Gaming Machines
The gaming machine addresses the challenge of rapid decorative pattern changes by using random number information to generate special games with variable symbol displays, ensuring players can recognize changes and maintain interest.
Patent Information
- Application Number
- JP2023042752
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-17
- Publication Date
- 2025-05-23
- Estimated Expiration
- 2043-03-17
AI Technical Summary
In time-saving and probability-change game states, the rapid change of decorative patterns based on winning lotteries makes it difficult for players to recognize these changes, leading to a lack of interest in the game.
A gaming machine that determines whether to generate a special game based on random number information, allowing for variable display of decoration symbols and transitioning to an advantageous game state, where the previous and current decoration symbols are displayed and erased in a controlled manner to enhance player recognition.
The solution allows players to recognize decorative pattern changes even when the change time is minimized, thereby increasing game interest through enhanced visual feedback.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In conventional gaming machines such as pachinko machines, the time required for the decorative symbols to change based on the winning lottery is short during time-saving play or probability-change play, so that the high-speed change of the decorative symbols is performed only on the main change line (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-61878 Summary of the Invention [Problem to be solved by the invention]
[0004] In a time-saving game state or a probability-change game state, a large number of prize balls can be won in a short period of time by shortening the time until the next winning lottery, so while an attempt is made to make the time for the decorative patterns to change based on the winning lottery as short as possible, there is a problem that even if the decorative patterns are changed on a changing line, the player cannot recognize how the decorative patterns change. In addition, there was a problem that the interest in the game could not be sufficiently increased by the change in the decorative pattern when a winning lottery was won in a time-saving game state or a probability-change game state, or by the change in the decorative pattern that gives the expectation of winning the winning lottery.
[0005] To provide a gaming machine which has been made in consideration of the above problems and enables a player to recognize how decorative patterns change even if the time for which decorative patterns change based on a winning lottery is made as short as possible, and which can sufficiently increase the interest in the game due to the change in decorative patterns when a winning lottery is won in a time-saving game state or a probability-change game state, or the change in decorative patterns that gives the player hope of winning the winning lottery.
Means for Solving the Problem
[0006] The object of the present invention is achieved by the following means. Note that the reference numerals in parentheses are those of the embodiments described later, but the present invention is not limited thereto. (1) Determination means (e.g., jackpot lottery process) for determining whether to generate a special game based on random number information obtained by the establishment of a symbol start condition, A decoration symbol variable execution means capable of variably displaying decoration symbols (decoration symbols 100, 101, 102) composed of a plurality of symbol columns on an image display means in response to the determination by the determination means, and when the stopped symbol after the variation becomes a specific mode (e.g., time-shortening jackpot symbol, probability-variable jackpot symbol), an advantageous game state transition means for transitioning from a normal game state to an advantageous game state (e.g., low-probability high-base state, high-probability high-base state) more advantageous to the player than the normal game state, Decoration symbol variable execution means capable of variably displaying decoration symbols (decoration symbols 100, 101, 102) composed of a plurality of symbol columns for each symbol column on the image display means corresponding to the variable display of the symbols, Comprising In the advantageous game state, when the symbols are variably displayed over a predetermined variation time, The previous stopped decoration symbol (e.g., the left decoration symbol 100, middle decoration symbol 101, right decoration symbol 102 shown in FIG. 4-1(a)) stopped and displayed in the previous variable display of the decoration symbol is variably started and then erased from the image display means at the start of the predetermined variation time for the current variable display of the decoration symbol, and the current stopped decoration symbol (e.g., the left decoration symbol 100, middle decoration symbol 101, right decoration symbol 102 shown in FIG. 4-1(f)) of the decoration symbol in the current variable display is displayed on the image display means and then stopped, The predetermined variation time is the minimum variation time (e.g., 200 ms) in the advantageous game state, The variable display of the decoration symbol in the predetermined variation time is performed with only the previous stopped decoration symbol and the current stopped decoration symbol death, The previous pattern erasure time (e.g., timing T10-T12 shown in FIG. 4-3(a)) from when the previous stopped decorative pattern (e.g., left decorative pattern 100, middle decorative pattern 101, right decorative pattern 102 shown in FIG. 4-1(a)) displayed in a stopped state in the previous display of the decorative pattern starts to change with the start of the predetermined change time for the current display of the decorative pattern to when it is erased from the image display means is longer than the current pattern display time (e.g., timing T11-T13 shown in FIG. 4-3(a)) from when the current stopped decorative pattern (e.g., left decorative pattern 100, middle decorative pattern 101, right decorative pattern 102 shown in FIG. 4-1(f)) of the decorative pattern in the current display of the decorative pattern is displayed in the image display means to when it is stopped. A gaming machine characterized by the above 。 Effect of the Invention
