining balance is provided on the right side of the upper tray 11. When the lending button 20a of the lending operation unit 20 is operated, a ball lending machine (not shown) installed next to the gaming machine 1 subtracts the remaining balance stored in the storage media and lends game balls, and when the return button 20b of the lending operation unit 20 is operated, the storage media is returned from the ball lending machine (not shown).
[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive game balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a full-plate detection switch 32a (see FIG. 5) is provided in the middle of the overflow ball flow path to detect the occurrence of a plate full error in which the lower tray 12 becomes full of game balls, and while the full-plate detection switch 32a detects that the lower tray 12 is full, the payout of game balls by the payout device 95, which will be described later, is stopped.
[0026] The launch operation device 13 is provided with a base 14 fixed to the glass frame 4, a launch handle 15 rotatably mounted on the base 14, a touch sensor 15a (see FIG. 5) that detects that the player's hand is touching the launch handle 15, and a launch volume 15b (see FIG. 5) made of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15. When the touch sensor 15a detects that the player's hand is touching the launch handle 15, the ball feed solenoid 11b is activated and game balls are sent out one by one.
[0027] The game board mounting frame 3 is provided with a game board mounting portion (not shown) for mounting the game board 5, a launching device 26 (see Figure 5) for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a (see Figure 5) for detecting the opening (opening / closing) of the glass frame 4.
[0028] The game board mounting portion is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-rear direction is provided at the back of the recessed chamber of the game board mounting portion, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.
[0029] The launching device 26 is provided with a launching member for launching game balls, a launching solenoid 28b (see FIG. 5) for driving the launching member, a launching rail that slopes upward from the launching member toward the lower left end of the game board, and a stopper that stops the game ball at the launch position, which is the lower end of the slope of the launching rail. The game ball sent to the launch position by the ball sending solenoid 11b (see FIG. 5) is launched toward the game area 5a by the operation of the launching member.
[0030] The lock mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which a keyhole is formed is exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when it is rotated in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.
[0031] A curved inner rail 35 and an outer rail 36 are provided near the outer edge of the game board 5, and a game area 5a into which game balls can flow is formed in the area surrounded by the inner rail 35 and the outer rail 36. A launched ball guide path 38 is formed between the inner rail 35 and the outer rail 36 to guide the game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet 39 is formed at the most downstream part of the game area 5a to guide the game balls that have flowed down to outside the game area (the collection part of the game board mounting frame 3).
[0032] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which regulates the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left side game area where game balls launched with a first launching force flow down, and a right side game area where game balls launched with a second launching force stronger than the first launching force flow down, and the left side game area and the right side game area are connected below the decorative frame 40.
[0033] A warp device 41 is provided on the left side of the decorative frame 40 to guide game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided on the bottom of the decorative frame 40 to roll the game balls introduced into the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.
[0034] Three general winning openings 43 through which game balls can always win (enter) are provided at intervals at the lower left side of the decorative frame 40, and one general winning opening 43 through which game balls can always win (enter) is provided at the lower right side of the decorative frame 40. When a game ball that has won (entered) this general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 5) (awarding condition is established), a predetermined number (for example, five) of game balls are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value).
[0035] A first start hole 45 (a start winning area of a first special symbol) where a game ball can always win (enter) is provided below the stage section 42, and when a game ball that has won (entered) this first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 5) (a prize condition is established), a predetermined number of game balls (for example, three balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (award of prize value). In addition, the right to make a jackpot judgment as to whether or not a special game (jackpot game) is executed is granted (special symbol judgment information described later is stored).
[0036] A variable starting section 46 is provided below the decorative frame 40 and diagonally below and to the right of the first starting hole 45. This variable starting section 46 can be converted from a closed state in which it is impossible or difficult for the game ball to enter the hole, to an open state in which it is possible or easy for the game ball to enter the hole, based on the satisfaction of a predetermined condition (a winning result in the winning determination described below).
[0037] The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game ball, and is provided with a second starting port opening / closing member 48 that can move in the front-back direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 5) that detects a game ball that has won (entered) the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 5) for converting the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and for converting the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowable position).
[0038] Then, when a game ball enters the second start hole 47 that is opened during the auxiliary game described below and is detected by the second start hole detection switch 47a (see FIG. 5) (a prize condition is established), a predetermined number of game balls (for example, two balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (a prize value is awarded). In addition, the right to make a jackpot judgment as to whether or not to execute a special game (jackpot game) is granted (special game judgment information described later is stored).
[0039] In the right-side game area to the right of the decorative frame 40, a regular map gate 44 (regular map starting area) through which game balls can pass at any time is provided, and when a game ball that has passed through the regular map gate 44 is detected by the gate detection switch 44a, no prize balls are awarded, but the player is given the right to make an auxiliary game judgment (win judgment) to determine whether or not to execute a winning game (regular map judgment information described later is stored).
[0040] Below the normal gate 44 is provided a first variable winning section 49 (first variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter the jackpot) to an open state in which it is possible or easy to win based on the establishment of a predetermined condition (a jackpot being determined by the jackpot determination).
[0041] The first variable winning section 49 (first variable winning device) has an upper surface that slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls (forming part of the bottom surface of the central flow path 91b), and is provided with a first large prize opening opening / closing member 51 that can move in the front-to-back direction, a first large prize opening 50 (winning area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have won (entered) the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 5) for converting the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (winning restriction position) and for converting the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (winning permitted position).
[0042] Then, during a jackpot game described below, when the first large prize opening opening / closing member 51 moves rearward and the first large prize opening 50 is converted from a closed state to an open state, when a game ball that has flowed down the top surface of the first large prize opening opening opening / closing member 51 or a game ball that has reached the first large prize opening 50 enters the first large prize opening 50 and is detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10) are paid out as prize balls from the payout device 95 (see Figure 3) to the upper tray 11.
[0043] Below the first variable winning section 49 is provided a second variable winning section 55 (second variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (score a jackpot) to an open state in which it is possible or easy to win based on the fulfillment of a predetermined condition (a jackpot being determined by the jackpot determination).
[0044] The second variable winning section 55 (second variable winning device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls (forming part of the bottom surface of the first downstream flow path 91e), and is provided with a second large prize opening opening / closing member 57 that can move in the front-to-back direction, a second large prize opening 56 (winning area) that opens upward directly below the second large prize opening opening / closing member 57, a second large prize opening detection switch 56a that detects game balls that have won (entered) the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 5) for converting the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (winning restriction position) and for converting the second large prize opening 56 to an open state by moving the second large prize opening opening / closing member 57 backward (winning permitted position).
[0045] Then, when the second large prize opening opening / closing member 57 moves rearward during a jackpot game and the second large prize opening 56 is converted from a closed state to an open state, a game ball that has flowed down the top surface of the second large prize opening opening / closing member 57 or a game ball that has reached the second large prize opening 56 enters the second large prize opening 56 and is detected by the second large prize opening detection switch 56a, and a predetermined number of game balls (for example, 10) are paid out from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls.
[0046] In addition, the game balls launched into the left side game area will either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then flow down through the stage section 42, and will win one of the three general winning openings 43 and the first starting opening 45 provided below the decorative frame 40, or will flow into the out opening 39. Therefore, the game balls will not win (pass through) the general winning gate 44, general winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right side game area.
[0047] In addition, the game ball launched into the right game area flows down the central flow path 91b (regular gate 44), the left flow path 91c, the right flow path 91d, the first downstream flow path 91e, the second downstream flow path 91f, etc. via the upstream flow path 91a, and enters one of the general winning opening 43, the variable starting part 46 (the second starting opening 47), the first variable winning part 49 (the first large winning opening 50), and the second variable winning part 55 (the second large winning opening 56) provided in the right game area, or flows into the out opening 39. Therefore, the game ball will not enter the general winning opening 43 or the first starting opening 45 provided in the left game area.
[0048] An out-ball flow path is provided on the back side of the gaming board 5, which receives and collects out balls consisting of gaming balls that have won in the general winning opening 43, the first starting opening 45, the second starting opening 47, the first large winning opening 50, and the second large winning opening 56, and gaming balls that have flowed into the out opening 39, and an out-ball detection switch 39a (see FIG. 5) is provided at the most downstream part of the out-ball flow path. The gaming balls detected by the out-ball detection switch 39a are discharged from the discharge opening on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).
[0049] Outside the play area 5a, there are provided a pattern display device consisting of a first special pattern display 60, a second special pattern display 61, and a normal pattern display 62, a reserved display device consisting of a first special pattern reserved display 63, a second special pattern reserved display 64, and a normal pattern reserved display 65, and a main information display 59 consisting of a round number display 66, a right hit display 67, and a status confirmation display 68. This main information display 59 is basically composed of LEDs, and is designed to be dynamically lit.
[0050] The first special pattern display 60 is a variable display for displaying (informing) the result of a jackpot determination for a first special pattern which is made based on the entry (sinking) of a gaming ball into the first starting hole 45, the second special pattern display 61 is a variable display for displaying (informing) the result of a jackpot determination for a second special pattern which is made based on the entry (sinking) of a gaming ball into the second starting hole 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of a hit determination for a normal pattern which is made based on the passage (sinking) of a gaming ball into the normal gate 44.
[0051] A jackpot determination corresponds to obtaining special symbol determination information (random number value for jackpot determination, random number value for special pattern determination, random number value for reach determination, random number value for special symbol fluctuation pattern determination, etc.) when a game ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the obtained special symbol determination information.
[0052] When a jackpot is determined based on the entry of a gaming ball into the first starting hole 45, the first special symbol is displayed variably on the first special symbol display 60, and the first special symbol is displayed stationarily to notify the result of the determination after a predetermined time has elapsed. When a jackpot is determined based on the entry of a gaming ball into the second starting hole 47, the second special symbol is displayed variably on the second special symbol display 61, and the second special symbol is displayed stationarily to notify the result of the determination after a predetermined time has elapsed.
[0053] The first special symbol display 60 and the second special symbol display 61 are each composed of eight LEDs, and the lighting state of the LEDs changes (moving lighting) at a predetermined cycle (32 ms) when each special symbol is displayed. When only one LED is focused on, it flashes at a cycle of 256 ms (32 ms on → 224 ms off). When a special symbol is displayed in a stationary state, the LED lights up in a mode that notifies the result of the jackpot determination (jackpot mode, loss mode).
[0054] In this embodiment, the term "jackpot" refers to a state in which it has been determined in the jackpot determination that a jackpot game (special game) will be played. The term "jackpot game" refers to a game state advantageous to a player who plays a round game in which the jackpot openings (first jackpot opening 50, second jackpot opening 56) are converted from a closed state to an open state in a predetermined manner a predetermined number of times (e.g., 4 times, 10 times, etc.) with intervals in between, and who is likely to win prize balls.
[0055] In addition, the maximum number of times the large prize openings (first large prize opening 50, second large prize opening 56) can be opened and the maximum opening time in each round of play are preset, but if a predetermined number of game balls (for example, 10 balls) enter the large prize openings (balls enter) even before the maximum number of times the large prize openings and the maximum opening time are reached, one round of play ends. In addition, in this embodiment, it is possible to execute any one of several types of large prize games (special games) that differ in the degree of advantage to the player.
[0056] The auxiliary game judgment corresponds to acquiring normal game judgment information (random number for winning judgment, random number for normal pattern judgment, random number for normal pattern variation pattern judgment, etc.) based on the passage (entry) of the game ball into the normal game gate 44, and judging whether or not to execute the auxiliary game based on the acquired normal game judgment information. When the auxiliary game judgment is performed, the normal pattern display 62 displays the variation of the normal pattern, and after a predetermined time has passed, the normal pattern display is displayed to notify the judgment result.
[0057] The normal symbol display 62 is composed of three LEDs, and the LEDs flash at a predetermined interval or sequence when the normal symbol is displayed. When the normal symbol is displayed stationary, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or miss).
[0058] In this embodiment, "win" refers to a state in which it is determined in the auxiliary game judgment that an auxiliary game (win game) is to be executed. "Auxiliary game" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.
[0059] In addition, the maximum number of times the second start hole 47 is opened and the maximum opening time in the auxiliary game (winning game) are determined in advance, but even before the maximum number of times the second start hole 47 is opened and the maximum opening time is reached, if a predetermined number of game balls (for example, 10 balls) enter the second start hole 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the start condition for the variable display of the second special symbol is easily satisfied. In this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player are provided.
[0060] The first special symbol reserved indicator 63 is composed of two LEDs, and is for displaying the first reserved number (U1), which is the number of special symbol judgment information (first reserved) stored when the game ball enters (enters) the first starting hole 45, and lights up or blinks in a manner indicating the number of first reserved. Note that, although a maximum of four first reserved symbols can be stored, the number may be less than or more than four.
[0061] The second special symbol reserved indicator 64 is composed of two LEDs, and is for displaying the second reserved number (U2), which is the number of special symbol judgment information (second reserved) stored when the game ball enters (enters) the second starting hole 47, and lights up or blinks in a manner indicating the number of second reserved. Note that, although a maximum of four second reserved pieces are stored, the number may be less than or more than four, or no second reserved pieces may be stored.
[0062] The normal symbol reserved indicator 65 is composed of two LEDs, and is for displaying the number of reserved normal symbols, which is the number of normal symbol judgment information (normal symbol reserved) stored when a game ball enters (passes) the normal symbol gate 44, and lights up or blinks in a manner indicating the number of reserved normal symbols. Note that, although a maximum of four reserved normal symbols can be stored, the number may be less than or more than four, or no reserved normal symbols may be stored.
[0063] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, when a jackpot is determined to be a jackpot, numbers such as "3" and "7" are displayed in a static manner, and when a jackpot is determined to be a miss, "-" is displayed in a static manner, and during the variable display, the light may be turned off and "-" may be displayed repeatedly.
[0064] The round number indicator 66 is composed of six LEDs and is for displaying the number of rounds when a jackpot state (special game) occurs, and starts lighting the LEDs in a predetermined manner indicating the number of rounds when the jackpot game starts, keeps the LEDs lit during the jackpot game, and turns off the LEDs when the jackpot game ends. For example, if the jackpot game has four rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all the LEDs light up.
[0065] The right-hit indicator 67 is composed of one LED and is intended to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right hit) during a jackpot state (special game) or a time-limited game state, and the LED lights up during a jackpot state (special game) and a time-limited game state.
[0066] The status confirmation indicator 68 is composed of one LED and is for indicating that a setting change mode or a setting confirmation mode, which will be described later, is set. When the setting change mode or the setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or the setting confirmation mode is ended, the LED goes out. In this way, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the setting change mode or the setting confirmation mode is set. The status confirmation indicator 68 may be provided in any location other than the front (surface) of the gaming machine 1.
[0067] In this embodiment, the same display mode (illuminated display) is used regardless of whether the setting change mode or the setting confirmation mode is set, but the display may be changed so that it is possible to recognize which mode the setting is set in. For example, the status confirmation indicator 68 may be illuminated in the setting change mode and flashed in the setting confirmation mode, or vice versa.
[0068] In this embodiment, the state confirmation indicator 68 is provided as a dedicated indicator to indicate that the setting change mode or the setting confirmation mode is set, but it may be used in combination with other indicators. For example, in the setting change mode or the setting confirmation mode, the first special symbol indicator 60, the second special symbol indicator 61, the first special symbol reserved indicator 63, the second special symbol reserved indicator 64, the round number indicator 66, the right hit indicator 67, etc. are turned off, so one or more LEDs of these indicators may be turned on.
[0069] Inside the play area 5a, a sub information display 80 is provided, which is made up of a sub first change indicator 81, a sub second change indicator 82, a sub first hold indicator 83, a sub second hold indicator 84, a sub normal map change indicator 85, a sub normal map hold indicator 86, and a sub right hit indicator 87. This sub information display 80 is basically made up of LEDs, and is designed to be dynamically lit. Note that the sub information display 80 does not have an indicator such as the above-mentioned state confirmation indicator 68 that indicates that the setting change mode or setting confirmation mode, which will be described later, is set.
[0070] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED flashes (0.5 seconds on → 0.5 seconds off) at a predetermined cycle (1 second), and lights up when the corresponding special symbol is displayed stationary.
[0071] In addition, the result of the special symbol big win determination may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be turned on in the case of a big win, and turned off in the case of a miss.
[0072] The sub-first hold indicator 83 is for displaying the number of first hold information (first hold number) described later, and the sub-second hold indicator 84 is for displaying the number of second hold information (second hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED flashes and the right LED is turned on when the hold number is "3", and when the hold number is "4", the left and right LEDs flash.
[0073] The sub-regular symbol variation indicator 85 is for displaying (informing) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED blinks (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode showing the result of the winning lottery (lights up in the case of a win, turns off in the case of a loss) is displayed in a static state.
[0074] In addition, in order to enable the user to know only whether or not the sub-regular pattern change display 85 is displaying a change in the regular pattern, the sub-regular pattern change display 85 may be configured to flash while displaying a change in the regular pattern, and to light up or go out when the regular pattern is displayed as stopped.
[0075] The sub-regular map reservation indicator 86 is for displaying the number of reserved regular map memories (regular map reservation number) and is composed of two LEDs. When the regular map reservation number is "0", the left and right LEDs are turned off, when the regular map reservation number is "1", the left LED is turned on and the right LED is turned off, when the regular map reservation number is "2", the left LED flashes and the right LED is turned on, and when the regular map reservation number is "4", the left and right LEDs flash.
[0076] The sub right-hit indicator 87 is for encouraging the player to shoot the game ball toward the right side of the game area 5a (so-called right hit), and is composed of one LED. The LED is turned on during a big win state (special game) and a time-saving game state, and is turned off in other game states.
[0077] A main display device 70 (first image display device) consisting of an LCD display is provided at the back of the performance space 40a defined inside the decorative frame 40, and a sub-display device 71 (second image display device) consisting of an LCD display with a smaller size and display area than the main display device 70 is provided at the bottom of the performance space 40a and in front of the main display device 70.A first movable performance device 73 for performing action performances is provided at the top of the performance space 40a, and a second movable performance device 75 for performing action performances is provided at the left part of the performance space 40a.
[0078] The main display device 70 and the sub display device 71 perform various effects according to the progress of the game. The effects include a customer waiting demo effect performed while the variable display of the special symbol is not being executed, a change effect accompanied by a change display (pre-change action, update change) of the effect symbol 70a performed while the variable display of the special symbol is being executed, a change display (update change) of the special symbol TZ (so-called fourth symbol) performed while the variable display of the special symbol is being executed, and a big win effect performed during the execution of a big win game.
[0079] In addition, the sub-display device 71 can perform a moving effect by being moved by a liquid crystal moving device (not shown) composed of a solenoid, a motor, etc. while a changing effect is being performed on the main display device 70.
[0080] Specifically, the main display device 70 moves (rises and descends) vertically between a standby position (lower position) located near the end of the main display device 70 and a performance position (upper position) located near the center of the main display device 70 to perform a moving performance. The main display device 70 may be swung up and down at the standby position (lower position) or performance position (upper position), or may be swung up and down at an intermediate position between the standby position and the performance position. The main display device 71 may be positioned (stays) at the performance position (upper position) for a predetermined time, or may perform a predetermined performance action (for example, rotation) at the performance position (upper position). The sub-display device 71 (second image display device) may move left and right or forward and backward, or may be configured to perform a moving performance by operating the performance button 17. The sub-display device 71 is not necessarily provided, and a movable performance device (movable prop) that rises and falls may be provided at the position where the sub-display device 71 is provided.
[0081] The display section (effective display area) of the main display device 70 (first image display device) is formed with a variable display area for displaying three performance patterns 70a (left pattern, middle pattern, right pattern), and a mode display area indicating the performance mode related to the execution of the variable performance.
[0082] The performance symbol 70a is composed of symbols showing numbers from "1" to "9", and starts to change in response to the start of the special symbol changing display executed by the first special symbol display device 60 and the second special symbol display device 61, and stops in response to the stop of the special symbol changing display. The performance symbol 70a may be a symbol showing alphabets such as "A" to "F".
[0083] The performance symbols 70a are displayed stationary for a predetermined time (for example, 0.5 seconds) in a mode (miss mode, jackpot mode) that notifies the result of the jackpot determination. The jackpot mode is a combination of the same performance symbols 70a, such as "777" or "555," and the miss mode is any other mode.
[0084] The manner in which the display of the performance pattern 70a changes is scrolling in the vertical direction, but it may also be scrolling in the horizontal direction, or it may be switching on the spot or rotating (spinning) on its own.
[0085] In addition, during the changing display (changing performance) of the performance pattern 70a, various performance images such as background images and characters, movies, etc. are displayed on the main display device 70 and the sub-display device 71 depending on the result of the jackpot determination, thereby increasing the player's anticipation of the execution of a jackpot game (special game).
[0086] The main display device 70 is formed with a first hold icon display area 70B for displaying a number of first hold icons (first hold information) corresponding to the first hold number (U1) in the normal game state described below, a second hold icon display area 70D for displaying a number of second hold icons (second hold information) corresponding to the second hold number (U2) in the time-saving game state described below, an icon display area 70C for displaying the icon (execution information) indicating that a variable performance is being executed, a first hold number display area SA for displaying the first hold number (U1) numerically, and a second hold number display area SB for displaying the second hold number (U2) numerically.
[0087] The first hold icon display area 70B is divided into a first display section 70B1 (first area), a second display section 70B2 (second area), a third display section 70B3 (third area), and a fourth display section 70B4 (fourth area) from the side closest to the icon display area 70C, and the first display section 70B1 to the fourth display section 70B4 display a number of first hold icons corresponding to the first hold number (U1).
[0088] Specifically, the first display unit 70B1 displays a first hold icon indicating the first hold information in which the first special pattern changing display is executed first, the second display unit 70B2 displays a first hold icon indicating the first hold information in which the first special pattern changing display is executed second, the third display unit 70B3 displays a first hold icon indicating the first hold information in which the first special pattern changing display is executed third, and the fourth display unit 70B4 displays a first hold icon indicating the first hold information in which the first special pattern changing display is executed fourth.
[0089] The second hold icon display area 70D is divided from the left into a first display portion 70D1 (first area), a second display portion 70D2 (second area), a third display portion 70D3 (third area), and a fourth display portion 70D4 (fourth area), and the first display portion 70D1 to the fourth display portion 70D4 display a number of second hold icons corresponding to the second hold number (U2).
[0090] Specifically, the first display unit 70D1 displays a second reserve icon indicating the second reserve memory in which the second special pattern changing display is executed first, the second display unit 70D2 displays a second reserve icon indicating the second reserve memory in which the second special pattern changing display is executed second, the third display unit 70D3 displays a second reserve icon indicating the second reserve memory in which the second special pattern changing display is executed third, and the fourth display unit 70D4 displays a second reserve icon indicating the second reserve memory in which the second special pattern changing display is executed fourth.
[0091] The icon display area 70C is formed directly above a pedestal image to clearly distinguish it from the first hold icon display area 70B and the second hold icon display area 70D, and the icon is displayed as if it is sitting or floating on top of this pedestal image.
[0092] Specifically, with the start of the variable display of the first special pattern (performance pattern 70a), the first reserved icons displayed in the first reserved icon display area 70B move (shift) one by one toward the icon display area 70C, and the first reserved icon displayed in the first display section 70B1 becomes the icon by moving (shifting) to the icon display area 70C, and the icon disappears (is erased) at the end of the variable display of the first special pattern (performance pattern 70a). In other words, a disappearance performance (erasing performance) of the icon is performed.
[0093] In addition, as the variable display of the second special pattern (performance pattern 70a) begins, the second reserved icons displayed in the second reserved icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserved icon displayed in the first display section 70D1 moves (shifts) to the icon display area 70C to become the icon, and the icon disappears (is erased) when the variable display of the second special pattern (performance pattern 70a) ends. Note that the icon may be erased during the variable display of the special pattern (performance pattern 70a).
[0094] In the embodiment of the present invention, the changing display of the performance pattern 70a is performed on the main display device 70, but the changing display of the performance pattern 70a may also be performed on either the main display device 70 or the sub display device 71, or both.
[0095] The first movable performance device 73 has a first movable member 73a and a second movable member 73b that are operable, and is capable of performing a performance by making the first movable member 73a and the second movable member 73b perform a predetermined operation during the execution of the variable display of the performance pattern 70a executed on the main display device 70. In addition, the first movable member 73a and the second movable member 73b are provided with a board lighting device 74 having a plurality of decorative LEDs, and are capable of emitting light in a predetermined manner during the execution of the performance.
[0096] Specifically, the first movable member 73a moves (rises and descends) between a standby position (first position, "A" in FIG. 59 etc. described later) located toward the end (upper) of the main display device 70, a first performance position (second position, "B" in FIG. 59 etc. described later) located toward the center (lower) of the main display device 70, and a second performance position (third position, "C" in FIG. 59 etc. described later) located further toward the center (lower) of the main display device 70 than the first performance position. The second movable member 73b moves between a standby position (first position) covering a part of the front of the first movable member 73a and a performance position retreating from the front of the first movable member 73a. The first movable member 73a may be swung up and down at the standby position (first position), the first performance position (second position), or the second performance position (third position). Also, instead of swinging the first movable member 73a, the second movable member 73b may be swung left and right while the first movable member 73a is in the standby position or each performance position, so that the first movable member 73a appears to be swinging. Also, the first movable member 73a may be positioned (stayed) at the first performance position (second position) or the second performance position (third position) for a predetermined time, or a predetermined performance action (for example, rotation) may be performed at the first performance position (second position) or the second performance position (third position).
[0097] The second movable performance device 75 is capable of performing a motion performance during the execution of the variable display of the performance pattern 70a executed on the main display device 70. In addition, the second movable performance device 75 is provided with a board lighting device 74 having a plurality of decorative LEDs, and is capable of emitting light in a predetermined manner during the execution of the motion performance.
[0098] Specifically, second movable performance device 75 is adapted to move between a standby position (first position, "D" in FIG. 61 etc. described later) located toward the end (left) of main display device 70, and a performance position (second position, "E" in FIG. 61 etc. described later) located toward the center (left) of main display device 70. Note that second movable performance device 75 is movable by a second movable performance device drive solenoid (not shown), and unlike sub-display device 71 and first movable performance device 73 described above, it does not perform a performance action at the performance position or remain at the performance position for a predetermined period of time, but rather performs only a single action of moving from the standby position to the performance position and moving (returning) from the performance position to the standby position.
[0099] On the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device 95 for paying out game balls based on the establishment of predetermined payout conditions (prize balls, ball loans), a game ball storage section 96 for storing game balls supplied from island equipment etc. and supplying them to the payout device 95, a main control device 110A incorporating a main control board 110, a payout control device 120A incorporating a payout control board 120, a presentation control device 130A incorporating a presentation control board 130, a power supply unit 160A incorporating a power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (an information collecting device such as a hall computer).
[0100] In addition, a cover member 23 with an opening and closing door is provided, which opens and closes in the left-right direction on one side around a rotation axis set on the left or right side so as to cover the upper part of the main control device and the entire performance control device from the rear, and the performance control device 130A is provided with a changeover switch 22 covered by the cover member 23 for switching adjustment modes related to adjustment of the volume of the performance sound output from the audio output device 9 and the light intensity of the display devices (main display device, sub display device) and various lighting devices (frame lighting device 10, board lighting device 74).
[0101] On the front side of the main control board 110, there are mounted a main control unit 110m consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update a setting value which is the stage of the advantageous degree of the game (the probability of determining a jackpot), a setting key switch 112a for inputting a signal to transition to a setting change mode or setting confirmation mode which will be described later by operating the setting key, an information display 113 for displaying performance information and setting values which enable the actual performance of the gaming machine to be grasped, and other electronic components.
[0102] The information display 113 is composed of four 7-segment displays (113a to 113d) arranged in the left-right direction. 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 a setting value or the value of the performance information (see FIG. 63). When displaying a setting value, static lighting is performed, and when displaying performance information, dynamic lighting is performed.
[0103] (Game board configuration) Next, the configuration of the game board 5 in the embodiment of the present invention will be specifically described with reference to Fig. 4. Fig. 4 is an exploded perspective view of the game board 5.
[0104] The game board 5 is composed of a board surface unit 500 that constitutes the front side of the game board 5, and a back surface unit 501 that constitutes the rear side of the game board 5.
[0105] The board unit 500 has a play area 5a formed on its surface by the inner rail 35 and the outer rail 36 described above, and has a play board 500a made of transparent resin having a window portion through which the rear can be seen.
[0106] Inside the play area 5a of the play board 500a, there are provided the decorative frame 40, general prize opening 43, general gate 44 (gate detection switch 44a), first start opening 45 (first start opening detection switch 45a), variable start section 46 (second start opening 47, second start opening detection switch 47a, second start opening opening opening solenoid 48b), first variable prize opening section 49 (first large prize opening 50, first large prize opening detection switch 50a, first large prize opening opening opening member 51, first large prize opening opening opening solenoid 51b), and second variable prize opening section 55 (second large prize opening 56, second large prize opening detection switch 56a, second large prize opening opening opening member 57, second large prize opening opening opening solenoid 57b), and sub information display 80, and outside the play area 5a, there is provided a main information display 59.
[0107] In addition, a stamp plate 502, on which a stamp bearing identification information unique to the gaming machine 1 is affixed, is provided at the lower right of the gaming board 500a in a state in which it can rotate left and right around the left side as an axis, and fixing devices 503a are provided at each of the four corners of the gaming board 500a for detachably attaching the board unit 500 and the back unit 501.
[0108] The fixture 503a located at the lower right of the game board 500a is normally covered by the stamp plate 502, and is exposed when the right side of the stamp plate is pinched with the fingertips and rotated to the left.
[0109] The fixing device 503a has an operating portion located on the front side of the game board 500a, an axis portion extending from the operating portion to the back side of the game board 500a, and an engagement piece provided at the tip of the axis portion and located on the back side of the game board 500a, and by operating the operating portion, the engagement piece changes between a first state (disengaged position) and a second state (engaged position).
[0110] The rear unit 501 has a unit base 501a formed in a recessed shape with an open front and a window portion through which the rear can be seen, and in the recessed chamber, the sub-display device 71, the first movable performance device 73 (first movable member 73a, second movable member 73b), the second movable performance device 75, etc. are provided, and behind the window portion, the main display device 70 is provided. In addition, behind the main display device 70, a performance control device 130A is provided, and below the performance control device 130A, a master control device 110A is provided.
[0111] At the four corners of the unit base 501a, there are provided fixed receiving portions 503b for detachably mounting the board surface unit 500 and the back surface unit 501 by engaging with the engaging pieces of the above-mentioned fixture 503a.
[0112] When attaching the board unit 500 and the back unit 501, the certificate plate 502 is opened and the engagement pieces of the four fixing devices 503a are set to the first state (non-engaged position). Then, a male connector CN provided at the tip of a harness HN leading from various electronic components (various solenoids, various switches) provided in the board unit 500 is passed through a through hole HA provided on the right side of the back unit 501. Thereafter, when the back surface of the board unit 500 and the front surface of the back unit 501 are brought into contact with each other, the engagement pieces of the fixing devices 503a enter the interior of the fixed receiving portion 503b.
[0113] In this state, when the operating parts of the four fixing devices 503a are rotated to set the engaging pieces to the second state (engaged posture), the engaging pieces engage with the fixed receiving parts 503b, and the panel unit 500 and the back unit 501 are fixed together. After that, when the male connector CN provided at the tip of the harness HN leading out from various electronic components (various solenoids, various switches) is connected to the female connector of the main control device 110A and the certificate plate 502 is set to the closed state, the installation work of the panel unit 500 and the back unit 501 is completed.
[0114] On the other hand, when removing the panel unit 500 and the back unit 501, the male connector CN connected to the female connector of the main control device 110A is pulled out to open the certificate plate 502. After that, the operating parts of the four fixing devices 503a are turned to set the engagement pieces to the first state, and the engagement between the engagement pieces and the fixed receiving parts 503b is released.
[0115] In this state, when the panel unit 500 and the back unit 501 are separated, the engagement pieces of the four fixing devices 503a retract from the fixed receiving parts 503b. Then, when the male connector CN provided at the tip of the harness HN is pulled out from the through hole HA, the removal of the panel unit 500 and the back unit 501 is completed.
[0116] In this embodiment, in addition to replacing only the game board 5 (a set of the game board unit 500 and the back unit 501), it is also possible to replace only the game board unit 500 from the viewpoint of like new of the game machine 1. Therefore, although the attachment and detachment of the game board unit 500 and the back unit 501 when the game board 5 is not attached to the game board attachment frame 3 has been described here, it is also possible to replace only the game board unit 500 from the game board 5 attached to the game board attachment frame 3.
[0117] Specifically, when the game board 5 is attached to the game board mounting frame 3, only the back unit 501 is fixed to the game board mounting frame 3 via a locking mechanism, and the locking mechanism prevents the board surface unit 500 from being fixed, making it possible to replace (like new) only the board surface unit 500. Therefore, when replacing only the board surface unit 500, it is advisable to carry out the above-mentioned removal work after opening the glass frame 4.
[0118] (Overall block diagram of the gaming machine) Next, a control means for controlling the progress of a game will be described with reference to the overall block diagram of the gaming machine 1 in Fig. 5. Fig. 5 is an overall block diagram of the gaming machine 1.
[0119] The control configuration of this embodiment includes a main control board 110 that provides overall control of the progress of the game (basic operations), a payout control board 120 that controls the payout of game balls based on receiving a payout control command from the main control board 110, a presentation control board 130 that controls presentation related to the game based on receiving a presentation control command 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.
[0120] In addition, the 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 the 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.
[0121] The main control board 110 is equipped with a main CPU 110a which performs calculation processing, a main ROM 110b which stores game control programs etc., a main RAM 110c which serves as a work area during calculation processing, and a main control unit 110m which is a one-chip microcomputer equipped with input / output ports etc.
[0122] The input / output ports of the main control unit 110m are provided with an out ball detection switch 39a, a general winning hole detection switch 43a, a gate detection switch 44a, a first start hole detection switch 45a, a second start hole detection switch 47a, a second start hole opening / closing solenoid 48b, a first large prize hole detection switch 50a, a first large prize hole opening / closing solenoid 51b, a second large prize hole detection switch 56a, a second large prize hole opening / closing solenoid 57b, a magnetic detection sensor 57a, a radio wave detection sensor 58a, A main information display 59 (first special pattern display 60, second special pattern display 61, normal pattern display 62, first special pattern reserved indicator 63, second special pattern reserved indicator 64, normal pattern reserved indicator 65, number of rounds indicator 66, right hit indicator 67, status confirmation indicator 68), a game information output terminal board 90, an RWM clear switch 111a, a setting key switch 112a, an information display 113, a payout control board 120 and a performance control board 130 are connected.
[0123] The main CPU 110a receives an operating clock from a crystal oscillator, reads out a game control program stored in the main ROM 110b, and performs calculation processing related to the game while using the main RAM 110c as a work area. This allows the main CPU 110a to perform control processing according to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for sending game information to the outside of the gaming machine (hall computer, etc.) via the game information output terminal board 90.
[0124] "Game information" includes a start port entry signal that is output each time a game ball enters the first start port 45 or the second start port 47, a pattern determination signal that is output each time the varying display of the first special pattern or the second special pattern is stopped, a jackpot signal that is output throughout jackpot play, an opening signal that is output throughout round play (opening of the jackpot entry port), a time-saving state signal that is output throughout the time-saving play state described below, and a security signal that is output when a situation that poses a problem (threat) to the security of the gaming machine 1 occurs (RWM clear, error, etc.).
[0125] The memory area of the main control unit 110m includes a memory area allocated to the main ROM 110b and a memory area allocated to the main RAM 110c.
[0126] The memory area of the main ROM 110b is arranged in the following order: a game ROM area in which programs and data related to the progress of the game are stored; an information ROM area in which programs and data related to the performance display of the gaming machine are stored; an unused area of 16 bytes or more in which access is prohibited and in which "0" is stored; a ROM comment area in which data such as the program title and version is stored; a vector table area in which the starting address of the timer interrupt processing described below is set; and a HW parameter area in which parameters such as the starting address and final address of the access prohibited area are set.
[0127] The game ROM area is arranged in the following order: a game program area in which programs related to the progress of the game are stored; a first unused area in which access is prohibited and in which "0" is stored; a game data area in which data related to the progress of the game is stored; and a second unused area in which access is prohibited and in which "0" is stored.
[0128] The information ROM area is arranged in the following order: an information program area in which programs related to the performance display of the gaming machine are stored; an unused area which is prohibited from access and in which "0" is stored; and an information data area in which data related to the performance display of the gaming machine is stored.
[0129] The memory area of the main RAM 110c is arranged in the order of a game RWM area used as a work area when executing a game program, and an information RWM area used as a work area when executing an information program.
[0130] The game RWM area is arranged in the following order: a game work area used by the game program as a work area; a first unused area which is prohibited from being accessed and in which "0" is stored; a game stack area for temporarily saving data being processed by the game program; and a second unused area which is prohibited from being accessed and in which "0" is stored.
[0131] The game work area is arranged, in order, with a setting value area for storing setting values, a judgment information area for storing judgment information (checksum described later) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.
[0132] The information RWM area is arranged in the following order: an information work area used by information programs as work, an unused area where access is prohibited and where "0" is stored, and an information stack area for temporarily storing data being processed by information programs.
[0133] In the information work area, a performance information area for storing information relating to the performance of the gaming machine 1, and an error information area for storing information relating to various error determinations are arranged in that order.
[0134] Below, we will explain the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program.
[0135] When the main CPU 110a performs processing based on a game program, it basically refers to the game data area, and refers to and updates the contents of the game RWM area while using the game RWM area as a work. Also, when the main CPU 110a performs processing based on an information program, it basically refers to the information data area, and refers to and updates the contents of the information RWM area while using the information RWM area as a work.
[0136] However, in the process based on the game program, the contents of the information RWM area cannot be updated, but can be referenced. Also, in the process based on the information program, the contents of the game RWM area cannot be updated, but can be referenced.
[0137] When processing based on the information program is performed, the flag register is saved to the game RWM area in the processing based on the game program, and then the information program is called to execute the processing based on the information program, and the flag register is restored from the game RWM area immediately after the processing based on the information program is completed and a return is made to the game program.
[0138] In addition, immediately after the information program is started, the stack pointer of the game stack area is saved to the information RWM area, and then the stack pointer of the information stack area is set, all registers used in the game program are saved to the information RWM area, and immediately before the information program is terminated, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.
[0139] In this way, data used by the game program when performing processing based on the information program can be protected, and no inconvenience occurs when returning from the information program to the game program.
[0140] 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 26 to control the launch of game balls.
[0141] The payout control unit 121 includes a payout CPU 121a that performs calculation processing, a payout ROM 121b in which a payout program and the like are stored, a payout RAM 121c that serves as a work area during calculation processing, and an input / output port.
[0142] The input / output port of the payout control unit 121 is connected to an open detection switch 31a, a full detection switch 32a, a payout ball detection switch 95a for detecting game balls being paid out from the payout device 95, a payout motor 95b for paying out game balls from the payout device 95, and a ball presence detection switch 96a for detecting that game balls are stored in the game ball storage unit 96.
[0143] 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 calculation 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 control command from the main control board 110, control processing for sending a command based on the result of the calculation processing to the main control board 110, etc.
[0144] The launch control unit 122 includes a control circuit and an input / output port, which are not shown. The input / output ports of the launch control unit 122 are connected to the ball feeding solenoid 11b, the touch sensor 15a, the launch volume 15b, the launch solenoid 28b, and the like.
[0145] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, it allows current to flow to the ball feeding solenoid 11b and the launch solenoid 28b, and when it detects a change in the rotation angle of the launch handle 15 based on a detection signal from the launch volume 15b, it drives the ball feeding solenoid 11b and also drives the launch solenoid 28b to achieve a launch strength according to the rotation angle of the launch handle 15, thereby launching the game balls (99.9 balls / minute).
[0146] 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 performance control commands received from the main control board 110, a display control unit 140 that performs control processing for image display and audio output based on the performance control commands received from the performance control unit 130m, and a lamp control unit 150 that performs control processing for various light-emitting components (LEDs, etc.) and various driving sources (motors, etc.) based on the performance control commands received from the performance control unit 130m.
[0147] The performance control unit 130m includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b in which a performance control program is stored, a sub-RAM 130c that serves as a work area during arithmetic processing, and input / output ports.
[0148] The performance button detection switch 17a and the cross key detection switch 19a are connected to the input / output port of the performance control unit 130m.
[0149] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out a performance control program stored in the sub-ROM 130b, and performs calculation processing related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processing for determining the performance mode of the variable performance, control processing for sending a performance control command based on the determination result to the display control unit 140, control processing according to detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), etc.
[0150] The display control unit 140 receives commands from the performance control unit 130m and controls the main display device 70 and the sub display device 71 to display specified images, and controls the audio output device 9 to output specified audio and sounds.
[0151] The display control unit 140 includes a general control unit 141 which performs general control of image display and audio output based on reception of a performance control command from the performance control unit 130m, an image control unit 145 (VDP) which controls the main display device 70 and the sub display device 71 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) which controls the audio output device 9 based on reception of an audio control command from the general control unit 141, and an audio ROM 149 in which audio data etc. are stored.
[0152] The overall control unit 141 includes an overall CPU 141a that performs calculation processing, an overall ROM 141b in which an overall control program is stored, an overall RAM 141c that serves as a work area during calculation processing, and input / output ports to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.
[0153] The overall CPU 141a receives an operating clock from a crystal oscillator, reads out an overall control program stored in the overall ROM 141b, and performs calculation processing related to the performance while using the overall RAM 141c as a work area. This performs control processing for generating display control commands (display lists) that instruct the performance images to be displayed on the main display device 70 and the sub display device 71 and transmitting them to the display control unit 140, and control processing for generating audio control commands that instruct the performance sounds to be output from the audio output device 9 and transmitting them to the audio control unit 148 (audio LSI), etc.
[0154] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0155] The input / output ports of the lamp control unit 150 are connected to the frame lighting device 10, the button driving device 17b (performance button driving motor, performance button vibration motor), performance button light-emitting LED 17c, the first movable performance device 73, the second movable performance device 75, the board lighting device 74, the start port lamp 76, and the sub-information display 80 (sub-first change indicator 81, sub-second change indicator 82, sub-first hold indicator 83, sub-second hold indicator 84, sub-regular map change indicator 85, sub-regular map hold indicator 86, and sub-right hit indicator 87).
[0156] 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 calculation processing related to the performance while utilizing the lamp RAM 150c as a work area. This allows control processing of the frame lighting device 10, the button driving device 17b, the performance button light emitting LED 17c, the starter lamp 76, the first movable performance device 73, the second movable performance device 75, and the board lighting device 74.
[0157] The start gate lamp 76 can emit light according to the icon final display mode and change scenario determined in the icon final display mode determination table (FIG. 28) and change scenario determination table (FIG. 29) described later. For example, if "Scenario 01" in FIG. 29 is determined, the lamp will emit light in "white" when a win occurs, in "white" one change before, and in "blue" when the change occurs. In other words, the start gate lamp 76 can emit light in a color linked to an icon (e.g., the icon in question, the reserved icon), and can indicate the likelihood of a big win together with the icon.
[0158] Also, the icon or reserved icon may become invisible during execution of a variable performance (for example, during execution of an SP reach performance or an SPSP reach performance) (see Figs. 96 and 100). As a result, for example, when a color change is being performed on the icon, the player may forget what color it changed to, but the start gate lamp 76 does not become invisible and difficult to see during execution of a variable performance (for example, during execution of an SP reach performance or an SPSP reach performance), and emits light in the color corresponding to the hidden icon. Therefore, by visually checking the start gate lamp 76, it is possible to prevent the player from forgetting what color the hidden icon changed to.
[0159] The power supply board 160 generates a main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (the main control board 110, the payout control board 120, the performance control board 130, and various electronic components) (corresponding to a power supply supply means). The power supply board 160 includes 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 the drop in the power supply voltage (the occurrence of a power outage), and a backup power supply circuit 163 that supplies a backup power supply to the main control board 110 when the power supply is interrupted (a power outage occurs).