[0007] According to the present invention, even if the time for varying the decorative symbols based on a winning lottery is made as short as possible, the player can recognize how the decorative symbols change, and the interest in the game can be sufficiently improved by the variation of the decorative symbols which gives the player hope of winning the winning lottery. [Brief description of the drawings]
[0008] [Figure 1-1] A front perspective view of a pachinko machine according to an embodiment of the present invention. [Figure 1-2] FIG. 2 is an exploded front perspective view of the pachinko machine. [Figure 1-3] A rear perspective view of the pachinko machine. [Figure 1-4] FIG. 2 is a block diagram of the control system of the pachinko machine. [Figure 1-5] FIG. 2 is a front view of the game board of the pachinko machine. [Figure 2-1] 2 is an explanatory diagram of a memory map in the main control unit of the pachinko machine. FIG. [Figure 2-2] 2 is a diagram showing the first half of a flowchart of the system processing of the main control unit of the pachinko machine. FIG. [Figure 2-3] This is a diagram showing the second half of the flowchart of the system processing of the main control unit of the pachinko machine. [Figure 2-4] A figure showing a flowchart of the timer interrupt processing of the main control unit of the pachinko machine. [Figure 2-5] 13A and 13B are diagrams showing a flowchart of processing outside the main loop of the main control unit of the pachinko machine, and a flowchart of processing outside the timer interrupt area. [Figure 3-1] A figure showing a flowchart of the system setting process of the performance control unit of the same pachinko machine. [Figure 3-2] A figure showing a flowchart of the main processing of the performance control unit of the same pachinko machine. [Figure 3-3] A figure showing a flowchart of the timer interrupt processing of the performance control unit of the same pachinko machine. [Figure 4-1] This figure shows an example of normal deviation fluctuation in decorative pattern fluctuation game when the fluctuation time is 200 ms in the low probability high base state (time-saving game state) or high probability high base state (high probability game state) of the same pachinko machine. [Figure 4-2] This figure shows an example of normal deviation fluctuation in decorative pattern fluctuation game when the fluctuation time in the low probability high base state (time-saving game state) or high probability high base state (high probability game state) of the same pachinko machine is 8000 ms. [Figure 4-3] 4-1 and 4-2. FIG. 4-2 is a time chart showing the correspondence between the change time of the decorative pattern change game and the displayed decorative pattern. [Figure 5-1] This figure shows an example of an operation presentation and a winning variation game using a presentation button unit in a decorative pattern variation game in the low probability high base state (time-saving game state) or high probability high base state (certain variable game state) of the same pachinko machine. [Figure 5-2] This figure shows an example of an operation presentation and a winning variation game using a presentation button unit in a decorative pattern variation game in the low probability high base state (time-saving game state) or high probability high base state (certain variable game state) of the same pachinko machine. [Figure 5-3] This figure shows an example of a presentation using multiple decorative pattern variation games and a winning variation game in the low probability high base state (time-saving game state) or high probability high base state (high probability game state) of the same pachinko machine. [Figure 5-4] This figure shows an example of a promotion presentation for a winning variable game in a low probability high base state (time-saving game state) or a high probability high base state (high probability game state) of the same pachinko machine. [Figure 6-1] This figure shows an example of a miss fluctuation in a decorative pattern fluctuation game when the fluctuation time is 8000 ms in the low probability low base state (normal game state) or high probability low base state (potential game state) of the same pachinko machine. [Figure 6-2] This figure shows an example of a miss fluctuation in a decorative pattern fluctuation game when the fluctuation time is 3000 ms in the low probability low base state (normal game state) or high probability low base state (potential game state) of the same pachinko machine. [Figure 6-3]6-1 and 6-2. FIG. 6-1 is a time chart showing the correspondence between the change time of the decorative pattern change game and the displayed decorative pattern. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The present invention will be described in detail below with reference to the following embodiments. Figures 1-1 and 1-2 are perspective views of a gaming machine 1 shown in the present embodiment.
[0010] (Game slot) The gaming machine 1 of this embodiment is composed of a gaming frame 5 having a wooden outer frame 2 formed into a vertically long rectangular frame, an inner frame 3 made of synthetic resin located in front of the outer frame 2, and a front frame 4 made of synthetic resin located in front of the inner frame 3.