[0160] The power supply board 160 also includes a power switch operable by a store clerk to switch between an ON state for supplying main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components) and an OFF state for stopping the supply, and when the power switch is turned ON, the supply of main power is started and the operation of the gaming machine 1 is started. Note that the supply of backup power to the main control board 110 is maintained even when the power switch is OFF.
[0161] 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 becomes greater than the predetermined value while the voltage drop detection signal is being output, stops outputting the voltage drop detection signal.
[0162] The backup power circuit 163 includes 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 contents stored in the main RAM 110c to be retained even during a power outage, and the game control state can be restored to the state before the power outage (power outage) after recovery from the power outage (power outage).
[0163] Although the payout control board 120 and the performance control unit 130m are not supplied with a backup power source, the payout control board 120 and the performance control unit 130m may be supplied with a backup power source so that the contents stored in the payout RAM 121c and the sub-RAM 130c are retained even in the event of a power outage. Also, the backup power source may be supplied to only one of the payout control board 120 and the performance control unit 130m.
[0164] (Explanation of game state) Next, the game state when the game progresses will be described. In this embodiment, the states related to the special game judgment (jackpot judgment) include a "low probability state" and a "high probability state", and the states related to the second start hole opening / closing member 48 of the second start hole 47 include a "non-time-saving state" and a "time-saving state".
[0165] Therefore, in this embodiment, there are provided a "low-probability non-time-saving game state (normal game state)", which is a low-probability state and a non-time-saving state, a "low-probability time-saving game state (time-saving game state)", which is a low-probability state and a time-saving state, and a "high-probability time-saving game state (high-probability game state)", which is a high-probability state and a time-saving state.
[0166] The initial gaming state of the gaming machine 1 is set to the "normal gaming state." Also, during a jackpot game, the gaming machine 1 is set to the "normal gaming state." However, since a jackpot game is being played, the gaming state is different from the normal gaming state.
[0167] Here, a "low probability state" refers to a gaming state in which the probability of a jackpot is set low at approximately 1 / 300 in a special gaming judgment (jackpot judgment) that is made on the condition that a gaming ball enters the first starting hole 45 or the second starting hole 47, for example, when the setting value (of the jackpot probability), which is the level of advantageousness of the game, is "1."
[0168] In contrast, the "high probability state" refers to a game state that is more advantageous to the player than the low probability state, in which the probability of a jackpot is set high at about 1 / 60 when the setting value is "1." The transition from the low probability state to the high probability state occurs after the jackpot game ends.
[0169] In addition, the "non-time-saving state" refers to a game state in which, in the auxiliary game judgment that is made on the condition that the game ball has passed through the normal symbol gate 44, the probability of winning is set low at 1 / 256, the average time for the variable display of the normal symbol is set to about 30 seconds, and the opening time of the second starting hole 47 in the event of a win is set to 0.180 seconds.
[0170] In contrast, the "time-saving state" refers to a game state advantageous to the player in which the probability of winning is set high at 255 / 256, the average time for the variable display of normal symbols is set to about 3 seconds, and the opening time of the second start hole 47 in the case of a win is set to 6 seconds, thereby reducing the consumption of game balls compared to the non-time-saving state. The transition from the non-time-saving state to the time-saving state is made after the end of the big win game.
[0171] Although the "time-saving state" is set to be more favorable than the "non-time-saving state" in terms of the average fluctuation time of the normal symbols, the opening time of the second starting hole 47, and the winning probability, it is also possible to set only one of the average fluctuation time of the normal symbols, the opening time of the second starting hole 47, and the winning probability to be more favorable.
[0172] In addition, the probability of winning in the non-time-saving state is 1 / 256, but the probability of winning may be set to 0 / 256 so that it is not judged as a win. In this case, the auxiliary game is not executed in the non-time-saving state, and the game ball does not enter the second starting hole 47 (win).
[0173] Next, with reference to FIG. 6, the above-mentioned "low-probability time-shortened gaming state (time-shortened gaming state)" will be described in detail.
[0174] In conventional gaming machines, it is common to transition to a "low-probability time-saving game state (time-saving game state)" at (A) and (D) in Figure 6. In this embodiment, in addition to the conventional (A) and (D), a transition route to a "low-probability time-saving game state (time-saving game state)" is provided.
[0175] Specifically, as shown in (b) of Figure 6, when a predetermined condition is met in the normal game state, it is possible to transition to a "low probability time-saving game state (time-saving game state)" without going through a jackpot game.
[0176] An example of "establishment of a predetermined condition" is the stopping of a specific losing symbol. For example, as shown in FIG. 8(b) described later, the special symbols for losing include "special symbol 00" and "special symbol 10", but other special symbols for losing are provided (for example, "special symbol 11"), and when the "special symbol 11" is determined and the "special symbol 11" is stopped and displayed, the game transitions from the normal game state to the "low probability time-saving game state (time-saving game state)".
[0177] This makes it possible to attract the player's attention (whether the above-mentioned "special symbol 11" stops or not) when the losing special symbol is stopped and displayed, thereby improving the player's interest in the game. In addition, when playing in the normal game state, the game suddenly transitions to a "low probability time-saving game state (time-saving game state)," which can provide a sense of surprise to the player and increase the player's interest in the game.
[0178] The rate at which a specific losing symbol is determined may be any rate. For example, it may be the same as or close to the probability of determining a jackpot for each set value, or it may be a probability that is more difficult to determine than the probability of determining a jackpot for each set value, or it may be a probability that is more likely to determine a jackpot.
[0179] Another example of "establishment of a predetermined condition" is when the number of times the variable display of the special symbol executed from the starting point reaches N times. For example, an area is provided in the main RAM 110c for counting and storing the number of times the variable display of the special symbol in the "low probability non-time-saving game state (normal game state)" reaches N times, and when the number of times counted and stored in the area reaches N times, the "low probability non-time-saving game state (normal game state)" is switched to the "low probability time-saving game state (time-saving game state)".
[0180] "N times" can be set to any number of times according to the probability of being determined as a jackpot for each set value. For example, if the probability of being determined as a jackpot is "1 / 199", N times can be set to about "500", and if the probability of being determined as a jackpot is "1 / 319", N times can be set to about "900".
[0181] An example of the "starting point" is a state in which the RWM has been cleared (for example, a state in which the processes of steps S19 and S24 in FIG. 13 described later have been performed). Also, for example, the time when the "low probability time-shortened gaming state (time-shortened gaming state)" ends, that is, the state of (E) in FIG. 6, can be mentioned. Also, for example, although not shown in FIG. 6, depending on the specifications of the gaming machine, the end of a "high probability time-shortened gaming state (probability variable gaming state)" may be set as the "starting point."
[0182] The upper limit number of times for the "low probability time-saving gaming state (time-saving gaming state)" is "50" times or "100" times in this embodiment when the transition is made at (d) in FIG. On the other hand, when the transition occurs at (b) in FIG. 6, in this embodiment, the number is "1000". In other words, the upper limit number of times to enter the "low probability time-saving play state (time-saving play state)" is higher when transitioning via the satisfaction of a specified condition without playing a jackpot game than when transitioning via a jackpot game.
[0183] This provides players with information to help them decide whether or not to play, and reduces the number of players who play randomly. For example, if N is about 900 times, it is possible to provide relief to players who have not won a jackpot for a long time, which leads to preventing players from quitting games. The number of N times can be easily known by players through magazines or the Internet.
[0184] In addition, when a transition to a "low-probability time-shortened game state (time-shortened game state)" occurs due to the establishment of a predetermined condition, the upper limit number of times that the "low-probability time-shortened game state (time-shortened game state)" can be reached is higher than when a transition to a "low-probability time-shortened game state (time-shortened game state)" occurs via a jackpot game, which makes players more likely to try playing the "low-probability non-time-shortened game state (normal game state)", thereby improving the operation of the gaming machine.
[0185] Note that "satisfaction of a specified condition" may mean satisfying only one of the conditions listed in FIG. 6, or all of the conditions, or may mean satisfying conditions other than the conditions listed in FIG. 6.
[0186] Also, the number of rotations up to "N times" may be actively notified. For example, a notification (display) such as "XX rotations left to enter △△ state!" may be made on the main display device 70 or the sub display device 71. On the other hand, a positive notification may not be made and the display may merely be a suggestion. For example, when the number of rotations approaches "N times", a special presentation mode (background, mode) may be used to suggest that "N times" is approaching.
[0187] 6 is controlled, if the "special symbol 11" in the above example is stopped and displayed, the "time-saving game state 2" may be controlled together with the "time-saving game state 1". In other words, the "special symbol 11" may be determined based on the ball entering the first starting hole 45 or the ball entering the second starting hole 47.
[0188] For example, if the remaining number of times that "time-shortened game state 1" can be played is "2" and "special symbol 11" is stopped and displayed, the remaining number of times that "time-shortened game state 2" can be set to "1000", and in the next game, the remaining number of times that "time-shortened game state 1" can be "1" and the remaining number of times that "time-shortened game state 2" can be "999". Then, in the next game, the remaining number of times that "time-shortened game state 1" can be "0" and the remaining number of times that "time-shortened game state 2" can be "998", and only "time-shortened game state 2" can be controlled from there.
[0189] As a result, even if the "special symbol 11" is determined in the "time-saving game state 1", the player will not suffer a loss (so-called "draw loss"), and furthermore, the player can continue playing in the time-saving game state, which further increases the player's interest in the game.
[0190] On the other hand, when the "special symbol 11" in the above example is displayed as stopped while the "time-shortened game state 1" is being controlled, the "time-shortened game state 2" may not be controlled. For example, when the "special symbol 11" is displayed as stopped when the remaining number of times that can be played in the "time-shortened game state 1" is "1", the number of times that can be played in the "time-shortened game state 2" is not set, and the time-shortened game state ("time-shortened game state 1") may be ended in the next play, and the normal game state may be controlled. This prevents the player from gaining a significant advantage.
[0191] In the above example, the case where the "special symbol 11" in the above example is displayed stopped while the "time-saving game state 1" is controlled is described. However, the case where the "special symbol 11" in the above example is displayed stopped while the "time-saving game state 2" is controlled may also be treated in the same manner as the above example.
[0192] Next, various tables stored in the main ROM 110b will be described in detail with reference to FIGS.
[0193] (Jackpot Judgment Table) Figure 7(a) is a jackpot determination table for a first special pattern for determining (jackpot determination) special pattern determination information obtained based on the entry (sinking) of a gaming ball into the first starting hole 45, and Figure 7(b) is a jackpot determination table for a second special pattern for determining (jackpot determination) special pattern determination information obtained based on the entry (sinking) of a gaming ball into the second starting hole 47.
[0194] As shown in Figures 7(a)-(b), the jackpot determination table corresponds the current setting value, the current probability state, the random number value for jackpot determination, and the jackpot determination result (jackpot, miss), and for reference, the approximate probability of winning in the case of a "jackpot" is listed in the rightmost column.
[0195] The main CPU 110a refers to the jackpot determination table for the first special pattern shown in FIG. 7(a) or the jackpot determination table for the second special pattern shown in FIG. 7(b), and determines whether it is a “jackpot” or a “miss” based on the current setting value, the probability state, and the random number value for jackpot determination.
[0196] For example, according to the jackpot determination table for the first special symbol shown in Fig. 7(a), when the set value is "1" and the game is in a normal game mode, 200 random numbers for jackpot determination from "100" to "299" are determined as "jackpots." And, the random numbers for jackpot determination other than those determined as jackpots are determined as "misses."
[0197] (Special symbol determination table) FIG. 8(a) is a special pattern determination table for a jackpot for determining the type of special pattern when a jackpot is determined, and FIG. 8(b) is a special pattern determination table for a miss for determining the type of special pattern when a miss is determined.
[0198] As shown in Figures 8(a) to (b), the special pattern determination table associates the type of special pattern to be stopped, a random number value for special pattern determination, a determination result of the special pattern, stop special pattern data corresponding to the determination result, and a special pattern designation command corresponding to the determination result.
[0199] The special symbols "00" and "10" are the losing special symbols that do not trigger a jackpot game. The special symbol "01" is the jackpot special symbol that triggers the first jackpot game, the special symbol "02" is the jackpot special symbol that triggers the second jackpot game, and the special symbol "11" is the jackpot special symbol that triggers the third jackpot game.
[0200] In the "first jackpot game", the first big prize winning port 50 is opened for a maximum of 29.5 seconds, and then the first big prize winning port 50 is closed for two seconds in a round game that is executed up to six times. In the round game, if a specified number of game balls (for example, 10 balls) enter the first big prize winning port 50 even before the opening time has elapsed, one round game ends. After the first jackpot game ends, the game is set to a low probability non-time-saving game state (time-saving game state) until the special pattern variation display is performed 100 times.
[0201] In the "second jackpot game", the first jackpot opening 50 is opened for a maximum of 29.5 seconds, and then the jackpot opening is closed for 2 seconds. This round game is executed up to 10 times. After the second jackpot game ends, the game is set to a high probability time-saving game state (probability change game state) until the special pattern is displayed 10,000 times. Therefore, the probability of winning the jackpot in the high probability game state is almost certain to be the next jackpot.
[0202] In the "third jackpot game", the second jackpot opening 56 is opened for a maximum of 29.5 seconds, and then the jackpot opening is closed for 2 seconds. This round game is executed up to 4 times. After the third jackpot game ends, the game is set to a high probability time-saving game state (probability change game state) until the special pattern is displayed 10,000 times. Therefore, the probability of winning the jackpot in the high probability game state is almost certain to be the next jackpot.
[0203] Although one losing special symbol is associated with each of the first special symbol and the second special symbol, multiple losing special symbols may be associated with at least one of the first special symbol and the second special symbol.
[0204] The main CPU 110a refers to a special pattern determination table shown in any one of Figures 8(a) to (b), and determines the type of special pattern, the stopped special pattern data, and the special pattern designation command based on the type of special pattern to be stopped and the random number value for special pattern determination, and transmits the special pattern designation command to the performance control board 130.
[0205] The first feature of the special symbol determination table shown in Figure 8 is that the types of the big win special symbols and the types of the losing special symbols are the same and do not change depending on the setting value. This makes it possible for players to play with confidence without making the game complicated.
[0206] The second feature of the special symbol determination table shown in Fig. 8 is that the selection ratio of each special big win symbol and the selection ratio of each losing symbol are constant and do not change depending on the setting value. By doing so, the player's advantage does not change drastically depending on the setting value, and the player can play with peace of mind.
[0207] (Special chart fluctuation pattern determination table) Figure 9(a) is a special pattern change pattern determination table for the non-time-saving state for determining the change pattern of the special pattern in the non-time-saving state, and Figure 9(b) is a special pattern change pattern determination table for the time-saving state for determining the change pattern of the special pattern in the time-saving state.
[0208] As shown in Figure 9, the special pattern change pattern determination table associates the type of special pattern (starting hole) that displays the change, the jackpot determination result, the special pattern determination result (stop special pattern data), a random number value for reach determination, the first reserved number (U1) or the second reserved number (U2), a random number value for special pattern change pattern determination, the special pattern change pattern as the determination result, the change time of the special pattern, and a special pattern change pattern designation command that indicates the special pattern change pattern.
[0209] Therefore, the "special pattern change pattern" can be said to be something that can specify the type of special pattern, the result of the jackpot determination, the kind of special pattern, and the change time of the special pattern.
[0210] The main CPU 110a refers to the special symbol change pattern determination table shown in FIG. 9, and determines the special symbol change pattern based on the jackpot determination result, the special pattern determination result (stop special symbol data), the random number value for reach determination, the first reserved number (U1) or the second reserved number (U2), and the random number value for special symbol change pattern determination, and transmits a special symbol change pattern designation command corresponding to the special symbol change pattern to the performance control board 130.
[0211] In addition, as described below, the performance control board 130 determines the content (performance mode) of the variable performance involving the variable display of the performance pattern 70a in accordance with a variable pattern designation command (jackpot determination result, special pattern determination result, etc.), and therefore, for reference, the rightmost column of the special pattern determination table shown in Figure 9 lists the performance contents that can be executed in the variable performance.
[0212] The performance contents shown in the fluctuation pattern determination table in Figure 9, namely "normal fluctuation," "shortened fluctuation," "ultra-shortened fluctuation," and "long fluctuation," mean that the three performance patterns 70a fluctuate independently at high speed and stop without reaching a reach.
[0213] In addition, "reach" means a variation mode (expected performance) that makes the player expect that a big win game will be executed, such as a part of the combination of performance symbols 70a that notify a big win temporarily stopping and other performance symbols 70a changing. For example, when a combination of three performance symbols 70a of "777" is set as a combination of performance symbols 70a that notify a big win, the same performance symbol 70a temporarily stops at "7" in the left and right areas, and the remaining performance symbols 70a change in the center area.
[0214] In addition, the "temporary stop" refers to a state in which the performance pattern 70a sways slightly or changes its shape slightly, making it appear to the player as if the performance pattern 70a is stopped (not completely stopped). On the other hand, the stop display of the performance pattern 70a refers to a state in which it is completely stopped. In addition, the stop display of the special pattern TZ also refers to a state in which it is completely stopped.
[0215] In addition, a "normal reach" refers to a reach effect in which the same performance pattern 70a temporarily stops in the left and right areas, and the remaining performance pattern 70a changes in the central area, and this is the reach (first expected effect) with the lowest expectation of a jackpot.
[0216] In addition, "SP reach" and "special SP reach" are super reach effects (second expectation effects) that have a higher expectation of a jackpot than normal reach, and are executed after normal reach. For example, the two effect symbols 70a shrink and move to the corners of the main display device 70, and a special reach effect is performed using almost the entire display area of the main display device 70.
[0217] In addition, "SPSP reach" is a special reach performance (third expectation performance) with a higher expectation of a jackpot than the super reach, and is executed after the super reach. For example, the three performance symbols 70a shrink and move to the corners of the main display device 70, and a more special reach performance than "SP reach" is performed using almost the entire display area of the main display device 70.
[0218] In addition, the "full rotation reach" is a reach performance (fourth expected performance) that guarantees a big win, and is executed after a normal reach. For example, the main display device 70 goes black after the normal reach performance, and then the three performance patterns 70a all move at a slow speed while being the same, and a more special reach performance than the "SPSP reach" is performed using almost the entire display area of the main display device 70.
[0219] The first feature of the special chart variation pattern determination table shown in Figure 9 is that the type of the determined special chart variation pattern does not change depending on the setting value and is the same. By doing so, it becomes difficult to find the setting value from the special chart variation pattern, and it is possible to provide a fair game.
[0220] The second feature of the special chart variation pattern determination table shown in Figure 9 is that the selection ratio of each special chart variation pattern is the same and does not change depending on the setting value. By doing so, it becomes difficult to find out the setting value from the special chart variation pattern, making it possible to provide a fair game.
[0221] (Pre-judgment table) Figure 10(a) is a pre-judgment table for the non-time-saving state for pre-judging (reading ahead) special chart judgment information obtained based on the winning of a game ball into the first starting hole 45 during the non-time-saving state, and Figure 10(b) is a pre-judgment table for the time-saving state for pre-judging (reading ahead) special chart judgment information obtained based on the winning of a game ball into the second starting hole 47 during the time-saving state.
[0222] As shown in Figure 10, the pre-determination table associates the type of special pattern (starting hole), a jackpot determination result, a special pattern determination result, a random number value for reach determination, a random number value for special pattern change pattern determination, a planned special pattern change pattern as the determination result, and a look-ahead designation command indicating the planned special pattern change pattern.
[0223] Therefore, the "special symbol planned change pattern" can be said to be capable of identifying the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol change pattern planned to be executed.
[0224] The main CPU 110a refers to the pre-determination table shown in Figure 10, and determines the planned special chart variation pattern based on the random number value for determining a jackpot, the random number value for determining a special pattern, the random number value for determining a reach, and the random number value for determining a special chart variation pattern, and transmits a look-ahead designation command corresponding to the planned special chart variation pattern to the performance control board 130.
[0225] (Various storage areas in main RAM) Fig. 11 is a diagram showing various storage areas set in the main RAM 110c. Specifically, Fig. 11(a) is a diagram showing a special chart judgment information storage area in which special chart judgment information acquired when a game ball wins (enters) the first start hole 45 and / or the second start hole 47 is stored, Fig. 11(b) is a diagram showing the configuration of each storage unit of the special chart judgment information storage area, Fig. 11(c) is a normal chart judgment information storage area in which normal chart judgment information acquired when a game ball passes through the normal chart gate 44 is stored, and Fig. 11(d) is a diagram showing the configuration of each storage unit of the normal chart judgment information storage area.
[0226] As shown in FIG. 11(a), the special chart determination information memory area is divided into a first special chart determination information holding memory area in which special chart determination information obtained based on the entry of a game ball into the first starting hole 45 is stored, a second special chart determination information holding memory area in which special chart determination information obtained based on the entry of a game ball into the second starting hole 47 is stored, and a special chart determination information memory area in which special chart determination information while variable display is being executed is stored, and the first special chart determination information holding memory area and the second special chart determination information holding memory area are respectively divided into the first memory section to the fourth memory section.
[0227] In addition, the first storage unit, the second storage unit, the third storage unit, and the fourth storage unit of the first special symbol judgment information reservation storage area correspond to the first display unit 70B1, the second display unit 70B2, the third display unit 70B3, and the fourth display unit 70B4 of the first reserved icon display area 70B, respectively. In addition, the first storage unit, the second storage unit, the third storage unit, and the fourth storage unit of the second special symbol reservation storage area correspond to the first display unit 70D1, the second display unit 70D2, the third display unit 70D3, and the fourth display unit 70D4 of the second reserved icon display area 70D, respectively.
[0228] The number of special pattern judgment information (first reserved information) stored in the first storage unit to the fourth storage unit of the first special pattern judgment information storage area becomes the first reserved number (U1), and the number of first reserved icons corresponding to these special pattern judgment information will be displayed in the first display unit 70B1 to the fourth display unit 70B4 of the first reserved icon display area 70B. The number of special pattern judgment information (second reserved information) stored in the first storage unit to the fourth storage unit of the second special pattern judgment information becomes the second reserved number (U2), and the number of reserved icons corresponding to these judgment information will be displayed in the first display unit 70D1 to the fourth display unit 70D4 of the second reserved icon display area 70D.
[0229] In addition, the 0th storage unit, which is a special chart judgment information execution storage area, corresponds to the icon display area 70C. The icon corresponding to the special chart judgment information stored in the 0th storage unit is displayed in the icon display area 70C.
[0230] As shown in Figure 11 (b), each memory unit is divided into a random number memory area for determining a jackpot for storing random number values for determining a jackpot, a random number memory area for determining a special pattern for storing random number values for determining a special pattern, a random number memory area for determining a reach for storing random number values for determining a reach, and a random number memory area for determining a special pattern change pattern for storing random number values for determining a special pattern change pattern.
[0231] Then, when the game ball enters the first starting hole 45 and the special chart judgment information is acquired, the acquired special chart judgment information is stored in the smallest numbered storage section in the first special chart judgment information reserve storage area in which the special chart judgment information is not stored. Also, when the game ball enters the second starting hole 47 and the special chart judgment information is acquired, the acquired special chart judgment information is stored in the smallest numbered storage section in the second special chart judgment information reserve storage area in which the special chart judgment information is not stored.
[0232] When the start condition for the variable display of the first special pattern is satisfied, the 0th memory section, which is the special pattern determination information execution memory section, shifts the special pattern determination information stored in the first memory section of the first special pattern determination information reservation memory section, and is referred to in order 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 satisfied, the special pattern determination information stored in the first memory section of the second special pattern determination information reservation memory section is shifted, and is referred to in order to execute the variable display of the second special pattern.
[0233] As shown in FIG. 11(c), the normal map judgment information storage area is divided into a normal map judgment information storage area in which normal map judgment information acquired based on the passage of the game ball through the normal map gate 44 is stored, and a normal map judgment information storage area in which normal map judgment information during variable display is stored, and the normal map judgment information reserve storage area is divided into a first storage section to a fourth storage section. The number of normal map judgment information stored in the first storage section to the fourth storage section of the normal map judgment information reserve storage area is the number of reserved normal maps.
[0234] As shown in Figure 11 (d), each memory unit is divided into a random number memory area for winning determination for storing random number values for winning determination, a random number memory area for normal pattern determination for storing random number values for normal pattern determination, and a random number memory area for normal pattern variation pattern determination for storing random number values for normal pattern variation pattern determination.
[0235] Then, when the game ball passes through the normal map gate 44 and normal map judgment information is acquired, the acquired normal map judgment information is stored in the smallest-numbered memory section among the normal map judgment information holding memory areas in which no normal map judgment information is stored.
[0236] When the start condition for the normal pattern change display is met, the normal pattern judgment information stored in the first memory section of the normal pattern judgment information holding memory area is shifted to the 0th memory section, which is the normal pattern judgment information execution memory area, and is referenced to execute the normal pattern change display.
[0237] (flowchart) Next, the progress of the game in the gaming machine 1 will be described with reference to a flowchart.
[0238] (Main processing of the main control board) The main processing (game program) of the main control board 110 will be described with reference to Fig. 12. Fig. 12 is a flowchart showing the main processing in the main control board 110. This main processing is performed when a system reset, which occurs when a power supply voltage is supplied from the power supply board 160, is input to the main CPU 110a.
[0239] First, the main CPU 110a performs an initial setting process in step S10. Specifically, the main CPU 110a performs a process for preparing to start control of a game and a process for initializing various drive sources of the board unit 500. The initial setting process will be described in detail later.
[0240] In step S50, the main CPU 110a updates the random number value for determining the special symbol and the random number value for determining the reach, and in step S51, updates the initial random number value for determining the big win, the initial random number value for determining the special symbol, the initial random number value for determining the win, and the initial random number value for determining the normal symbol.
[0241] In step S52, the main CPU 110a determines whether or not a voltage drop detection signal indicating the occurrence of a voltage drop in the power supply (for example, a voltage drop from 24 volts to less than 18 volts) has been input from the power interruption detection circuit 162 of the power supply board 160. If the voltage drop detection signal has not been input, the process proceeds to step S50, and if the voltage drop detection signal has been input, the process proceeds to step S53.
[0242] In step S53, the main CPU 110a judges whether or not the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If the voltage drop detection signal has been continuously input for the predetermined period, it is assumed that a complete power outage has occurred, and the process proceeds to step S54. If the voltage drop detection signal has not continued for the predetermined period, it is assumed that there is a possibility of a momentary power outage in which the voltage of the power supply drops for just a moment, and the process proceeds to step S52.
[0243] In step S54, the main CPU 110a sets an interrupt prohibition to prohibit timer interruption, and in step S55, transmits a power cutoff designation command to notify the payout control board 120 that the power cutoff process has started. As a result, the payout control board 120 that has received the power cutoff designation command transmits a remaining payout number designation command indicating the remaining payout number of game balls stored in the payout RAM 121c.
[0244] In step S56, the main CPU 110a determines whether or not a remaining payout number designation command has been received. If the remaining payout number designation command has not been received, the process proceeds to step S57. If the remaining payout number designation command has been received, the process proceeds to step S58.
[0245] In step S57, the main CPU 110a judges whether the waiting time for waiting for the receipt of the remaining payout number designation command has elapsed. If the waiting time has not elapsed, the process proceeds to step S56, and if the waiting time has elapsed, the process proceeds to step S58, assuming that normal communication with the payout control board 120 is not possible.
[0246] In step S58, the main CPU 110a saves the payout number in the payout counter set in the game RWM area of the main RAM 110c. Specifically, if a remaining payout number designation command is received, the remaining payout number specified by the remaining payout number designation command is saved, and if a remaining payout number designation command is not received, "0" is saved as the remaining payout number. The remaining payout number saved here is referenced in the timer interrupt payout control process described later, and after the power is restored, a payout number designation command according to the remaining payout number is sent to the payout control board 120.
[0247] The main CPU 110a clears the output ports in step S59, which initializes the output states of the output ports and stops the operations of various display devices and various drive sources (motors, solenoids).
[0248] In step S60, the main CPU 110a calculates a checksum (abnormality determination data) of the game RWM area of the main RAM 110c and saves it in a predetermined area of the game RWM area. By doing so, it becomes possible to perform data abnormality determination of the game RWM area by the checksum the next time the power is turned on.
[0249] In step S61, the main CPU 110a saves a backup flag indicating that the data in the main RAM 110c has been backed up (power has been restored) in the game RWM area of the main RAM 110c, and in step S62, prohibits RWM access and thereafter waits until the power supply is completely cut off.
[0250] In this way, when the supply of the operating power (18 volts or more) required for the operation of the gaming machine 1 starts, the initial setting process is performed, but when the supply of the operating power is resumed due to the occurrence of a momentary power outage (voltage drop to less than 18 volts), the initial setting process is not performed. In other words, even if a setting change operation, setting confirmation operation, or RWM clear operation is performed due to some factor when a momentary power outage occurs, the setting change process, setting confirmation process, and RWM clear process will not be executed, so that the gaming machine will not perform unintended operations, and it is possible to ensure the reliability of the gaming machine.
[0251] (Main control board initial setting process) The initial setting process (game program) of the main control board 110 will be described with reference to Fig. 13. Fig. 13 is a flow chart showing the initial setting process of the main control board 110.
[0252] First, the main CPU 110a prohibits all interrupts in step S11, performs CPU initial settings such as setting built-in registers in step S12, and performs startup waiting processing for other control boards in step S13. Specifically, the main CPU 110a waits for one second for the payout control board 120 and the performance control board 130 to start up so that no commands from the main control board 110 are missed.
[0253] In step S14, the main CPU 110a permits access to the RWM area of the main RAM 110c, and in step S15, transmits a launch permission designation command to the payout control board 120. This causes the payout control unit 121 to perform processing for permitting the launching device 26 to launch game balls.
[0254] In step S16, the main CPU 110a judges whether or not a backup flag indicating power recovery is saved in the game RWM area of the main RAM 110c. If the backup flag is saved, it is determined that power recovery has occurred, and the process proceeds to step S17. If the backup flag is not saved, it is determined that power is being turned on for the first time or that power is being recovered irregularly, and the process proceeds to step S18.
[0255] In step S17, the main CPU 110a calculates a checksum (abnormality determination data) of the gaming RWM area of the main RAM 110c, and clears the backup flag saved in the gaming RWM area.
[0256] In step S18, the main CPU 110a judges whether or not a setting change operation has been performed. Specifically, it judges whether or not the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S19 as a transition to the setting change mode, and if no setting change operation has been performed, the process proceeds to step S20.
[0257] The main CPU 110a performs a setting change process (game program) in step S19. Specifically, the main CPU 110a performs a process for changing (updating) a setting value (probability of being determined as a jackpot in a jackpot determination), which is a stage of the advantageous degree of the game, based on the operation of the RWM clear switch 111a. The setting change process will be described in detail later. When this process is completed, the process proceeds to step S25.
[0258] In step S20, the main CPU 110a judges whether the checksum is normal. Specifically, it judges whether the checksum saved in the game RWM area of the main RAM 110c matches the checksum calculated in step S17. If the checksum is normal (there is no abnormality in the data in the RWM area), the process proceeds to step S21, and if the checksum is not normal (there is an abnormality in the data in the RWM area), the process proceeds to step S22.
[0259] If the backup flag has not been saved, it is assumed that this is the first power-on or the irregular power recovery described above, and the checksum is determined to be abnormal, and processing proceeds to step S22.
[0260] In step S21, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that it is within the appropriate range, the process proceeds to step S23, and if it is determined that it is not within the appropriate range, the process proceeds to step S22.
[0261] In step S22, the main CPU 110a performs an irrecoverable error process (game program). Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, transmits an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt inhibition to inhibit timer interruption, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs a process for executing an irrecoverable error notification indicating that an irrecoverable error has occurred.
[0262] An "irrecoverable error" is an error state in which game control is no longer performed (there is no transition to game control), and is designed to not be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error will not be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without a setting change operation, and the power switch must be turned ON with a setting change operation. During an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.
[0263] "Irrecoverable error notification" refers to displaying an irrecoverable error screen ("This is an irrecoverable error. Please change the settings") on the main display device 70 to notify the user that an irrecoverable error has occurred, or turning on all of the frame lighting devices 10 and board lighting devices 74 in a specified light color (e.g., red) until the power is turned off, or outputting an irrecoverable error sound ("This is an irrecoverable error" + buzzer sound) from the audio output device 9 to indicate that an irrecoverable error has occurred until the power is turned off.
[0264] In step S23, the main CPU 110a judges whether or not an RWM clear operation has been performed. Specifically, it judges whether or not the RWM clear switch 111a is in an ON state. If an RWM clear operation has been performed, the process proceeds to step S24 as it is assumed that the RWM is to be cleared, and if an RWM clear operation has not been performed, the process proceeds to step S26.
[0265] In step S24, the main CPU 110a performs the RWM clear process (game program). Specifically, the main CPU 110a performs a process for initializing the game control state (initializing the area other than the set value area of the game RWM area) based on the operation of the RWM clear switch 111a. The details of the RWM clear process will be described later.
[0266] In step S25, the main CPU 110a transmits a power-on command indicating that the game control state has been initialized and the current game state (here, the non-time-saving game state as the normal game state) to the payout control board 120 and the performance control board 130, and moves the process to step S31. As a result, the performance control board 130 performs a process for executing a power-on notification indicating that the game control state has been initialized.
[0267] The "power-on notification" refers to displaying the initial screen (background image and initial performance pattern "135") on the main display device 70 when the power is turned on to notify the user that the game control state has been initialized, or turning on all of the frame lighting devices 10 and board lighting devices 74 in a predetermined light color (e.g., white) for a predetermined period of time (e.g., 60 seconds), or outputting from the audio output device 9 a power-on notification sound ("RWM has been cleared" + buzzer sound) for a predetermined period of time (e.g., 30 seconds) indicating that the RWM area has been initialized. In addition, when notifying the user that the power has been turned on, instead of displaying the initial screen on the main display device 70 and the sub-display device 71, a display may be displayed on the main display device 70 and the sub-display device 71 to notify the user that the RWM area has been cleared.
[0268] In step S26, the main CPU 110a judges whether or not a setting check operation has been performed. Specifically, it judges whether or not the setting key switch 112a is in the ON state. If a setting check operation has been performed, the process proceeds to step S28 to transition to a setting check mode, and if no setting check operation has been performed, the process proceeds to step S30 to return the game control state to the state before the power was turned off.
[0269] In step S27, the main CPU 110a performs a setting confirmation process (game program). Specifically, the main CPU 110a performs a process for displaying the setting value saved in the setting value (during game) area of the game RWM area on the information display 113. The setting confirmation process will be described in detail later.
[0270] In step S28, the main CPU 110a sets the RWM area for when the power is restored, such as clearing (clearing to 0) the checksum saved in the game RWM area of the main RAM 110c. This causes the game progress state (control state) to return (restore) 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.
[0271] In step S29, the main CPU 110a transmits a power restoration designation command indicating that the game control state has been restored and the game state before the power failure to the performance control board 130. As a result, the performance control board 130 ends the setting confirmation notification and the like and performs processing for executing a power restoration notification indicating that the game control state has returned to the state before the power failure.
[0272] A "power restoration notification" refers to displaying a power restoration screen on the main display device 70 for a predetermined period of time (e.g., 30 seconds) to notify the player that the game control state has returned to the state before the power was cut off, or turning on all of the frame lighting devices 10 and board lighting devices 74 in a predetermined light color (e.g., white) for a predetermined period of time (e.g., 60 seconds), or outputting a power restoration notification sound (buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) to indicate that power has been restored (from a power outage).
[0273] In step S30, the main CPU 110a transmits other commands (such as a special symbol storage command and a normal symbol storage command, which will be described later) to the performance control board 130. This allows the performance control board 130 to grasp the number of reserved special symbols, and also performs processing to display the first reserved icon and the second reserved icon on the main display device 70.
[0274] In step S31, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. This setting value designation command may be transmitted to the performance control board 130 before the power-on designation command or the power-restoration designation command is transmitted. The setting value designation command may also be transmitted each time the variable display of the special symbol starts, or each time a big win game starts.
[0275] In step S32, the main CPU 110a starts a CTC (counter timer circuit) to generate a timer interrupt (4 milliseconds), and in step S33, starts controlling the progress of the game (timer interrupt of the main control board 110) by allowing all interrupts, and ends the current initial setting process.
[0276] In other words, from when the power of the gaming machine 1 is turned on until the initial setting process is completed, the machine is in a pre-start state before control of the progress of the game begins, and after the initial setting process is completed, the machine is in a playable state in which control of the progress of the game is performed.
[0277] In this way, by setting multiple conditions (operations) for the setting change operation, RWM clear operation, and setting confirmation operation, it is not easy to change the setting, clear the RWM, or confirm the setting, which makes it possible to suppress fraudulent activity and improve the security of the gaming machine.
[0278] In addition, by setting more conditions (operations) for the setting change operation than for the RWM clear operation or the setting check operation, it is possible to increase security for setting changes, an event which is the most prone to fraudulent activity, and to effectively prevent fraudulent activity.
[0279] Furthermore, if the checksum is abnormal (including the case where the backup flag has not been saved), an irrecoverable error process is executed to stop the progress of the game. This prevents the gaming machine from performing unexpected operations that cause inconvenience to gaming facilities and players, thereby improving the reliability of the gaming machine.
[0280] Furthermore, if the value in the setting value area is not within the appropriate range, that is, if there is a possibility that the previous power outage occurred while the settings were being changed, an unrecoverable error process is executed and game progress is halted even if the checksum is normal. This prevents game play from progressing with a setting value that was not intended by the gaming facility, thereby improving the reliability of the gaming machine.
[0281] Furthermore, during a setting change (in setting change mode) or during setting confirmation (in setting confirmation mode), it is possible to know that a setting change is being performed by checking the status confirmation indicator 68, the main display device 70, the sub display device 71, the frame lighting device 10, and the board lighting device 74 on the front (front side) of the gaming machine 1, and it is possible to know that a setting change is being performed by checking the information display 113 on the back (rear side). In other words, it is possible to know whether a setting change is being performed or not from either the front (front side) or the rear (rear side) of the gaming machine 1.
[0282] In addition, the condition for the setting change operation, the RWM clear operation, and the setting confirmation operation may include that the open detection switch 31a is in the ON state. By doing so, the number of conditions increases, so that it is possible to suppress fraudulent acts and further improve the security of the gaming machine.
[0283] It should be noted that the power-on command and power restoration command are transmitted including information indicating the current game status, but after transmitting the power-on command or power restoration command, a game status designation command indicating the current game status may also be transmitted.
[0284] In addition, when a power outage occurs or when the power is turned on, a checksum for the game RWM area (excluding the setting value area) is calculated, but it is also possible to calculate checksums for the entire RWM area, or to calculate the checksums for the game RWM area and the information RWM area separately, and if either checksum is abnormal, to transition to unrecoverable error processing.
[0285] (Main control board setting change processing) The setting change processing (game program) of the main control board 110 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the setting change processing of the main control board 110.
[0286] First, the main CPU 110a performs output processing of a setting change signal (security signal) in step S19-1. Specifically, it starts outputting a setting change signal (security signal) indicating that the setting is being changed from the security signal terminal of the game information output terminal board 90. Note that the setting change signal (security signal) continues to be output during the setting change, and even after the setting change is completed, it continues to be output for 200 ms before ending the output.
[0287] In step S19-2, a status confirmation display indicating that a setting change is being made is displayed on the status confirmation display 68. Specifically, one LED of the status confirmation display 68 is turned on. This enables a gaming store attendant to know that a setting change is being made by checking the status confirmation display 68.
[0288] In step S19-3, the main CPU 110a transmits a setting change designation command to the performance control board 130. As a result, the performance control board 130 performs processing for executing a setting change notification for notifying that the setting value is being changed.
[0289] The "setting change notification" refers to a notification in which a setting change screen is displayed on the main display device 70 or the sub display device 71, indicating that the setting value is being changed, or the frame lighting device 10 and the board lighting device 74 are all lit in a predetermined light color (e.g., white) throughout the setting change. Note that a setting change notification sound indicating that the setting is being changed ("setting is being changed") may be output from the audio output device 9. This allows the gaming store staff to know that the setting is being changed by checking the main display device 70, the sub display device 71, the frame lighting device 10, the board lighting device 74, or the audio output device 9.
[0290] In step S19-4, main CPU 110a acquires a setting value from the setting value area, and in step S19-5, determines whether the acquired setting value is within the appropriate range (1 to 4). If it is determined that the setting value is within the appropriate range, processing proceeds to step S19-7, and if it is determined that the setting value is not within the appropriate range, in step S19-6, the acquired setting value is updated to "1."
[0291] In step S19-7, the main CPU 110a displays the setting value on the information display 113. Specifically, the acquired setting value (1 to 4) is displayed on one 7-segment LED of the information display 113. This allows a gaming store attendant to know the setting value before the change by checking the information display 113.
[0292] In step S19-8, the main CPU 110a determines whether or not a setting value update operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a has changed from an OFF state to an ON state. If a setting value update operation has been performed, the process proceeds to step S19-9. If a setting value update operation has not been performed, the process proceeds to step S19-12.
[0293] In step S19-9, the main CPU 110a updates the acquired set value by +1, and in step S19-10, performs a set value correction process. Specifically, when the acquired set value is "5", a process is performed to correct the acquired set value to "1".
[0294] In step S19-11, the main CPU 110a displays the current setting value on the information display 113. Specifically, the updated acquired setting value (1 to 4) is displayed on one 7-segment LED of the information display 113. This allows a gaming store attendant to check the information display 113 and grasp the setting value before it is confirmed.
[0295] In step S19-12, the main CPU 110a executes a drive source initial operation process (game program). Specifically, the main CPU 110a performs a process for initializing various drive sources (the second start opening / closing solenoid 48b, the first large prize opening opening / closing solenoid 51b, and the second large prize opening opening / closing solenoid 57b) that are provided in the board unit 500 and are operated by the main control board 110 as the game progresses until the setting change mode ends. The initial operation of the various drive sources during the setting change mode will be described in detail later.
[0296] In step S19-13, main CPU 110a determines whether or not a setting value confirmation operation has been performed. Specifically, it determines whether or not setting key switch 112a has changed from an ON state to an OFF state. If a setting value confirmation operation has been performed, it is determined that the setting value has been confirmed (the setting change mode is terminated) and the process proceeds to step S19-14. If a setting value confirmation operation has not been performed, it is determined that the setting value may be updated and the process proceeds to step S19-8.
[0297] Main CPU 110a saves the updated acquired setting value in the setting value area in step S19-14, terminates the display of the setting value on information display 113 in step S19-15, and terminates the display on status confirmation display 68 in step S19-16.
[0298] In step S19-17, the main CPU 110a initializes (clears to 0) the game RWM area of the main RAM 110c except for the setting value area. This initializes the game progress state to the initial state (the state at the time of shipment of the gaming machine 1), and the data in the game RWM area before the RWM clearing is not carried over.
[0299] In step S19-18, the main CPU 110a performs an output process of an RWM clear signal (security signal). Specifically, the main CPU 110a performs a process for outputting an RWM clear signal (security signal) indicating that RWM clear has been performed from the security signal terminal of the game information output terminal board 90. If another security signal is being output from the security signal terminal, the main CPU 110a starts outputting the RWM clear signal (security signal) after the output period of the security signal being output ends.
[0300] In step S19-19, the main CPU 110a performs processing for stopping the initial operations of various driving sources in response to the setting change mode being terminated by the setting value confirmation operation, and then terminates the current setting change processing.
[0301] In this way, even if the setting value is not within the appropriate range, an initial value is set as the setting value, so that an indefinite value will not be set as the setting value, causing the gaming machine to perform unexpected operations and causing inconvenience to gaming facilities and players, thereby making it possible to improve the reliability of the gaming machine.
[0302] Also, during a setting change (in setting change mode), a gaming store clerk can know that a setting change is in progress by checking the status confirmation indicator 68, the main display device 70, the sub display device 71, the frame lighting device 10, and the board lighting device 74 on the front (front side) of the gaming machine 1, and can know that a setting change is in progress by checking the information display 113 on the back (rear side). In other words, it is possible to know whether a setting change is in progress from either the front (front side) or the rear (rear side) of the gaming machine 1.