[0011] The inner frame 3 is attached to the outer frame 2 so that it can be rotated open and closed and / or detached via an outer frame hinge 6 joined at two points above and below the left end of the outer frame 2, and is locked in the closed position to the outer frame 2 by a locking device 6 arranged on the lower right end of the game frame 5.
[0012] The front frame 4 is attached to the inner frame 3 so that it can be rotated open and closed and / or detached via an inner frame hinge 7 joined at two points above and below the left end of the inner frame 3, and is locked in the closed position to the inner frame 3 by a locking device 6 arranged on the lower right end of the game frame.
[0013] The inner frame 3 is provided with an inner frame opening 9 for mounting the game board 8, and the inner frame opening 9 is formed with a game board mounting section (not shown) provided so that the game board 8 can be freely attached and detached. When the game board 8 is mounted on this game board mounting section, a front frame opening 10 of the front frame 4 is configured to be located in front of the game board 8.
[0014] The front frame 4 is formed with a glass plate unit mounting section (not shown) to which a transparent glass plate unit can be mounted so as to correspond to the front frame opening 10. The glass plate constituting the glass plate unit is transparent, and is configured so that a player can view the game board 4 mounted on the inner frame 3 from the front of the game frame 5 through the glass plate unit.
[0015] In addition, a plurality of non-transparent decorative covers 11 and transparent decorative covers 12 having transparency are arranged on the outer peripheral surface of the front frame opening 10, thereby forming the design shape of the front frame 4. Furthermore, a plurality of front frame LED boards (not shown) having LEDs are arranged inside the transparent decorative covers 12, and the colorful light shining through the transparent decorative covers 12 can be seen by the player.
[0016] (Launch handle unit) A launch handle unit 13 is disposed at the lower right of the play frame 5. This launch handle unit is composed of a launch handle 13a, a launch stop button (not shown), a handle touch sensor 13b, a launch intensity adjustment unit (not shown), and a launch handle LED board (not shown) having LEDs.
[0017] When the player touches the launch handle 13a, the launch device can launch a game ball, and the flight distance of the launched game ball can be adjusted as desired.
[0018] (Middle push button unit) A center push button unit 14 (effect button unit) that can be operated by the player is disposed in the lower center of the game frame 5. This center push button unit 14 is composed of a center push button pressing part 14a (operation means), a center push button detection switch 14b, a center push button position detection switch 14c, a center push button movable object (not shown), a center push button movable object motor 14d, and a center push button LED board (not shown) having an LED.
[0019] By the player operating the center push button pressing portion 14a, it is possible to execute or switch predetermined effects (images, lamps, sounds, movable objects, etc.).
[0020] (Tray) A tray is disposed on the lower left side of the game frame 5. The tray is composed of an upper tray 15 and a lower tray (not shown). The tray is formed so that the player can freely take out game balls and can roughly check the number of game balls stored in the tray.
[0021] (Volume adjustment button) A volume adjustment button 16 is disposed on the lower left side of the game frame 5. The volume adjustment button is composed of an upper volume button 16a, a lower volume button 16b, an upper volume button switch 16c, and a lower volume button switch 16d (volume button detection switch). When a player operates the upper volume button 16a (or the lower volume button 16b), the upper volume button switch 16c (or the lower volume button switch 16d) detects the operation, and the output volume output from each speaker 19a, 19b, 19c, 19d can be changed.
[0022] (Light adjustment button) A light intensity adjustment button 17 is disposed on the lower left side of the game frame 5. The light intensity adjustment button 17 is composed of an upper light intensity button 17a, a lower light intensity button 17b, an upper light intensity button switch 17c, and a lower light intensity button switch 17d (light intensity button detection switch). When a player operates the upper light intensity button 17a (or the lower light intensity button 17b), the upper light intensity button switch 17c (or the lower light intensity button switch 17d) detects the operation, and the light intensity of each of the LEDs 63a, 64a can be changed.
[0023] (D-pad) A cross button 18 is arranged at the bottom left of the game frame 5. The cross button 18 is composed of four buttons arranged on the top, bottom, left and right (upper button 18a, right button 18b, lower button 18c, left button 18d) and four button detection switches 49a, 49b, 49c, 49d (cross button detection switches) corresponding to the upper, lower, left and right buttons. By the player operating one of the upper, lower, left and right buttons, it is possible to execute or switch a predetermined effect (image, lamp, sound, movable object, etc.) corresponding to each operation.