[0303] In the above, the setting value confirmation operation is considered to be the setting key switch 112a changing from the ON state to the OFF state, but it may also be the RWM clear switch 111a changing from the OFF state to the ON state, or a dedicated switch changing from the OFF state to the ON state, or a signal from the touch sensor 15a may also be input to the main control board 110 so that the touch sensor 15a changes from the OFF state to the ON state, or a detection switch (such as the general winning port detection switch 43a) provided at a specific winning port (including the starting port) may change from the OFF state to the ON state, or the open detection switch 31a may change from the OFF state to the ON state.
[0304] Although a setting change command is sent when the setting change process starts and a power-on command is sent after the setting change process ends, a setting change start command may be sent instead of the setting change command and a setting change end command may be sent instead of the power-on command. In this case, the setting change end command may be sent at the end of the setting change process or after the setting change process ends.
[0305] (Main control board RWM clear processing) The RWM clear processing (game program) of the main control board 110 will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the RWM clear processing of the main control board 110.
[0306] First, in step S24-1, the main CPU 110a transmits an RWM clear preparation designation command to the performance control board 130 and transitions to the RWM clear preparation mode. As a result, the performance control board performs processing for notifying the RWM clear preparation.
[0307] The "RWM clear preparation notification" is a notification in which a clear preparation screen is displayed on the main display device 70 to notify the user that preparation for RWM clear is in progress, and an audio notification such as "Please press the RWM clear switch again" is output from the audio output device 9 for a predetermined period of time.
[0308] In step S24-2, the main CPU 110a executes a drive source initial operation process (game program). Specifically, the main CPU 110a performs a process for initializing various drive sources (the second start opening / closing solenoid 48b, the first large prize opening opening / closing solenoid 51b, and the second large prize opening opening / closing solenoid 57b) that are provided in the board unit 500 and are operated by the main control board 110 as the game progresses until the RWM clear preparation mode ends. The initial operation of various drive sources during the RWM clear preparation mode will be described in detail later.
[0309] In step S24-3, the main CPU 110a judges whether or not an RWM clear acknowledgement operation has been performed. Specifically, it judges whether or not the RWM clear switch 111a is in an ON state. If an RWM clear acknowledgement operation has been performed, the RWM clear preparation mode is terminated and the RWM is cleared, and the process proceeds to step S24-4. If an RWM clear acknowledgement operation has not been performed, the process proceeds to step S24-2.
[0310] In step S24-4, the main CPU 110a initializes (clears to 0) the game RWM area of the main RAM 110c except for the setting value area. This initializes the game progress state to the initial state (the state at the time of shipment of the gaming machine 1), and the data in the game RWM area before the RWM clearing is not carried over.
[0311] In step S24-5, the main CPU 110a performs an output process of an RWM clear signal (security signal). Specifically, the main CPU 110a performs a process of outputting an RWM clear signal (security signal) indicating that the RWM has been cleared from the security signal terminal of the game information output terminal board 90.
[0312] In step S24-6, the main CPU 110a performs processing for stopping the initial operations of various driving sources in response to the RWM clear approval operation resulting from the end of the RWM clear preparation mode, and ends the current RWM clear processing.
[0313] Although the RWM clear preparation command is sent at the start of the RWM clear process and the power-on command is sent after the RWM clear process is completed, the RWM clear command may be sent instead of the power-on command. In this case, the RWM clear command may be sent at the end of the RWM clear process or after the RWM clear process is completed.
[0314] (Main control board setting confirmation process) The setting confirmation process (game program) of the main control board 110 will be described with reference to Fig. 16. Fig. 16 is a flowchart showing the setting confirmation process of the main control board 110.
[0315] First, the main CPU 110a performs output processing of a setting confirmation signal (security signal) in step S27-1. Specifically, it starts outputting a setting confirmation signal (security signal) indicating that the setting is being confirmed from the security signal terminal of the game information output terminal board 90. Note that the setting confirmation signal (security signal) continues to be output during the setting confirmation, and even after the setting confirmation is completed, it continues to be output for 200 ms before ending the output.
[0316] In step S27-2, the main CPU 110a displays a status confirmation display indicating that the setting is being changed on the status confirmation display 68. Specifically, one LED of the status confirmation display 68 is turned on. This allows the gaming store staff to know that the setting is being confirmed by checking the status confirmation display 68.
[0317] In step S27-3, the main CPU 110a transmits a setting confirmation designation command to the performance control board 130. This causes the performance control board 130 to perform processing for executing a setting confirmation notification for notifying the user that a setting confirmation is being performed.
[0318] The "setting confirmation notification" is a notification in which a setting confirmation screen indicating that the setting is being confirmed is displayed on the main display device 70 or the sub display device 71, or the frame lighting device 10 and the board lighting device 74 are all lit in a predetermined light color (e.g., white) during the setting confirmation. Note that a setting confirmation notification sound indicating that the setting is being confirmed ("Confirming setting values") may be output from the audio output device 9. This allows the gaming store staff to know that the setting is being confirmed by checking the main display device 70, the sub display device 71, the frame lighting device 10, the board lighting device 74, and the audio output device 9.
[0319] In step S27-4, the main CPU 110a displays the current setting value on the information display 113. Specifically, by referring to the setting value in the setting value (during play) area, a number (here, 1 to 4) indicating the setting value is displayed on one 7-segment LED of the information display 113. This allows a gaming store attendant to know the current setting value by checking the information display 113.
[0320] In step S27-5, the main CPU 110a executes a drive source initial operation process (game program). Specifically, the main CPU 110a performs a process for initializing the various drive sources (the second start opening / closing solenoid 48b, the first large prize opening opening / closing solenoid 51b, and the second large prize opening opening / closing solenoid 57b) that are provided in the board unit 500 and are operated by the main control board 110 as the game progresses until the setting confirmation mode ends. The initial operation of the various drive sources during the setting confirmation mode will be described in detail later.
[0321] In step S27-6, main CPU 110a determines whether or not a confirmation end operation has been performed. Specifically, it determines whether or not setting key switch 112a has changed from an ON state to an OFF state. If a confirmation end operation has been performed, processing proceeds to step S28-6, and if a confirmation end operation has not been performed, processing in step S28-5 is repeated.
[0322] In step S27-7, the main CPU 110a terminates the display of the setting values on the information display 113, and in step S27-8, terminates the display on the status confirmation display 68. In step S27-9, as the setting confirmation mode is terminated by the confirmation termination operation, the main CPU 110a performs processing to stop the initial operations of the various drive sources, and then terminates the current setting confirmation processing.
[0323] Although the setting check command is sent when the setting check process starts and the power recovery command is sent after the setting check process ends, a setting check start command may be sent instead of the setting check command and a setting check end command may be sent instead of the power recovery command. In this case, the setting check end command may be sent at the end of the setting check process or after the setting check process ends.
[0324] As described above, in this embodiment, the setting change signal, the RWM clear signal, the setting confirmation signal, and the unrecoverable error signal are output from the same security signal terminal. In this way, many types of signals can be output even with a limited number of signal terminals, and the convenience of the gaming machine can be improved.
[0325] In addition, from the start of power supply until the game becomes playable (pre-start state) where game progress control (timer interruption of the main control board 110) is performed, the presence or absence of signal input from input devices other than the RWM clear switch 111a and setting key switch 112a (out ball detection switch 39a, general prize opening detection switch 43a, gate detection switch 44a, first start opening detection switch 45a, second start opening detection switch 47a, first large prize opening detection switch 50a, second large prize opening detection switch 56a, magnetic detection sensor 57a, radio wave detection sensor 58a) is not monitored.
[0326] That is, in the pre-start state before the game progress control is started, even if a game ball enters various winning holes (including the start hole), the winning is invalidated and the game ball is not paid out. Also, even if a game ball enters the first start hole 45 or the second start hole 47, the winning is invalidated and the first special symbol display 60 and the second special symbol display 61 do not display the variation of the special symbol, and the big win game is not executed. Also, even if a game ball passes through the normal symbol gate 44, the passage is invalidated and the normal symbol display 62 does not display the variation of the normal symbol, and the auxiliary game is not executed. Therefore, it is possible to avoid unnecessary processing in a situation where it is difficult to imagine that a player will play a game before the game progress control is started, and to reduce the processing load.
[0327] Furthermore, in the pre-start state before the game progress control starts, even if a situation that would cause various errors occurs, no error notification is performed. Therefore, in a situation before the game progress control starts, where it is difficult to imagine that fraudulent acts will occur, unnecessary processing is not performed, and the processing load can be reduced.
[0328] It should be noted that the setting changing signal, the RWM clear signal, the setting checking signal, and the unrecoverable error signal may be output from separate output terminals rather than being output from a common security signal terminal.
[0329] (Timer interrupt processing on the main control board) The timer interrupt process (game program and information program) of the main control board 110 will be described with reference to Fig. 17. Fig. 17 is a flowchart showing the timer interrupt process in the main control board 110.
[0330] This timer interrupt process is executed by inputting a clock pulse at a predetermined period (4 milliseconds) from a reset clock pulse generating circuit provided on the main control board 110 after the initial setting process of the main process is completed, thereby controlling the progress of the game.
[0331] First, in step S100, the main CPU 110a saves the information stored in the register to the stack area, and in step S110, executes a time control process (game program). Specifically, the main CPU 110a executes a process of updating various timer counters such as the stop time of the special symbol and the opening time of the special electric role.
[0332] The main CPU 110a performs a specific random number value update process (game program) in step S120. Specifically, the random number value for jackpot determination, the random number value for special symbol determination, the random number value for special symbol variation pattern determination, the random number value for hit determination, the random number value for normal symbol determination, and the random number value for normal symbol variation pattern determination are updated. Specifically, the process of adding +1 to each random number value and random number counter is performed. If the added random number counter value exceeds the maximum value of the random number range (if the random number counter has completed one revolution), the random number counter is reset to 0, and if the random number counter has returned to the initial value of the revolution, the corresponding initial random number value is set as a new initial value of the revolution, and the random number value is newly updated.
[0333] In step S130, the main CPU 110a performs an initial random number value update process (game program). Specifically, like step S30, the main CPU 110a performs a process of updating 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.
[0334] The main CPU 110a performs input control processing (game program) in step S200. Specifically, it determines whether or not there is input to various switches such as the general winning hole detection switch 43a, the first large winning hole detection switch 50a, the second large winning hole detection switch 56a, the first start hole detection switch 45a, the second start hole detection switch 47a, and the gate detection switch 44a, and performs processing to set predetermined data if there is input. The details of the input control processing will be described later.
[0335] In step S300, the main CPU 110a performs special symbol special electricity control processing (game program). Specifically, the main CPU 110a performs processing such as judging the special symbol judgment information acquired based on the winning of the game ball into the first start hole 45 or the second start hole 47, displaying the variation of the first special symbol or the second special symbol, opening and closing the large prize hole (the first large prize hole 50, the second large prize hole 56), and setting the game state. The details of the special symbol special electricity control processing will be described later.
[0336] In step S400, the main CPU 110a performs a normal symbol and normal power control process (game program). Specifically, the main CPU 110a performs processes such as judging the normal symbol judgment information acquired based on the passage of the game ball through the normal symbol gate 44, displaying the normal symbol variation, and opening and closing the second start hole 47 (auxiliary game).
[0337] In addition, the type of winning normal symbol and the type of losing normal symbol determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are the same and do not change depending on the setting value. By doing this, the game does not become too complicated, and players can play with confidence.
[0338] In addition, the selection ratio of various winning normal symbols and the selection ratio of various losing normal symbols determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are constant and do not change depending on the setting value. By doing this, the player's advantage does not change drastically depending on the setting value, and the player can play with peace of mind.
[0339] The main CPU 110a performs a payout control process (game program) in step S500. Specifically, the main CPU 110a refers to various prize ball counters stored in the main RAM 110c and performs a process for transmitting a payout number designation command corresponding to various winning ports (general winning port 43, first start port 45, second start port 47, first large winning port 50, second large winning port 56) to the payout control board 120. This causes the payout control board 120 to execute a process for paying out prize balls from the payout device 95.
[0340] The main CPU 110a performs an abnormality determination process (game program) in step S600. Specifically, the main CPU 110a determines whether various errors (illegal winning errors such as a game ball winning in the second start port 47 when not in auxiliary play or a game ball winning in the big winning port when not in special play, an abnormal winning error in which the number of game balls winning in various winning ports does not match the number of game balls discharged from the winning ball flow path through which the winning balls flow down, a magnetic error in which the magnetic detection sensor 57a detects abnormal magnetism for a predetermined period, a radio wave error in which the radio wave detection sensor 58a detects abnormal radio waves for a predetermined period, a door opening error in which the opening detection switch 31a changes from an OFF state to an ON state, and an operation error in which the RWM clear switch 111a or the setting key switch 112a is operated while the progress control of the game is being performed) have occurred, and performs a process for transmitting an error designation command corresponding to the occurred error to the performance control board 130. As a result, a process for notifying an error is executed by the performance control board 130.
[0341] The main CPU 110a performs data creation processing (game program) in step S700. Specifically, the main CPU 110a performs processing to create data such as external output data (game information) output from the game information output terminal board 90, start opening / closing data output to the second start opening / closing solenoid 48b, large prize opening opening / closing data output to the first large prize opening opening / closing solenoid 51b and the second large prize opening opening / closing solenoid 57b, special symbol display data output to the first special symbol display 60 and the second special symbol display 61, normal symbol display data output to the normal symbol display 62, special symbol reserved display data output to the first special symbol reserved display 63 and the second special symbol reserved display 64, and normal symbol reserved display data output to the normal symbol reserved display 65.
[0342] The main CPU 110a performs output control processing (game program) in step S750. Specifically, the main CPU 110a performs port output processing for outputting signals such as external information data, start port opening / closing data, and large winning port opening / closing data created in step S700, display output processing for outputting signals such as special symbol display data, normal symbol display data, special symbol reserved display data, and normal symbol reserved display data, and performs processing for transmitting a payout state confirmation designation command to the payout control board 120 for checking the payout state of the payout control board 120, and for transmitting a payout number designation command corresponding to each winning port to the payout control board 120 by referring to a prize ball counter (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) described later. As a result, the payout control board 120 executes control for paying out prize balls from the payout device 95.
[0343] In step S800, the main CPU 110a performs information program call processing. Specifically, after prohibiting interrupts, the flag register is saved to the game RWM area, and the target information program is called by the CALL command.
[0344] The main CPU 110a performs a game ball counting process (information program) in step S810. Specifically, the main CPU 110a performs a process for counting 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 (general winning port, large winning port start port) during the normal game state, the normal out number, which is the number of game balls detected by the out ball detection switch 39a during the normal game state, and the total out number, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.
[0345] In addition, the total number of outs, number of payouts during normal play, and number of outs during normal play are game performance information that are not affected even if the setting value is changed (are unrelated to the setting value). Therefore, by counting these, it is possible to calculate performance information that eliminates the influence of the setting value (the normal base value described below), which can be useful in understanding the performance of the gaming machine 1.
[0346] In step S830, the main CPU 110a performs a normal base value calculation process (information program). Specifically, the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number is calculated, and the normal base value rounded off to the first decimal place is saved in the first area of the base memory area set in the information RWM area.
[0347] The game section is initially updated when the total number of outs during normal game state reaches 300, and thereafter is updated whenever the total number of outs during normal game state reaches 60,000. The base memory area is provided with a first area in which the normal base value for the current game section is stored, a second area for storing the normal base value for the game section one period before, a third area for storing the normal base value for the game section two periods before, and a fourth area for storing the normal base value for the game section three periods before, and the normal base values for four game sections including the current one are saved in each area.
[0348] In step S850, the main CPU 110a performs a performance display data setting process (information program). Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113 the normal base values (performance information) for the four game sections calculated in the performance information calculation process and saved in the base storage area while switching them every five seconds. The performance display data setting process will be described in detail later.
[0349] The main CPU 110a performs a test data creation process (information program) in step S870. Specifically, the main CPU 110a performs a process of creating test data (test information) to be output to a test facility used when testing the gaming machine 1.
[0350] The main CPU 110a performs output control processing (information program) in step S880. Specifically, the main CPU 110a performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various display devices, and processing for outputting signals such as the test data created in step S870.
[0351] In step S890, the main CPU 110a performs a game program return process. Specifically, the main CPU 110a returns the flag register from the game RWM area, permits interrupts, and performs a process for returning to the game program.
[0352] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.
[0353] In this way, since no timer interrupt is executed in the pre-start state before control of the game progress begins (during setting change mode, RWM clear mode, and setting confirmation mode), counting of the number of payouts and the number of outs, calculation of the normal base value, and display of the normal base value are not performed, it is possible to reduce the control burden on the main control board.
[0354] (Input control processing on the main control board) The input control process (game program) of the main control board 110 will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the input control process in the main control board 110.
[0355] First, the main CPU 110a performs a general winning hole detection switch input process in step S210. Specifically, the main CPU 110a determines whether a detection signal is input from the general winning hole detection switch 43a, that is, whether a game ball has won the general winning hole 43, and performs a process for paying out prize balls from the payout device 95.
[0356] In step S220, the main CPU 110a performs a large prize opening detection switch input process. Specifically, the main CPU 110a determines whether a detection signal is input from the first large prize opening detection switch 50a or the second large prize opening detection switch 56a, that is, whether a game ball has entered the first large prize opening 50 or the second large prize opening 56, and performs a process to pay out prize balls from the payout device 95.
[0357] In step S230, the main CPU 110a performs a first start hole detection switch input process. Specifically, the main CPU 110a judges whether a detection signal is input from the first start hole detection switch 45a, that is, whether a game ball has entered the first start hole 45, and performs a process for paying out a prize ball from the payout device 95, and also performs a process for acquiring and storing special chart judgment information. The details of the first start hole detection switch input process will be described later.
[0358] In step S240, the main CPU 110a performs a second start hole detection switch input process. Specifically, the main CPU 110a determines whether a detection signal is input from the second start hole detection switch 47a, that is, whether a game ball has entered the second start hole 47, and performs a process for paying out a prize ball from the payout device 95, and also performs a process for acquiring and storing special chart determination information.
[0359] In step S250, the main CPU 110a performs a gate detection switch input process. Specifically, it determines whether a detection signal has been input from the gate detection switch 44a, that is, whether the game ball has passed through the normal gate 44, and performs a process for acquiring and storing normal judgment information. When this process ends, the current input control process ends.
[0360] (First start port detection switch input processing on the main control board) The first start hole detection switch input process (game program) of the main control board 110 will be described with reference to Fig. 19. Fig. 19 is a flowchart showing the first start hole detection switch input process in the main control board 110.
[0361] First, in step S230-1, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 45a. If a detection signal has been input from the first start hole detection switch 45a, the process proceeds to step S230-2. If a detection signal has not been input from the first start hole detection switch 45a, the process ends for this first start hole detection switch input.
[0362] In step S230-2, the main CPU 110a performs a process of updating a 3 prize ball counter used for 3 prize balls by adding data indicating 3 prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, random number value for determining a special symbol change pattern).
[0363] In step S230-4, the main CPU 110a determines whether the first reserved number (U1) is less than 4. If the first reserved number (U1) is less than 4, the process proceeds to step S230-5, and if the first reserved number (U1) is not less than 4, the current first start hole detection switch input process is terminated.
[0364] In step S230-5, the main CPU 110a performs a process of adding "1" to the first reserved number (U1) to update it (U1←U1+1), and in step S230-6, sets the first special symbol storage designation command corresponding to the first reserved number (U1) in the performance transmission data storage area of the main RAM 110c. As a result, the first special symbol storage designation command is transmitted to the performance control board 130, and the main display device 70 displays the first reserved icons in the number corresponding to the first reserved number (U1).
[0365] In step S230-7, the main CPU 110a searches for an empty storage section in order from the first storage section of the first special pattern determination information storage area, and stores the special pattern determination information acquired in step S230-3 in the empty storage section.
[0366] In step S230-8, the main CPU 110a judges whether or not the current state is a non-time-saving state (normal game state). If the current state is a non-time-saving state, the process proceeds to step S230-9 to perform a pre-reading process of the special symbol determination information acquired based on the winning of the game ball into the first start hole 45, and if the current state is not a non-time-saving state, the process proceeds to step S230-9 to perform a pre-reading process of the special symbol determination information acquired based on the winning of the game ball into the first start hole 45, and the current first start hole detection switch input process is terminated.
[0367] The main CPU 110a performs a first look-ahead process (pre-judgment process) in step S230-9. In this first look-ahead process, the pre-judgment table shown in Fig. 10 is referenced, and the special pattern judgment information acquired this time is pre-judged before the first special pattern is changed and displayed, and a process is performed to generate a first look-ahead designation command for notifying the performance control board 130 of the result of the pre-judgment (special pattern planned change pattern).
[0368] Since this "first pre-reading designation command" is information capable of identifying the planned variation pattern of the special symbol, the first pre-reading designation command enables the performance control board 130 to identify the type of special symbol, the result of the jackpot determination, and the kind of special symbol.
[0369] In step S230-10, the main CPU 110a sets the first read-ahead designation command generated in step S230-9 above in a transmission data storage area for performance in the main RAM 110c.
[0370] As a result, the first look-ahead designation command is sent to the performance control board 130, and a look-ahead notice (look-ahead continuous performance, icon change performance) is executed, which gives the player the expectation that a jackpot game will be played over one or more varying displays, even before the first special pattern corresponding to the first look-ahead designation command begins to vary in display.
[0371] In addition, the second start hole detection switch input processing is also processed in the same way as the first start hole detection switch input processing, so the first start hole detection switch 45a, 3 prize ball counter, first reserved number (U1), first special chart determination information reserved memory area, non-time-saving state, first look-ahead processing, and first look-ahead designation command can be read as second start hole detection switch 47a, 2 prize ball counter, second reserved number (U2), second special chart determination information reserved memory area, time-saving state, second look-ahead processing, and second look-ahead designation command.
[0372] In this embodiment, the upper limit of the first reserved number (U1) is "4", but it may be more or less than this. Also, the upper limit of the second reserved number may be smaller than the upper limit of the second reserved number. Furthermore, the first reserved information may not be stored by storing the special pattern determination information only in the 0th storage section of the first special pattern determination information storage area.
[0373] In addition, in this embodiment, the upper limit of the second reserved number (U2) is "4", but it may be more or less than this. Also, the upper limit of the second reserved number may be smaller than the upper limit of the first reserved number. Furthermore, the second reserved memory may be eliminated by storing the special pattern determination information only in the 0th memory section of the second special pattern determination information storage area.
[0374] (Special diagram special power control processing of main control board) The special chart special electricity control process (game program) of the main control board 110 will be described with reference to Fig. 20. Fig. 20 is a flowchart showing the special chart special electricity control process in the main control board 110.
[0375] First, in step S301, the main CPU 110a loads the value of the special picture special power processing data, and in step S302, references the branch destination address from the loaded special picture special power processing data, executes the processing corresponding to the branch destination address, and terminates the current special picture special power control processing.
[0376] Specifically, if the special symbol special electric processing data = 0, the variable display of the special symbol is started based on the judgment result of the reserved memory (special symbol judgment information), the variable time is set, and a special symbol memory judgment process (step S310) is executed to perform a process for transmitting a start command (special symbol memory designation command, game state designation command, special symbol designation command, special symbol variable pattern designation command) to the performance control board 130 and a process for changing the special symbol special electric processing data to "1". Details of the special symbol memory judgment process will be described later.
[0377] If the special pattern special electric processing data = 1, the display of the special pattern is stopped as the change time elapses, the stop time (e.g., 0.5 seconds) is set, and a special pattern change process (step S320) is executed to perform processing such as sending a stop command (pattern confirmation command) to the performance control board 130 and changing the special pattern special electric processing data to "2".
[0378] If the special symbol special electric processing data = 2, then after the stop time (0.5 seconds) of the special symbol has elapsed, if it is a losing special symbol, the special symbol special electric processing data is changed to "0", and if it is a jackpot special symbol, the opening time of the jackpot game is set, and processing is executed to send an opening designation command to the performance control board 130 and special symbol stop processing (step S330) to change the special symbol special electric processing data to "3".
[0379] If the special symbol special electric processing data = 3, a jackpot game process (step S340) is executed to perform processes such as starting a round game as the opening time of the jackpot game elapses and sending a round designation command to the performance control board 130, setting the ending time of the jackpot game based on the end of the final round game and sending an ending designation command to the performance control board 130, and changing the special symbol special electric processing data to "4".
[0380] If the special symbol special electric processing data = 4, a jackpot game end process (step S350) is executed to perform processes such as processing to end the jackpot game due to the passage of the ending time, processing to set the game state after the jackpot ends (low probability time-saving game state, high probability time-saving game state, high probability number of times, number of time-saving times), and processing to change the special symbol special electric processing data to "0".
[0381] (Special pattern memory determination process of the main control board) The special symbol storage determination process (game program) of the main control board 110 will be described with reference to Fig. 21. Fig. 21 is a flowchart showing the special symbol storage determination process in the main control board 110.
[0382] First, in step S310-1, the main CPU 110a judges whether or not the special symbol is being displayed in a variable manner. If the special symbol is being displayed in a variable manner, the main CPU 110a ends the current special symbol memory judgment process, and if the special symbol is not being displayed in a variable manner, the main CPU 110a moves the process to step S310-2.
[0383] In step S310-2, the main CPU 110a determines whether the second reserved number (U2) is 1 or more. If the second reserved number (U2) is 1 or more, the process proceeds to step S310-3, and if the second reserved number (U2) is not 1 or more, the process proceeds to step S310-4.
[0384] In step S310-3, the main CPU 110a updates the second reserved number (U2) by subtracting "1", and in step S310-6, sets a special symbol storage designation command corresponding to the subtracted second reserved number (U2) in the performance transmission data storage area of the main RAM 110c. As a result, the special symbol storage designation command is transmitted to the performance control board 130, and processing is performed to update the reserved icon displayed on the main display device 70 and the display of the icon.
[0385] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of the main RAM 110c, and in step S310-8, shifts the data stored in the second special chart determination information storage area, and shifts the special chart determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.
[0386] For example, the special symbol judgment information stored in the fourth memory section of the second special symbol judgment information reservation memory area is shifted to the third memory section of the second special symbol judgment information reservation memory area. Also, the special symbol judgment information stored in the first memory section of the second special symbol judgment information reservation memory area is shifted to the 0th memory section, which is the special symbol judgment information execution memory area, and the special symbol judgment information used in the previous game stored in the 0th memory section is erased.
[0387] Meanwhile, in step S310-4, the main CPU 110a determines whether the first reserved number (U1) is 1 or more. If the first reserved number (U1) is 1 or more, the process proceeds to step S310-5, and if the first reserved number (U1) is not 1 or more, the process proceeds to step S319-1.
[0388] The main CPU 110a updates the first reserved number (U1) by subtracting "1" in step S310-5, and sets a special symbol storage designation command corresponding to the subtracted first reserved number (U1) in the performance transmission data storage area of the main RAM 110c in step S310-6. As a result, the special symbol storage designation command is transmitted to the performance control board 130, and processing is performed to update the reserved icon and the display of the icon displayed on the main display device 70.
[0389] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of the main RAM 110c, and in step S310-8, shifts the data stored in the first special pattern reserve memory area, and shifts the special pattern determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.
[0390] For example, the special symbol determination information stored in the fourth memory section of the first special symbol reservation memory area is shifted to the third memory section of the first special symbol reservation memory area. Also, the special symbol determination information stored in the first memory section of the first special symbol reservation memory area is shifted to the zeroth memory section, which is the special symbol determination information execution memory area, and the special symbol determination information used in the previous game stored in the zeroth memory section is erased.
[0391] In addition, with the shift processing of the special symbol determination information in step S310-8, the special symbol reserved display data indicating the first reserved number (U1) and the second reserved number (U2) after subtraction is set in a predetermined area of the main RAM 110c. This causes the display contents of the first special symbol reserved indicator 63 and the second special symbol reserved indicator 64 to be updated.
[0392] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special chart determination information holding memory area is shifted with priority over the first special chart determination information holding memory area (the second reserved number is subtracted with priority over the first reserved number), but the first special chart determination information holding memory area or the second special chart determination information holding memory area may be shifted in the order in which the game ball enters the starting hole (the first reserved number and the second reserved number are subtracted in the order of winning), or the first special chart determination information holding memory area may be shifted with priority over the second special chart determination information holding memory area (the first reserved number is subtracted with priority over the second reserved number).
[0393] The main CPU 110a performs a jackpot determination process in step S311. Specifically, the special symbol determination information (random number value for jackpot determination) stored in the 0th storage section, which is a special symbol determination information execution storage area, is compared with the jackpot determination table shown in Fig. 7 to determine whether or not a jackpot has occurred. In addition, the special symbol determination information (random number value for special symbol determination) stored in the 0th storage section, which is a special symbol determination information execution storage area, is compared with the special symbol determination table shown in Fig. 8 to perform a process of determining the type of special symbol to be stopped.
[0394] In step S312, the main CPU 110a sets a special symbol designation command corresponding to the type of special symbol determined in the big win determination process in the performance transmission data storage area of the main RAM 110c. As a result, the special symbol designation command is transmitted to the performance control board 130, and processing is performed to determine the performance symbol 70a to be stopped and displayed as a result of the variable performance.
[0395] In step S313, the main CPU 110a performs a special pattern change pattern determination process. Specifically, the special pattern determination information stored in the 0th storage unit, which is a special pattern determination information execution storage area, is compared with the special pattern change pattern determination table shown in FIG. 9 to perform a process of determining a special pattern change pattern (change time), which is a change pattern of the special pattern.
[0396] In step S314, the main CPU 110a sets a special pattern change pattern designation command corresponding to the type of special pattern change pattern determined in the special pattern change pattern determination process in the performance transmission data storage area of the main RAM 110c. As a result, the special pattern change pattern designation command is transmitted to the performance control board 130, and processing is performed to determine the change performance pattern, which is the performance mode of the change performance performed during the special pattern change display.
[0397] In step S315, the main CPU 110a sets the special symbol variation time (counter value) corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process in a predetermined area of the main RAM 110c, and starts the variation display of the special symbol in step S316. As a result, the lighting data of the LED for executing the variation display of the special symbol is created in the data creation process of the above step S700, and the created lighting data is output in the output control process of the above step S800, so that the variation display of the special symbol is performed on the first special symbol display device 60 or the second special symbol display device 61.
[0398] In step S317, the main CPU 110a clears the customer waiting state flag to end the customer waiting state, and in step S318, sets the special symbol special signal processing data to "1", and ends this special symbol memory determination process.
[0399] In step S319-1, the main CPU 110a judges whether or not a customer waiting state flag indicating a customer waiting state is set in the main RAM 110c. If the customer waiting state flag is set, the current special symbol storage judgment process is terminated, and if the customer waiting state flag is not set, the process proceeds to step S319-2. Note that the customer waiting state refers to a state in which the variable display of special symbols and the special game (jackpot game) are not being executed, but the requirement may also include that the variable display of normal symbols and the auxiliary game are not being executed.
[0400] In step S319-2, the main CPU 110a sets a customer waiting state flag in a predetermined area of the main RAM 110c, and in step S319-3, sets a customer waiting state designation command indicating that the machine is in a customer waiting state in a performance transmission data storage area of the main RAM 110c, and ends this special symbol storage determination process. As a result, the customer waiting state designation command is transmitted to the performance control board 130, and processing is performed to execute a customer waiting demo performance to encourage the player to play.
[0401] (Main control board performance display data setting process) The performance display data setting process (game program) of the main control board 110 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing the performance display data setting process in the main control board 110.
[0402] First, in step S850-1, the main CPU 110a judges whether or not the display switching time counter saved in the information RWM area of the main RAM 110c is the display switching value "0" in order to judge whether or not to switch the performance information (normal base value) displayed on the information display 113. If the display switching value is "0", the process proceeds to step 850-2 assuming that the performance information (normal base value) displayed on the information display 113 will be switched, and if the display switching value is not "0", the process proceeds to step S850-6 assuming that the performance information displayed on the information display 113 will not be switched. Note that when this process is executed for the first time after the power supply to the gaming machine 1 is turned on, the value of the display switching time counter is the display switching value "0".
[0403] In step S850-2, the main CPU 110a determines whether or not a lighting confirmation flag for determining whether lighting confirmation of the information display 113 has been completed has been saved in the information RWM area. If the lighting confirmation flag has been saved, the process proceeds to step S850-4 assuming that the normal base value is to be displayed on the information display 113, and if the lighting confirmation flag has not been saved, the process proceeds to step S850-3 assuming that lighting confirmation of the information display 113 is to be performed. Note that when this process is executed for the first time after the power supply to the gaming machine 1 is turned on, the lighting confirmation flag has not been saved.
[0404] In step 850-3, the main CPU 110a determines display data for lighting confirmation to light all segments (including the decimal point) of the four 7-segment displays (113a to 113d) constituting the information display 113.
[0405] In step S850-4, 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 a base storage area provided in the information RWM area of the main RAM 110c. 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.
[0406] In step S850-5, the main CPU 110a refers to a display data determination table (not shown) and determines the display data of the normal base value to be displayed on the information display 113 based on the section counter value, the normal out number indicated by the normal out number counter, and the acquired normal base value.
[0407] In step S850-6, the main CPU 110a sets the determined display data in the output data area of the information RWM area as display information of the information display 113. As a result, the display data set in the output data area of the information RWM area in the output control process of step S880 described above is referenced, and the normal base value (performance information) corresponding to the display data is displayed on the information display 113. The display information of the information display 113 in each game zone will be described later.
[0408] In step S850-7, main CPU 110a adds 1 to the display switching time counter described above, and in step S850-8, determines whether the display switching time counter is greater than an upper limit (e.g., 5 seconds). If the display switching time counter is not greater than the upper limit, it is determined that the time to switch the display on information display 113 has not elapsed, and the process proceeds to step S850-15. If the display switching time counter is greater than the upper limit, it is determined that the time to switch the performance information displayed on information display 113 has elapsed, and the display switching time counter is cleared to 0 (initialized) in step S850-9.
[0409] In step S850-10, main CPU 110a determines whether or not the above-mentioned lighting confirmation flag is present in the information RWM area of main RAM 110c. If the lighting confirmation flag is present, processing proceeds to step S850-12. If the lighting confirmation flag is not present, in step S850-11, the lighting confirmation flag is saved in the information RWM area of main RAM 110c.
[0410] Main CPU 110a increments the data selection counter described above in step S850-12, and determines in step S85-13 whether the data selection counter is greater than an upper limit (e.g., 3). If the data selection counter is not greater than the upper limit, the process proceeds to step S850-15. If the data selection counter is greater than the upper limit, the data selection counter is cleared to 0 (initialized) in step S850-14.
[0411] In step S850-15, the main CPU 110a restores the registers that were saved to the information RWM area of the main RAM 110c during the above-mentioned game ball counting process, and in step S850-16, it restores the game stack pointers that were saved to the information RWM area of the main RAM 110c during the above-mentioned game ball counting process, and then terminates the current performance display data setting process.
[0412] In this way, after the power of the gaming machine 1 is turned on and before the performance information (normal base value) is displayed, all segments of the four 7-segment displays of the information display 113 light up (lighting check is performed), making it possible to check whether the information display 113 is malfunctioning and which segment is malfunctioning, etc.
[0413] In addition, every time the display switching time (5 seconds) elapses, the performance information (normal base value) of the four play sections consisting of the current play section and the three previous play sections is displayed in sequence, making it possible to compare the performance information (normal base value) of the most recent four play sections, thereby making it possible to confirm the actual performance of the gaming machine and to grasp the possibility of fraudulent activity.
[0414] (Information displayed on the information display in each gaming area) Next, the display information of the information display 113 in each game section will be described with reference to Fig. 23. In the table of display information in Fig. 23, 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 are associated with each other.
[0415] 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 period, "b1.", which indicates that it is the normal base value for the previous play period, "b2.", which indicates that it is the normal base value for the play period two periods ago, and "b3.", which indicates that it is the normal base value for the play period three periods ago.
[0416] The numerical information displayed in the numerical segment 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 normal out count is "0", "01" to "99", which indicate that the normal out count is "1" or greater and the normal base value is "1" to "99", and "99.", which indicates that the normal base value is "100" or greater. Note that if the normal base value is less than "10", the tens digit of the numerical information will always be "0" and the display will be in two digits.
[0417] 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 period 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 period or the number of outs during normal play (whether or not a calculated normal base value is present and whether or not the calculated normal base value is credible).
[0418] 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 is displayed in a blinking manner. Also, in the second game zone and onwards, when displaying the identification information of the current game zone ("bL."), if the reliability of the calculated normal base value is low (the number of outs during normal play is 0 to 5999), the identification information is displayed in a blinking manner. In other cases, the identification information is displayed in a lit manner.
[0419] Here, as an example of the display of the information display 113, if the section counter value is "1", the number of normal outs is within the range of 0 to 5999, the data selection counter value is "0", and the normal base value stored in the first area of the base memory area is "35", the identification segment of the information display 113 will display a flashing "bL.", and the numeric segment will display a lit "35".
[0420] 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 point DP of the seven-segment display, i.e., "00" to "99", whereas when the normal base value is "100" or more, the performance information displayed in the numeric segment uses the decimal point DP of the seven-segment display, i.e., "99.", making it easy to recognize that the normal base value is abnormal.
[0421] Furthermore, when the base value is normally less than "10," a "0" is always displayed in the tens digit of the numeric segment and the value is displayed in two digits (for example, "01"), making it possible to effectively use the two 7-segment displays as the numeric segment to provide an easy-to-understand display.
[0422] 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 a sufficient number 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.
[0423] In addition, if no normal base value has been calculated, a non-numeric "--" is displayed in the numerical segment, making it easy to understand that no normal base value has been calculated in the game section corresponding to the identification information displayed in the identification segment.
[0424] In addition, rather than executing the game ball counting process, performance information calculation process, and performance display data setting process as information programs, one or two of them may be executed as game programs (for example, the game ball counting process may be executed within an input control process that monitors the presence or absence of signal input from various switches), while the rest are executed as information programs.
[0425] Furthermore, the process of outputting display data for displaying performance information on the information display 113 may be executed by the performance program, rather than being executed by the output control process, which is a game program.
[0426] Also, instead of detecting out balls consisting of game balls that have won in the general prize opening 43, the first start opening 45, the second start opening 47, the first large prize opening 50, and the second large prize opening 56, and game balls that have flowed into the out opening 39, the out ball detection switch 39a may be configured to detect only game balls that have flowed into the out opening. In that case, the number of outs (total number of outs, number of outs during normal play) may be incremented by one each time a game ball is detected by the out ball detection switch 39a, the general prize opening detection switch 43a, the first start opening detection switch 45a, the second start opening detection switch 47a, the first large prize opening detection switch 50a, and the second large prize opening detection switch 56a.
[0427] (Main processing of the production control section) The main processing of the performance control unit 130m will be described with reference to Fig. 24. Fig. 24 is a flowchart of the main processing in the performance control unit 130m.
[0428] First, the sub CPU 130a disables all interrupts in step E1, performs initial settings of the CPU such as setting internal registers in step E2, and permits access to the RWM area of the sub RAM 130c in step E3.
[0429] In step E4, the sub-CPU 130a initializes (clears to 0) all RWM areas (work area, stack area, unused area) of the sub-RAM 130c, in step E5, starts a CTC (counter timer circuit) to generate a timer interrupt (4 milliseconds), and in step E6, enables all interrupts.
[0430] In step E7, the sub-CPU 130a performs a sub-random number update process. Specifically, the sub-CPU 130a performs a process of updating various random numbers stored in the RWM area of the sub-RAM 130c. After that, the process of step E7 is repeated.
[0431] (Timer interrupt processing of the production control unit) The timer interrupt processing of the performance control unit 130m will be explained using Fig. 25. Fig. 25 is a flowchart of the timer interrupt processing in the performance control unit 130m. This timer interrupt processing is executed by inputting a clock pulse at a predetermined period (4 milliseconds) from a reset clock pulse generating circuit provided in the performance control unit 130m.
[0432] First, in step E100, the sub-CPU 130a saves the information stored in the registers to the stack area of the RWM area of the sub-RAM 130c, and in step E200, performs a timer update process. Specifically, the sub-CPU 130a performs a process of updating various timer counters necessary for the execution of the performance.
[0433] In step E300, the sub-CPU 130a performs a command analysis process. Specifically, the sub-CPU 130a performs a process of analyzing the command (sent from the main control board 110 or the payout control unit 121) stored in the receiving buffer in the RWM area of the sub-RAM 130c. The command analysis process will be described in detail later.
[0434] The sub-CPU 130a performs customer waiting control processing in step E400. Specifically, the sub-CPU 130a judges whether or not a customer waiting time (for example, 60 seconds) has elapsed in a customer waiting state in which the variable display of special symbols and special games (jackpot games) are not being executed, and performs processing for executing a customer waiting performance to stimulate the player's desire to play based on the elapse of the customer waiting time.
[0435] In step E500, the sub-CPU 130a performs a big win notice performance execution process. Specifically, the sub-CPU 130a performs a process for executing a big win notice performance that suggests the expectation of a big win game (makes the player expect a big win game) based on the execution information of the big win notice performance set in the sub-RAM 130c in a big win notice performance determination process described later.
[0436] In step E600, the sub-CPU 130a performs a process for executing a light-emitting effect when a player wins a prize. Specifically, the sub-CPU 130a performs a process for executing a light-emitting effect when a player wins a prize, which suggests the expectation that a big win game will be played (provides the player with the expectation that a big win game will be played) based on the execution information of the light-emitting effect when a player wins a prize set in the sub-RAM 130c in a light-emitting effect determination process when a player wins a prize, which will be described later.
[0437] The sub-CPU 130a performs a presentation mode update process in step E700. Specifically, it determines whether or not an update condition (change in game state, winning of mode update lottery, execution of SP / SPSP reach effect with a losing result, etc.) of the presentation mode (presentation stage) in which presentation elements (background image, presentation image, presentation sound, etc.) in the sound output device 9, main display device 70, sub display device 71, etc. are specified is established, and performs a process for updating the presentation mode to one of a plurality of presentation modes when the update condition is established.
[0438] The "presentation modes" are presentation modes A to C that are set in the normal game state (low probability non-time-saving game state), presentation modes D to E that are set in the probability variable game state (high probability time-saving game state), and presentation mode F that is set in the time-saving game state (low probability time-saving game state). Note that the presentation mode that is initially set when the game is controlled to the normal game state when the power is turned on (for example, after changing the setting, clearing the RWM, or checking the setting) is always presentation mode A, the presentation mode that is initially set when the game is controlled to the probability variable game state when the power is turned on is always presentation mode D, and the presentation mode that is initially set when the game is controlled to the time-saving game state when the power is turned on is always presentation mode F.
[0439] In step E800, the sub CPU 130a performs an output control process. Specifically, the sub CPU 130a performs a process for transmitting various commands set in a transmission buffer of the sub RAM 130c to the general control unit 141 and the lamp control unit 150.
[0440] In step E900, the sub CPU 130a restores the registers that were saved in the RWM area of the sub RAM 130c in step E100 described above, and ends this timer interrupt process.
[0441] (Command analysis processing of the production control unit) The command analysis process of the performance control unit 130m will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the command analysis process in the performance control unit 130m.
[0442] First, in step E301, the sub CPU 130a refers to the receive buffer of the sub RAM 130c to determine whether or not a command has been received. If a command has been received, the process proceeds to step E302, and if a command has not been received, the current command analysis process is terminated.
[0443] In step E302, the sub CPU 130a judges whether the received command is a setting change command or not. If it is a setting change command, the process proceeds to step E303, and if it is not a setting change command, the process proceeds to step E304.
[0444] In step E303, the sub-CPU 130a performs a setting change notification process. Specifically, the sub-CPU 130a performs a process of setting a notification command for starting the setting change notification described above in a transmission buffer of the sub-RAM 130c. As a result, the notification command is transmitted to the display control unit 140 and the lamp control unit 150, and a process of executing the setting change notification is performed.