[0024] (speaker) An upper left speaker 19a and an upper right speaker 19b are disposed at the upper left and right sides of the game frame 5, a lower left speaker 19c and a lower right speaker 19d are disposed at the lower left and right sides, and a lower speaker (not shown) is disposed at the lower right side. Each of the speakers 19a, 19b, 19c, and 19d is for reproducing and outputting sounds such as sound effects, and the lower speaker in particular is configured to output low-pitched sounds.
[0025] An upper left LED board (not shown) and an upper right LED board (not shown) having LEDs are disposed near the upper left speaker 19a and the upper right speaker 19b, respectively. Also, an upper left speaker cover 19e and an upper right speaker cover 19f made of a transparent synthetic resin are provided in front of the upper left speaker 19a and the upper right speaker 19b, which have a light guide section (not shown) capable of guiding the light of the LEDs, and are configured so that when the LEDs on the upper left LED board or the upper right LED board are illuminated, each speaker cover 19e, 19f emits light according to the emitted light color.
[0026] A lower-left speaker cover 19g and a lower-right speaker cover 19h are provided in front of the lower-left speaker 19c and the lower-right speaker 19d, respectively, and punching metal is used for these covers 19g, 19h.
[0027] In addition, a non-transparent lower speaker cover 19I made of synthetic resin is provided in front of the lower speaker. This lower speaker cover 19I is located on the rear side of the handle unit 13, and is designed so that when sound is output from the lower speaker, the wind pressure caused by the sound output from the lower speaker is transmitted through the lower speaker cover 19I to the hand of the player holding the launch handle 13a.
[0028] (Ball loan button, return button) A ball lending button 20 and a return button 21 are arranged on the lower right side of the game frame 5. When the player operates the ball lending button 20, game balls are paid out to the trays (upper tray 15 and lower tray), and the game balls are lent to the player. When the player operates the return button 21, a settlement process for the game value balance is performed.
[0029] (Side unit) An inverted L-shaped side unit 22 is detachably disposed on the upper right side of the front frame 4. This side unit 22 is composed of a blower device 22a equipped with a blower, a touch device 22b having a touch sensor, a side unit movable object (not shown) and a side unit movable object motor 22c, a side unit position detection switch 22d, and a side unit LED board (not shown) having an LED.
[0030] This side unit 22 is configured so that it can be attached and detached to the front frame 4 without using tools when the front frame 4 is open. Specifically, it is designed to be attached and detached by operating a hand screw (not shown) that is provided on the back side of the front frame 4 and penetrates from the back side to the front side, and a clamp (not shown) that is also provided on the back side of the front frame 4 and locks the locking portion 22e provided on the side unit 22 side. The hand screw is provided at one location on the upper left side of the front frame, two locations on the right side of the front frame, and one clamp is provided at the upper right side of the front frame.
[0031] In addition, an opening 22f is provided on the upper back side of the side unit 22 for accessing the connection connector provided inside the side unit. Through this opening 22f, the connection harness arranged on the upper part of the front frame can be attached and detached from the connection connector inside the side unit, thereby enabling electrical connection and disconnection of the side unit 22.
[0032] In this way, by unitizing a part of the front frame 4 and configuring the unit part to be relatively easily replaceable, it is possible to inexpensively and easily change the design of the play frame 5. Also, by simply replacing the unit part, it is possible to adopt a frame design and functional devices that match the motif of the model being sold, which dramatically increases the freedom of development.
[0033] FIG. 1-3 is a perspective view of the rear side of the gaming machine 1 shown in this embodiment.
[0034] (Prize ball payout device) A prize ball payout device 23 is provided from the top to the right side of the back of the gaming machine 1. The prize ball payout device 23 is composed of a storage tank 23a, a payout motor 23b, a ball counting switch 23c, a supply shortage detection switch 23d, a payout cassette 23e, a payout rotor (not shown), and a discharge lever (not shown). When the prize ball payout device 23 is activated, a payout operation of the game balls is performed, and the game balls are paid out to the player.
[0035] (Board case) At the bottom of the rear of the gaming machine 1, a power supply board case 24 in which a power supply board 50 is stored, a payout board case 25 in which a payout launch control board 51 is stored and which is arranged on the rear side so as to overlap the power supply board case 24 in the front-rear direction, a main board case 26 located above and in which a main control board 52 is stored, and a performance board case 27 located above and in which a performance IF board 53, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56 are stored are each detachably arranged. In addition, the power supply board case 24 and the payout board case 25 are mounted on the game frame 5 side, and the main board case 26 and the performance board case 27 are mounted on the game board 8 side. Here, each board case 24, 25, 26, 27 is colorless and transparent, and is molded so that the internal boards can be easily seen through.