[0445] In step E304, the sub CPU 130a judges whether the received command is a setting check command or not. If it is, the process proceeds to step E305, and if it is not, the process proceeds to step E306.
[0446] In step E305, the sub-CPU 130a performs a setting check notification process. Specifically, the sub-CPU 130a performs a process of setting a notification instruction command for starting the above-mentioned setting check notification in a transmission buffer of the sub-RAM 130c. As a result, the notification instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process of executing the setting check notification is performed.
[0447] In step E306, the sub CPU 130a judges whether the received command is a power-on command or a power restoration command. If it is, the process proceeds to step E307, and if it is not, the process proceeds to step E308.
[0448] In step E307, the sub-CPU 130a performs a power-on notification process. Specifically, if the received command is a power-on designation command, a notification instruction command for executing the above-mentioned power-on notification is set in the transmission buffer of the sub-RAM 130c, and if the received command is a power restoration designation command, a process is performed to set a notification instruction command for executing the above-mentioned power restoration notification in the transmission buffer of the sub-RAM 130c. As a result, the notification instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process is performed to execute a power-on notification or a power restoration notification, and a process is performed to execute an initial operation for operating the first movable performance device 73 (the first movable member 73a and the second movable member 73b), the second movable performance device 75, and the sub-display device 71 in a predetermined mode, an initial light emission for emitting light from the board lighting device 74 in a predetermined mode, and the like.
[0449] The sub CPU 130a judges in step E308 whether the received command is an error-related command or not, and if so, proceeds to step E309, and if not, proceeds to step E310.
[0450] The "error-related designation commands" include an irrecoverable error designation command, an illegal winning error designation command, an abnormal winning error designation command, a magnetic error designation command, a radio wave error designation command, a door opening error start designation command, a door opening error end designation command, an operation error designation command, a tray full error designation command, a payout abnormality designation command, etc. The priority order of each error is payout abnormality = tray full error < operation error < door opening error < radio wave error = magnetic error < abnormal winning error = illegal winning error < irrecoverable error.
[0451] In step E309, the sub-CPU 130a performs an error notification process. Specifically, the sub-CPU 130a performs a process of setting a notification instruction command in the transmission buffer of the sub-RAM 130c to execute an error notification (unrecoverable error notification, illegal winning error notification, abnormal winning error notification, magnetic error notification, radio wave error notification, door open error notification, operation error notification, tray full error notification, payout abnormality notification, etc.) according to the type of error specification command received. As a result, the notification instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process for executing various error notifications is performed. Note that various error notifications are performed using at least one of the following: output of an error sound, error light emission of a lamp, and display of an error image. Specifically, in the tray full error notification, there is no error light emission of a lamp, and in the payout abnormality notification, there is no output of an error sound, but in the other error notifications, output of an error sound, error light emission of a lamp, and display of an error image are all performed.
[0452] In step E310, the sub-CPU 130a determines whether the received command is a game state designation command. If the received command is a game state designation command, the process proceeds to step E311. If the received command is not a game state designation command, the process proceeds to step E312.
[0453] In step E311, the sub-CPU 130a performs a game state setting process. Specifically, the sub-CPU 130a performs a process of updating the game state stored in the sub-RAM 130c to a game state corresponding to the game state designation command.
[0454] In step E312, the sub-CPU 130a judges whether the received command is a special symbol storage command. If it is a special symbol storage command, the process proceeds to step E313. If it is not a special symbol storage command, the process proceeds to step E314.
[0455] In step E313, the sub-CPU 130a performs a reserved number update process. Specifically, the process of updating the reserved number of special drawings stored in the sub-RAM 130c and setting a performance instruction command for increasing or decreasing the reserved icons displayed on the main display device 70 in the transmission buffer of the sub-RAM 130c is performed. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process for increasing or decreasing the reserved icons displayed on the main display device 70 is performed.
[0456] In step E314, the sub-CPU 130a judges whether the received command is a look-ahead designation command. If it is a look-ahead designation command, the sub-CPU 130a sets the received look-ahead designation command (special chart planned variation pattern) in a look-ahead storage area of the sub-RAM 130c (to be described later) and then proceeds to step E315. If it is not a look-ahead designation command, the sub-CPU 130a proceeds to step E318.
[0457] The "lookahead memory area" is divided into a first lookahead memory section for sequentially storing lookahead information (such as planned special chart change patterns) based on a first lookahead designation command, a second lookahead memory section for sequentially storing pending information based on a second lookahead designation command, and a memory section (0th memory section) for storing lookahead information corresponding to a currently executing change display (change performance), and the first lookahead memory section and the second lookahead memory section are each divided into 1st to 4th memory sections.
[0458] The first to fourth storage sections of the first look-ahead storage section correspond to the first to fourth storage sections of the above-mentioned first special symbol determination information reservation storage area, respectively, and when the first look-ahead designation command is received, the look-ahead information is stored in the storage section corresponding to the first reservation number. The look-ahead information stored in each storage section is moved (shifted) to the storage section with the smaller number every time the variable display (variable performance) of the first special symbol is executed.
[0459] The first to fourth storage sections of the second look-ahead storage section correspond to the first to fourth storage sections of the second special symbol determination information reservation storage area described above, and when the second look-ahead designation command is received, the look-ahead information is stored in the storage section corresponding to the second reservation number. The look-ahead information stored in each storage section is moved (shifted) to the storage section with the next lower number each time the variable display (variable performance) of the second special symbol is executed.
[0460] The memory unit (0th memory unit) corresponds to the special pattern determination information execution memory area described above, and when the variable display of the first special pattern is executed, the pre-reading information moved (shifted) from the first memory unit of the first pre-reading memory unit is stored, and when the variable display of the second special pattern is executed, the pre-reading information moved (shifted) from the first memory unit of the second pre-reading unit is stored.
[0461] In step E315, 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 perform an icon change effect that suggests the expectation (possibility) of a special game being executed by displaying the reserved icon or the icon displayed on the main display device 70 in a special display mode (special icon) different from the normal display mode (normal icon), and the effect mode of the icon change effect to be executed. Details of the icon change effect determination process will be described later.
[0462] In step E316-A, the sub-CPU 130a performs a process for determining a winning light-emitting effect. Specifically, the sub-CPU 130a performs a process for determining whether or not to perform a winning light-emitting effect that indicates the expectation of a special game being executed by making the top lamp 10b at the upper center of the glass frame 4 of the frame lighting device 10 emit light in a special light-emitting mode different from the normal light-emitting mode when the game ball enters the starting hole, and the mode of the winning light-emitting effect to be executed.
[0463] In step E316-B, the sub-CPU 130a performs a process for determining whether or not to perform a winning vibration effect, which indicates the expectation of a special game being played, by driving the button drive device 17b for a predetermined time (for example, about 1 second) when the game ball enters the starting hole.
[0464] In step E317, the sub-CPU 130a performs a process of determining a read-ahead continuous performance. Specifically, the sub-CPU 130a determines whether or not to execute a read-ahead continuous performance that anticipates a big win game (indicates the possibility of a big win game being executed) by executing a predetermined performance over the variable display (variable performance) of one or more special symbols, and determines the type of read-ahead continuous performance to be executed, and performs a process of setting a performance instruction command in the transmission buffer of the sub-RAM 130c to execute the read-ahead continuous performance. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process for executing the read-ahead continuous performance is performed. The details of the read-ahead continuous performance determination process will be described later.
[0465] In step E318, the sub-CPU 130a judges whether the received command is a special symbol designation command or not. If it is a special symbol designation command, the process proceeds to step E319. If it is not a special symbol designation command, the process proceeds to step E320.
[0466] In step E319, the sub-CPU 130a performs a pattern data determination process. Specifically, the sub-CPU 130a performs a process of determining the effect patterns to be stopped and displayed on the main display device 70 as a result of the variable effect, that is, the arrangement (combination) of the effect patterns to be stopped on a predetermined pay line.
[0467] In step E320, the sub-CPU 130a judges whether the received command is a special pattern variation command. If it is a special pattern variation command, the process proceeds to step E321. If it is not a special pattern variation command, the process proceeds to step E325.
[0468] In step E321, the sub-CPU 130a performs a variable performance pattern determination process. Specifically, based on the content of the received special chart variable pattern designation command, the variable performance pattern, which is the performance mode of the variable performance executed by the performance device including the main display device 70, is determined, and a performance instruction command indicating the variable performance pattern is set in the transmission buffer of the sub-RAM 130c. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process for executing the variable performance is performed.
[0469] In step E322, the sub-CPU 130a performs a process of determining a big win advance notice effect. Specifically, based on the variable effect pattern determined in step E321, the sub-CPU 130a determines whether or not to execute a big win advance notice effect that suggests the expectation of a special game (to expect a big win game to be executed), and determines the performance mode (pattern) of the big win advance notice effect to be executed, and performs a process of setting execution information of the big win advance notice effect in a predetermined area of the sub-RAM 130c. The details of the big win advance notice effect determination process will be described later.
[0470] In step E323, the sub-CPU 130a performs an icon display mode update process. Specifically, the sub-CPU 130a performs a process for starting the icon change performance determined in the icon change performance determination process in step E315, and for changing the display mode of the reserved icon or the icon already displayed.
[0471] In step E324, the sub-CPU 130a performs a look-ahead continuous performance execution process. Specifically, the sub-CPU 130a performs a process of setting a performance instruction command for starting the look-ahead continuous performance determined in the look-ahead continuous performance determination process in step E317 or for changing the performance mode in a transmission buffer of the sub-RAM 130c. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process for executing the look-ahead continuous performance is performed.
[0472] In step E325, the sub-CPU 130a judges whether the received command is a symbol determination command (stop command). If it is a symbol determination command (stop command), the process proceeds to step E326, and if it is not a symbol determination command (stop command), the process proceeds to step E327.
[0473] In step E326, the sub-CPU 130a performs a process of stopping the effect symbols. Specifically, the process of setting an effect instruction command for stopping and displaying the effect symbols in a temporarily stopped state and ending the variable effect in the transmission buffer of the sub-RAM 130c is performed. As a result, the effect instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process of ending the variable effect is performed.
[0474] In step E327, the sub-CPU 130a judges whether the received command is a special game command. If it is a special game command, the process proceeds to step E328. If it is not a special game command, the sub-CPU 130a ends the current command analysis process.
[0475] The "special game designation command" includes an opening designation command, a round designation command, a big win ending designation command, and the like.
[0476] In step E328, the sub-CPU 130a performs a special game performance determination process. Specifically, in the case of an opening designation command, a process is performed in which a performance instruction command for determining an opening performance for a big win game and executing the opening performance is set in the transmission buffer of the sub-RAM 130c. In the case of a round designation command, a process is performed in which a performance instruction command for determining a round performance for a round game and executing the round performance is set in the transmission buffer of the sub-RAM 130c. In the case of an ending designation command, a process is performed in which a performance instruction command for determining an ending performance for a big win game and executing the ending performance is set in the transmission buffer of the sub-RAM 130c, and the current command analysis process is terminated. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and processing is performed to execute the opening performance, the round performance, and the ending performance.
[0477] (Icon change performance decision process of the performance control unit) The icon change performance determination process of the performance control unit 130m will be described with reference to Fig. 27. Fig. 27 is a flowchart showing the icon change performance determination process in the performance control unit 130m.
[0478] In step E315-1, the sub CPU 130a refers to the read-ahead designation command received from the main control board 110, and in step E315-2, determines whether or not the current time is a period during which an icon change performance can be performed. If the current time is a period during which an icon change performance can be performed, the process proceeds to step E315-3, and if the current time is not a period during which an icon change performance can be performed, the process proceeds to step E315-7, assuming that the icon change performance based on the currently received read-ahead designation command will not be performed.
[0479] The "period during which the icon change effect can be executed" refers to a period during which a jackpot game is not being played, a non-time-saving state (normal game state) when a first look-ahead designation command based on a winning entry into the first starting port 45 is received, and a time-saving state (high probability game state or time-saving game state) when a second look-ahead designation command based on a winning entry into the second starting port 47 is received.
[0480] In step E315-3, the sub-CPU 130a judges whether or not there is a change scenario in the advance reservation (reserved memory corresponding to the previously received read-ahead designation command), that is, whether or not a change scenario is set in the read-ahead information storage area. If there is a change scenario, the process proceeds to step E315-7 assuming that the icon change performance based on the currently received read-ahead designation command will not be executed, and if there is no change scenario, the process proceeds to step E315-4.
[0481] In step E315-4, the sub CPU 130a acquires a random number value for determining the final display mode of an icon to be additionally displayed on the main display device 70 (first image display device), and in step E315-5, selects an icon final display mode determination table (see FIG. 28) for determining the final display mode of the icon. The icon final display mode determination table will be described in detail later.
[0482] In step E315-6, the sub-CPU 130a determines the icon final display mode. Specifically, by referring to the icon final display mode determination table shown in FIG. 28, one icon final display mode is determined from among a plurality of icon final display modes based on the type of the look-ahead designation command (scheduled change pattern) and the selection rate (%) of each icon final display mode. In addition, in this process, when the icon final display mode is determined, the light emission color (final light emission color) of the start entrance lamp 76 is determined according to the determined icon final display mode. For example, if the icon final display mode is "red", the light emission color (final light emission color) of the start entrance lamp 76 will also be "red".
[0483] In step E315-7, the sub CPU 130a determines the normal icon (white icon) which is the normal display mode as the icon final display mode.
[0484] In step E315-8, the sub-CPU 130a judges whether the determined icon final display mode is a special icon (either a blue icon, a red icon, or a rainbow icon) that executes an icon change performance. If it is a special icon that executes an icon change performance, the process proceeds to step E315-9, and if it is not a display mode that executes an icon change performance, the process proceeds to step E315-12.
[0485] In step E315-9, the sub-CPU 130a selects a change scenario determination table (see FIG. 29) for determining a change scenario for the icon change performance. The change scenario determination table will be described in detail later. This change scenario indicates the transition of the display mode from when the reserved icon appears to when it becomes the icon and finally disappears.
[0486] In step E315-10, the sub-CPU 130a determines a change scenario and sets it in a look-ahead information storage area corresponding to the reserved memory number counter of the sub-RAM 130c. Specifically, the change scenario determination table shown in FIG. 29 is referenced, and one change scenario is determined from among a plurality of change scenarios based on the icon final display mode, the reserved memory number of the special pattern corresponding to the look-ahead designation command, and the selection rate (%) of each change scenario. In addition, when the change scenario is determined in this process, the change mode of the light emission color of the starter lamp 76 is determined according to the determined change scenario. For example, when "Scenario 01" in FIG. 29 is determined, it emits light in "white" when winning, emits light in "white" one change before, and emits light in "blue" when the change occurs.
[0487] In step E315-11, the sub-CPU 130a identifies the winning icon, which is the display mode of the icon that is first displayed on the main display device 70 (first image display device) from the determined change scenario, sets the icon display command for this winning icon (and the start port lamp illumination command) in the transmission buffer, and terminates the current icon change performance determination process.
[0488] As a result, an icon display command is sent to the display control unit 140 and the lamp control unit 150, and a pending icon in a display mode corresponding to the icon display command is displayed on the main display device 70 (first image display device), the start gate lamp 76 lights up in a display mode (e.g., blue, red) corresponding to the start gate lamp illumination command, and a predetermined sound effect (a first winning sound when displayed as a normal icon, and a second winning sound when displayed as a special icon) is output.
[0489] In step E315-12, the sub-CPU 130a determines a non-change scenario in which no icon change performance is executed, and sets the determined non-change scenario in the read-ahead information storage area of the sub-RAM 130c corresponding to the reserved memory number counter.
[0490] In step E315-13, the sub-CPU 130a sets the icon display command of the normal icon in the transmission buffer and ends the current icon change performance determination process. As a result, the icon display command is transmitted to the display control unit 140 and the lamp control unit 150, and the reserved icon in the display mode corresponding to the icon display command is displayed on the main display device 70 (first image display device), the start gate lamp 76 is illuminated in the display mode (for example, white) corresponding to the start gate lamp illumination command, and a predetermined sound effect (first winning sound) is output.
[0491] In the icon change effect determination process of this embodiment, the icon change effect (reserved icon change effect, the icon change effect) is executed when there is no change scenario in the advance reserve, but the icon change effect may be executed when the advance reserve does not perform a reach effect, and the icon change effect may not be executed when the advance reserve performs a reach effect. In this way, the display mode of the reserved icon does not change during the change effect corresponding to the advance reserve in which the reach effect is executed, and the display mode of the reserved icon changes during the change effect corresponding to the advance reserve in which the reach effect is not executed, so that the icon change effect does not hinder the reach effect, and it is possible to improve the interest of the game.
[0492] Also, even if the reserved balls include a ball that performs a reach effect, the icon change effect may be executed, but the reserved balls may be configured to be executed more easily (executed at a higher rate) when the reserved balls do not include a ball that performs a reach effect than when the reserved balls include a reach effect. Also, the reserved balls may be configured to be executed more easily (executed at a higher rate) when the reserved balls do not include a ball that performs a specific reach effect (SPSP reach effect, full rotation reach effect) than when the reserved balls include a ball that performs a specific reach effect (normal reach effect, etc.), or vice versa.
[0493] (Icon final display mode determination table) FIG. 28 is an icon final display mode determination table for determining the icon final display mode in the icon change performance determination process of step E315 described above.
[0494] The icon final display mode determination table associates the type of special pattern corresponding to the look-ahead designation command, the type of look-ahead designation command (planned change pattern), the selection rate (%) of each icon final display mode, and the selected icon final display mode, and for reference, the performance contents of the planned change pattern corresponding to the look-ahead designation command are also listed.
[0495] The icon final display mode includes normal icons (white icons whose shapes are set for each presentation mode) that do not indicate the likelihood of a jackpot, and special icons (blue icons, red icons, and rainbow icons whose shapes are common to multiple presentation modes) that indicate the likelihood of a jackpot. The likelihood of a jackpot related to the special icons increases in the order of blue icons < red icons (SP reach or higher confirmed) < rainbow icons (jackpot confirmed).
[0496] (Change scenario decision table) FIG. 29 is a change scenario determination table for determining an icon change scenario in the icon change performance determination process of step E315 described above.
[0497] The change scenario determination table associates the final display mode of the icon, the reserved number of special patterns corresponding to the look-ahead command, the selection rate (%) of each change scenario, and the change scenario to be selected, and for reference, the pre-changes in each change scenario and the update mode of the icon during those changes are also listed.
[0498] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information stored before the special chart determination information corresponding to the newly received look-ahead designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information corresponding to the newly received look-ahead designation command.
[0499] The change scenarios include scenarios (e.g., scenario 01, etc.) in which the display mode of the icon does not change while the pre-change is being executed (the pending icon change performance is not executed) but changes while the change is being executed (the icon change performance is executed), scenarios (e.g., scenario 02, etc.) in which the display mode of the icon changes while the pre-change is being executed (the pending icon change performance is executed) but does not change while the change is being executed (the icon change performance is not executed), and scenarios (e.g., scenario 15, etc.) in which the display mode of the icon changes both while the pre-change is being executed and while the change is being executed (the pending icon change performance and the icon change performance are executed).
[0500] Although the change scenario is determined regardless of whether the game is in a normal game state (icon with a first special symbol) or a specific game state (icon with a second special symbol), for example, in the case of a specific game state (icon with a second special symbol), the rate at which the icon changes due to the change may be higher than the rate at which the icon changes due to a pre-change (for example, 20:80 or 0:100). Also, the rate at which the icon changes due to the change may be higher in the case of a specific game state (icon with a second special symbol) than in the case of a normal game state (icon with a first special symbol).
[0501] (Change pattern determination table) FIG. 30 shows a change pattern determination table for determining the change pattern of the reserved / relevant icon in the icon display mode update process of step E323 described above.
[0502] Figure 30(a) is a diagram showing a change pattern determination table for an on-hold icon that is referenced when determining the change pattern of the on-hold icon, and Figures 30(b) to (c) are diagrams showing change pattern determination tables for the icon that are referenced when determining the change pattern of the icon.
[0503] The change pattern determination table corresponds the manner in which the reserved / relevant icon change will occur in the current change performance, the change performance pattern, the selection rate of each reserved / relevant icon change pattern, and the type of reserved / relevant icon change pattern selected, and for reference, the timing at which the change performance of the reserved / relevant icon will occur and the change stage for each reserved / relevant icon change pattern are also listed.
[0504] The reserved / icon change patterns include a normal change pattern in which the display mode of the reserved icon changes accompanied by the output of a sound effect, a character A effect change pattern in which a trigger performance is performed by character A displayed on the main display device 70 to cause the reserved / icon to change and the display mode of the reserved / icon to change, a character B effect change pattern in which a trigger performance is performed by character B displayed on the main display device 70 to cause the reserved / icon to change and the display mode of the reserved / icon to change, a character C effect change pattern in which a trigger performance is performed by character C displayed on the main display device 70 to cause the icon to change and the display mode of the icon to change, and a character D effect change pattern in which a trigger performance is performed by character D displayed on the main display device 70 to cause the icon to change and the display mode of the icon to change.
[0505] The timing of the change of the pending icon is classified in relation to the progress of the variable performance, and there are times when the variable performance starts and during normal variable performance, which are classified as the pre-reach performance period executed at the beginning of the variable performance, and times during normal reach and after normal reach, which are classified as the reach performance period that may be executed after the pre-reach performance period.
[0506] As for the change mode of the reserved icon, "1UP" means that the jackpot expectation changes to a display mode that is one level higher, for example, a white icon changes to a blue icon, or a blue icon changes to a red icon. "2UP" means that the jackpot expectation changes to a display mode that is two levels higher, for example, a white icon changes to a red icon, or a blue icon changes to a rainbow icon. Also, "SP suggestion" means that a suggestion effect is executed that suggests that a SP reach effect will be executed by the character that performed the opportunity effect.
[0507] The first feature of the presentation using the tables shown in Figures 28 to 30 is that in the normal reach-changing presentation, which has a lower expectation of a big win than the SP reach-changing presentation, the expectation of a big win is higher when the icon change presentation targeted by the normal reach-changing presentation is executed than when the icon change presentation targeted by the normal reach-changing presentation is not executed. By doing so, it is possible to increase the player's expectation as to whether or not the pre-reading presentation (here, the icon change presentation) will be executed, and it is possible to increase the interest of the game.
[0508] The second feature of the presentation using the tables shown in Fig. 28 to Fig. 30 is that, when a big win game is played, the rate at which a normal reach-changing presentation is performed after an icon change presentation is played is higher than the rate at which a normal reach-changing presentation is performed without an icon change presentation (reserved notice), the rate at which an SP reach-changing presentation is performed after an icon change presentation is played is higher than the rate at which a normal reach-changing presentation is performed after an icon change presentation is played, and the rate at which an SPSP reach-changing presentation is performed after an icon change presentation is played is higher than the rate at which an SP reach-changing presentation is performed after an icon change presentation. When a big win game is not played, the rate at which an SP reach-changing presentation is performed after an icon change presentation is played is lower than the rate at which a normal reach-changing presentation is performed after an icon change presentation, and the rate at which an SPSP reach-changing presentation is performed after an icon change presentation is played is lower than the rate at which an SP reach-changing presentation is performed after an icon change presentation. By doing so, it is possible to increase the player's sense of expectation as to whether or not a look-ahead presentation (here, an icon change presentation) will be performed, and it is possible to improve the interest of the game.
[0509] A third feature of the presentation using the tables shown in Figs. 28 to 30 is that when a normal reach variation presentation, an SP reach variation presentation, or an SPSP reach presentation is performed, the icon change presentation is performed (is more likely to occur) at a higher rate during the presentation period before the reach than during the reach presentation period. This makes it difficult for the reach presentation and the icon change presentation to interfere with each other, making it possible to improve the interest of the game. Note that when an SP reach variation presentation or an SPSP reach presentation is performed, the icon change presentation is performed (is more likely to occur) at a higher rate during the normal reach than after the normal reach (during the SP reach presentation, during the SPSP reach presentation), but the icon change presentation may not be performed after the normal reach.
[0510] A fourth feature of the presentation using the tables shown in Figs. 28 to 30 is that when a normal reach variation presentation, an SP reach variation presentation, or an SPSP reach presentation is performed, the reserved icon change presentation is performed (is more likely to occur) at a higher rate during the presentation period before the reach than during the reach presentation period. This makes it difficult for the reach presentation and the reserved icon change presentation to interfere with each other, making it possible to improve the interest of the game. Note that when an SP reach variation presentation or an SPSP reach presentation is performed, the icon change presentation is performed (is more likely to occur) at a higher rate during the normal reach than after the normal reach (during the SP reach presentation, during the SPSP reach presentation), but the icon change presentation may not be performed after the normal reach.
[0511] A fifth feature of the presentation using the tables shown in Figures 28 to 30 is that the type of suggestive presentation (the character that triggers the change of the reserved icon) that suggests that the reserved icon will change varies depending on the change in the reserved icon (character A when the icon changes from white to blue, character B when the icon changes from blue to red). This makes it possible to attract the player's interest in which suggestive presentation will be executed, thereby making the game more interesting.
[0512] A sixth feature of the presentation using the tables shown in Figures 28 to 30 is that the type of suggestive presentation (the character that triggers the icon change) that suggests that the icon will change varies depending on the change in the icon (character A for white → blue, character B for blue → red, character C for white → red, character D for blue → rainbow). This makes it possible to attract the player's interest in which suggestive presentation will be executed, and to increase the excitement of the game.
[0513] The seventh feature of the presentation using the tables shown in Figures 28 to 30 is that when the icon changes to a red icon, a suggestive presentation (SP suggestion) that suggests that an SP reach presentation with a higher chance of winning than a normal reach presentation will be performed can be performed, but when the icon is a red icon, an SP reach presentation can be performed regardless of whether or not a suggestive presentation (SP suggestion) has been performed. In this way, it is possible to stimulate the player's joy at the execution of the SP reach presentation, and to increase the interest of the game.
[0514] (Preview and continuous performance decision processing of the performance control unit) The read-ahead consecutive performance determination process in the performance control unit 130m will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the read-ahead consecutive performance determination process in the performance control unit 130m.
[0515] In step E317-1, the sub-CPU 130a judges whether or not a read-ahead designation command has been received from the main control board 110. If a read-ahead designation command has been received, the process proceeds to step E317-2, and if a read-ahead designation command has not been received, the current read-ahead continuous performance determination process is terminated.
[0516] In step E317-2, the sub CPU 130a refers to the received look-ahead designation command and determines whether or not it is a big win, the type of big win game, and the performance content (expected change pattern).
[0517] In step E317-3, it is determined whether or not the current time is a period during which the look-ahead zone performance can be executed. If the current time is a period during which the look-ahead zone performance can be executed, the process proceeds to step E317-4. If the current time is not a period during which the look-ahead zone performance can be executed, the process proceeds to step E317-6, assuming that the look-ahead zone performance based on the currently received look-ahead designation command will not be executed.
[0518] A "pre-reading zone effect" is an effect that continuously suggests the expectation of a special game being executed through a background image, text information, or color information (expectation value information) by performing in-zone effects (displaying a pre-reading zone background image, displaying a blue zone image or a red heat zone image, and outputting zone BGM or heat zone BGM) across one or more variable effects, and is a type of pre-reading continuous effect.
[0519] The "period during which the look-ahead zone presentation can be executed" includes a period during which there is no pre-emption that executes the look-ahead zone presentation, a period during which a jackpot game is not being played, etc. Note that the look-ahead zone presentation may be executable in the normal game state and the look-ahead zone presentation may be infeasible in a state other than the normal game state, or the look-ahead zone presentation may be infeasible in the normal game state and the look-ahead zone presentation may be executable in a state other than the normal game state.
[0520] In step E317-4, the sub CPU 130a selects a look-ahead zone performance scenario determination table (see FIG. 31) for determining a scenario for the look-ahead zone performance. The look-ahead zone performance scenario determination table will be described in detail later.
[0521] In step E317-5, the sub-CPU 130a determines a look-ahead zone performance scenario. Specifically, the sub-CPU 130a refers to a look-ahead zone performance scenario determination table shown in Fig. 32, and determines one look-ahead zone performance scenario from among a plurality of look-ahead zone performance scenarios based on the reserved number of special symbols corresponding to the look-ahead designation command, the type of the look-ahead designation command (scheduled fluctuation pattern), and the selection rate (%) of each advance notice scenario.
[0522] In step E317-6, the sub-CPU 130a determines a non-execution scenario of the look-ahead zone presentation as a presentation scenario in which the look-ahead zone presentation is not executed.
[0523] In step E317-7, the sub-CPU 130a sets the determined look-ahead zone performance scenario in the look-ahead information storage area corresponding to the reserved number counter in the sub-RAM 130c. As a result, the look-ahead zone performance scenario is referenced in the look-ahead continuous performance execution process in step E324 described above, and processing for executing the look-ahead zone performance is performed.
[0524] In step E317-8, the sub-CPU 130a judges whether or not the current time is a period during which the pre-reading effect performance can be executed. If the current time is a period during which the pre-reading effect performance can be executed, the process proceeds to step E317-9. If the current time is not a period during which the pre-reading effect performance can be executed, the process proceeds to step E317-11, assuming that the pre-reading effect performance based on the currently received pre-reading designation command will not be executed.
[0525] The "pre-reading effect effect" is an effect (a light-emitting display effect at the start of the change) that intermittently indicates the likelihood of a special game being played by using light-emitting effect images and sound information by executing an effect effect (a light-emitting effect image is displayed around the three change patterns 70a that start the change display and an effect sound effect is output for a predetermined period of time (e.g., one second)) over one or more change effects (including a change effect that results in a jackpot), and is a type of pre-reading continuous effect.
[0526] The "period during which the look-ahead effect can be executed" includes the period when there is no pre-emption for executing the look-ahead effect, when a big win game is not being played, etc. Note that the look-ahead effect can be executed in the normal game state and the look-ahead effect cannot be executed in any other state than the normal game state, or the look-ahead effect cannot be executed in the normal game state and the look-ahead effect can be executed in any other state than the normal game state.
[0527] In step E317-9, the sub CPU 130a selects a look-ahead effect rendering scenario determination table (see FIG. 32) for determining a scenario for the look-ahead effect rendering. The look-ahead effect rendering scenario determination table will be described later in detail.
[0528] In step E317-10, the sub-CPU 130a determines a look-ahead effect performance scenario. Specifically, the sub-CPU 130a refers to a look-ahead effect performance scenario determination table shown in Fig. 33, and determines one look-ahead effect performance scenario from among a plurality of look-ahead effect performance scenarios based on the reserved number of special symbols corresponding to the look-ahead designation command, the type of the scheduled variation pattern indicated by the look-ahead designation command, and the selection rate (%) of each performance scenario.
[0529] In step E317-11, the sub CPU 130a determines a non-execution scenario of the pre-reading effect performance as a performance scenario in which the pre-reading effect performance is not executed.
[0530] In step E317-12, the sub-CPU 130a sets the determined look-ahead effect performance scenario in the look-ahead information storage area corresponding to the reserved number counter of the sub-RAM 130c. As a result, the look-ahead effect performance scenario is referenced in the look-ahead continuous performance execution process of step E324 described above, and processing for executing the look-ahead effect performance is performed. When this process ends, the look-ahead continuous performance determination process ends.
[0531] (Look-ahead zone performance scenario decision table) FIG. 32 is a diagram showing a look-ahead zone presentation scenario determination table for determining a look-ahead zone presentation scenario in the look-ahead continuous presentation determination process of step E317 described above.
[0532] The look-ahead zone performance scenario determination table corresponds to the number of reserved special symbols corresponding to the look-ahead designation command, the expected change pattern indicated by the look-ahead designation command, the selection rate (%) of the performance scenario for each look-ahead zone performance, and the performance scenario for the selected look-ahead zone performance, and for reference, the advance changes in each performance scenario and the performance mode of the look-ahead zone performance in that change are also listed.
[0533] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information stored before the special chart determination information corresponding to the newly received look-ahead designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information corresponding to the newly received look-ahead designation command.
[0534] A "zone" refers to the execution of normal zone effects (display of a look-ahead zone background image, display of a blue zone image, output of zone background music), while a "hot zone" refers to the execution of heat zone effects (display of a look-ahead zone background image, display of a red heat zone image, output of heat zone background music) which have a higher expectation of a jackpot than normal zone effects.
[0535] The look-ahead zone performance scenarios include non-execution scenarios in which the look-ahead zone performance is not executed (e.g., scenario 00), scenarios in which the zone performance is not executed during pre-fluctuation but is executed during the fluctuation (e.g., scenario 01), and scenarios in which the zone performance is executed during both pre-fluctuation and the fluctuation (e.g., scenario 02).
[0536] The first feature of the look-ahead zone performance scenario determination table shown in Fig. 32 is that a performance scenario in which the performance mode of the performance during the zone does not progress (change) to a performance mode with a high execution expectation of the special game, and a performance scenario in which the performance mode of the performance during the zone progresses (changes) to a performance mode with a high execution expectation of the special game are set. By doing so, it is possible to make the player expect whether the performance mode of the performance during the zone will progress (change) or not, and it is possible to increase the interest of the game.
[0537] A second feature of the look-ahead zone presentation scenario determination table shown in Fig. 32 is that the presentation mode of the look-ahead zone presentation is more likely to progress (change) in the current variation than in the prior variation. This makes it easier to maintain the player's sense of expectation for a long period of time, and the player's sense of expectation can be brought to a climax in the current variation, making it possible to increase the interest in the game. Note that the presentation mode of the look-ahead zone presentation may be more likely to progress (develop) in the current variation than in the prior variation.
[0538] (Look-ahead effect scenario decision table) FIG. 33 is a diagram showing a look-ahead effect performance scenario determination table for determining a look-ahead effect performance scenario in the look-ahead consecutive performance determination process of step E317 described above.
[0539] The look-ahead effect performance scenario determination table associates the number of reserved special symbols corresponding to the look-ahead designation command, the planned change pattern indicated by the look-ahead designation command, the selection rate (%) of the performance scenario for each look-ahead effect performance, and the performance scenario of the look-ahead effect performance to be selected, and for reference, the advance changes in each performance scenario and the performance mode of the look-ahead effect performance for that change are also described.
[0540] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information stored before the special chart determination information corresponding to the newly received look-ahead designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information corresponding to the newly received look-ahead designation command.
[0541] A "blue effect" refers to the display of a blue light-emitting effect image around the performance pattern 70a and the output of a blue effect sound, and a "red effect" refers to the display of a red light-emitting effect image, which has a higher expectation of a jackpot than a blue effect image, around the performance pattern 70a and the output of a red effect sound.
[0542] The pre-reading effect performance scenarios include a non-execution scenario in which the pre-reading effect performance is not executed (e.g., scenario 00), a scenario in which the effect performance is not executed during pre-variation but is executed during the variation (e.g., scenario 01), and a scenario in which the effect performance is executed during both pre-variation and the variation (e.g., scenario 02).
[0543] The first feature of the look-ahead effect scenario determination table shown in Fig. 33 is that it has set a presentation scenario in which the presentation mode of the effect effect does not progress (change) to a presentation mode with a high execution expectation of the special game, and a presentation scenario in which the presentation mode of the effect effect progresses (changes) to a presentation mode with a high execution expectation of the special game. By doing so, it is possible to make the player expect whether the presentation mode of the effect effect will progress (change) or not, and to increase the interest of the game.
[0544] A second feature of the look-ahead effect performance scenario determination table shown in Fig. 33 is that the performance mode of the look-ahead effect performance is easier to progress (change) in the current variation than in the previous variation. By doing so, it becomes easier to maintain the player's sense of expectation for a long period of time, and the player's sense of expectation can be brought to a climax in the current variation, making it possible to increase the interest in the game. Note that the performance mode of the look-ahead effect performance may be easier to progress (develop) in the current variation than in the previous variation.
[0545] In addition, as a presentation mode of the pre-reading effect presentation, an effect image of a type that confirms the execution of a jackpot game (for example, a rainbow effect) may be provided, or an effect image of a type that has a lower expectation of a jackpot than a blue effect image (for example, a white effect) may be provided.
[0546] In addition, while the look-ahead effect presentation may be executed in the normal game state, the look-ahead effect presentation may not be executed in the specific game state (at least one of the time-saving game state and the special probability game state) in which the right-hit image is displayed.
[0547] In addition, while in the normal game state, the look-ahead effect presentation is not executed, in a specific game state (at least one of a time-saving game state and a special probability game state) in which a right-hit image is displayed, the look-ahead effect presentation may be executed.
[0548] In addition, rather than displaying a light-emitting effect image around the three performance patterns 70a in the pre-reading effect performance, a light-emitting effect image may be displayed only around the performance pattern 70a in one of the left, middle and right columns (for example, the center column).
[0549] In addition, when displaying a light-emitting effect image in a pre-reading effect performance, the frame lighting device 10 may be made to emit light in an effect light-emitting mode (for example, the same color as the display color of the light-emitting effect image displayed around the performance pattern 70a).
[0550] (Performance control unit's jackpot advance notice performance decision process) The big win advance notice effect determination process of the effect control unit 130m will be described with reference to Fig. 34. Fig. 34 is a flowchart showing the big win advance notice effect determination process in the effect control unit 130m.
[0551] In step E322-1, the sub-CPU 130a refers to the variation performance pattern executed in the current variation performance, and in step E322-2, determines the line preview pattern using a line preview performance determination table (see FIG. 35) for determining the preview pattern of the line preview performance executed in the reach pre-performance period (during normal variation). Specifically, the line preview pattern determination table shown in FIG. 35 is referred to, and the line preview pattern is determined based on the big win determination result, the current variation performance pattern, and the selection rate (%) of each line preview pattern.
[0552] The "dialogue preview effect" is a type of big win preview effect in which, in response to the operation of the effect button 17 during the valid period (e.g., 3 seconds) that occurs during the pre-reach performance period (normal variation), a dialogue image suggesting the likelihood of a big win is displayed on the main display device 70 and a sound corresponding to the dialogue image is output from the audio output device 9. Note that the dialogue preview effect is a button operation effect that executes a promotion effect that encourages the operation of the effect button 17 during the valid period, and is executed when the valid period has elapsed even if the effect button 17 is not operated.
[0553] In step E322-3, the sub-CPU 130a sets execution information of the speech preview performance corresponding to the speech preview pattern in a predetermined area of the sub-RAM 130c. The execution information of this speech preview performance is referred to in the big win preview performance execution process of step E500, and the speech preview performance is executed at a predetermined timing. Details of the speech preview pattern determination table will be described later.
[0554] In step E322-4, the sub-CPU 130a determines the feature preview pattern using a feature preview pattern determination table (see FIG. 36(a)) for determining the preview pattern of the feature preview performance executed during the reach pre-performance period (normal variation). Specifically, the feature preview pattern determination table shown in FIG. 36(a) is referenced, and the feature preview pattern is determined based on the big win determination result, the current variation performance pattern, and the selection rate (%) of each feature preview pattern.
[0555] A "gimmick preview performance" is a type of jackpot preview performance in which the first movable member 73a performs a predetermined action (a small descent or large descent, described below) at a predetermined timing during the pre-reach performance period (normal fluctuation), thereby indicating the likelihood of a jackpot.
[0556] In step E322-5, the sub-CPU 130a sets the execution information of the feature preview performance according to the feature preview pattern in a predetermined area of the sub-RAM 130c. The execution information of the feature preview performance is referred to in the big win preview performance execution process in step E500, and the feature preview performance is executed at a predetermined timing. The details of the feature preview pattern determination table will be described later.
[0557] In step E322-6, the sub-CPU 130a judges whether the current variable performance pattern is a variable performance pattern capable of executing a blackout performance. Specifically, it judges whether the variable performance pattern is a variable performance pattern in which a reach performance of a normal reach or more is executed. If the variable performance pattern is capable of executing a blackout performance, the process proceeds to step E322-7, and if the variable performance pattern is not capable of executing a blackout performance, the process proceeds to step E322-9, assuming that the blackout performance will not be executed.
[0558] In step E322-7, the sub-CPU 130a determines the blackout performance pattern using a blackout performance pattern determination table (see FIG. 36(b)) for determining the performance pattern of the blackout performance executed during the reach performance period (normal reach). Specifically, the blackout performance pattern determination table shown in FIG. 36(b) is referenced, and the blackout performance pattern is determined based on the jackpot determination result, the current variable performance pattern, and the selection rate (%) of each blackout performance pattern.
[0559] The "blackout effect" is a type of big win preview effect in which the main display device 70 goes dark during a reach effect period (normal reach), and in response to the operation of the effect button 17 during a valid period (for example, 2 seconds) that occurs during the dark period, a development effect is executed that suggests whether or not the effect will progress to an SP reach effect. Note that the blackout effect is a button operation effect that executes a promotion effect that encourages the operation of the effect button 17 during the valid period, and is executed when the valid period has elapsed even if the effect button 17 is not operated.
[0560] In step E322-8, the sub-CPU 130a sets execution information of the blackout effect corresponding to the blackout effect pattern in a predetermined area of the sub-RAM 130c. This execution information of the blackout effect is referred to in the big win notice effect execution process in step E500, and the blackout effect is executed at a predetermined timing. The details of the blackout effect pattern determination table will be described later.
[0561] In step E322-9, the sub-CPU 130a judges whether the current variation performance pattern is a variation performance pattern capable of executing a cut-in performance. Specifically, it judges whether the variation performance pattern is a variation performance pattern in which a SP reach performance is executed. If the variation performance pattern is a variation performance pattern capable of executing a cut-in performance, the process proceeds to step E322-10, and if the variation performance pattern is not a variation performance pattern capable of executing a cut-in performance, the process proceeds to step E322-12, assuming that the cut-in performance is not executed.
[0562] In step E322-10, the sub-CPU 130a determines the cut-in performance pattern using a cut-in performance pattern determination table (see FIG. 36(c)) for determining the performance pattern of the cut-in performance executed during the SP reach performance. Specifically, the cut-in performance pattern determination table shown in FIG. 36(c) is referenced, and the cut-in performance pattern is determined based on the big win determination result, the current variable performance pattern, and the selection rate (%) of each cut-in performance pattern.
[0563] The "cut-in effect" is a type of big win preview effect in which a development suggestion effect is executed, suggesting whether or not the SPSP reach effect will develop, in response to the operation of the effect button 17 during the valid period (for example, 1 second) that occurs during the SP reach effect. Note that the cut-in effect is a button operation effect in which a promotion effect is executed that encourages the operation of the effect button 17 during the valid period, and is executed when the valid period has elapsed even if the effect button 17...
Claims
[Claim 1] A gaming machine including a main control means for controlling the progress of a game, a presentation control means for controlling presentations in response to commands from the main control means, and a vibration means for generating a predetermined vibration, The main control means a determination means for determining whether or not to execute a special game advantageous to a player based on determination information acquired when an acquisition condition is established; a storage means for storing the judgment information for which the judgment has not been performed as a reserved memory; A variable display means for executing a variable display of a special symbol according to the result of the judgment, The variable display means is The special symbol is displayed by performing a cycle change a plurality of times as a change display of the special symbol, and then the special symbol is displayed in a stopped state; The performance control means includes: A hold display corresponding to the number of the hold memories can be displayed, A variable performance by a performance pattern can be executed in response to the variable display of the special pattern, It is possible to audibly output the variable BGM during the execution of the variable performance, A predetermined background image that performs an action display during the execution of the variable performance can be displayed, A specific effect is executed which suggests the possibility of the special game being executed by making the predetermined background image difficult to see during the execution of the variable effect, The vibration means is capable of executing a first vibration performance and a second vibration performance different from the first vibration performance, The performance control means includes: When the predetermined background image is made visible in response to the end of the specific performance, it is possible to make the background image visible from a display state at the end of the specific performance, without making the background image visible from a display state at the time when the background image became difficult to see, In the case where the predetermined variation performance has not ended and the audible output of the variation BGM and the motion display of the predetermined background image continue, when the cycle variation in the variation display of the next special pattern starts, The gaming machine is characterized in that the predetermined variable performance is ended and the next variable performance is started, and the audible output of the variable BGM and the operational display of the predetermined background image are continuously executed without ending.
Citation Information
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