[0036] The upper surface of each board case 24, 25, 26, 27 is formed with case heat dissipation holes 25a, 26a, 27a for dissipating heat generated from electronic components inside the board to the outside. The case heat dissipation holes 25a, 26a, 27a of the payout board case 25, main board case 26, and performance board case 27 are formed relatively small compared to the power supply board case 24. This is to prevent cheating such as accessing the electronic components inside the board from the case heat dissipation holes 25a, 26a, 27a. On the other hand, the power supply board case 24 is provided with a relatively large case heat dissipation hole (not shown) with an emphasis on heat dissipation efficiency.
[0037] Moreover, each of the board cases 24, 25, 26, and 27 is configured to house each board therein by combining the upper case body and the lower case body. Here, the payout board case 25, the main board case 26, and the performance board case 27 are provided with a crimping portion (not shown) that seals the upper case body and the lower case body so that they cannot be separated after being combined. The crimping portion is configured with a crimping pin integrally molded with the lower case body, and when combined, the crimping pin is inserted into the upper case body to create a sealed state, making it difficult to open. In this way, it is possible to suppress cheating by making it difficult to open the case.
[0038] Furthermore, the dispensing board case 25 and the main board case 26 are further provided with a sealing seal (not shown) and a seal cutter (not shown), and are configured so that the sealing seal is always destroyed by the seal cutter when the case is opened. As a result, if the crimped portion is destroyed and the case is opened, the sealing seal is also damaged, making it possible to leave a trace of the opening.
[0039] (Back cover) A transparent resin back cover (not shown) is provided on the back of the gaming machine 1 so as to be openable and closable. When the back cover is closed, the power supply board case 24 in which the power supply board 50 is stored, the payout board case 25 in which the payout launch control board 51 is stored, the main board case 26 in which the main control board 52 is stored, the performance IF board 53, the liquid crystal control board 54, the liquid crystal IF board 55, and the performance board case 27 in which the ROM board 56 is stored are arranged so as to be stored inside the back cover. As a result, each board 50 to 56 is arranged in a state where it can be seen through the back cover, and is protected by the back cover.
[0040] The rear cover is also provided with rear cover heat dissipation holes corresponding to the positions of the respective boards for dissipating heat generated by the electronic components in each board to the outside. In addition to the heat dissipation holes, an opening is also provided for making it possible to access the setting key switch 523 provided on the main control board 52 when the rear cover is closed.
[0041] (External terminal version) An external terminal board 60 is provided on the upper rear surface of the gaming machine 1. A plurality of connectors (connectors 1 to 13) for external output are arranged on the external terminal board 60, and the gaming machine of this embodiment is configured to be able to transmit a predetermined external signal to a hall computer (equipment on the hall facility side) via the external terminal board 60.
[0042] FIG. 1-4 shows a block diagram of the control system of the gaming machine 1 shown in this embodiment.
[0043] (Block diagram) The gaming machine 1 shown in this embodiment is mainly composed of a power supply board 50 that generates and supplies the necessary power to each board of the gaming machine 1 from an external power source, a payout / launch control board 51 that controls payout by the prize ball payout device 23 and the launch of game balls based on the operation amount of the launch handle unit 13 (launch handle 13a), a main control board 52 that controls the game operation in an integrated manner, a performance IF board 53 that performs the execution of the performance operation, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56. In Figure 1-4, the connection relationship between each board is shown by arrows, and as shown, a one-sided arrow indicates one-way communication, and a double-sided arrow indicates two-way communication (the direction of the arrow indicates the communication direction). Similarly, the connection relationship between each board and electronic components (switches, sensors, solenoids, motors, speakers, devices, units, display devices, etc.) connected to each board is also shown. Furthermore, the boards and electronic components surrounded by dotted lines as frame-side mounted components are shown to be mounted on the game frame 5 side of the gaming machine 1, while the other boards and electronic components are shown to be mounted on the game board 8 side of the gaming machine 1. Details of each will be described below.
[0044] (Power supply board) The power supply board 50 is provided with a power switch 500, and by operating the power switch 500, it is possible to take in an external AC power source (such as 100V commercial power source or 24V transformed by a transformer) into the gaming machine. The power supply board 50 has a rectifier circuit for converting the taken-in AC power source into a DC power source and a conversion circuit for converting the generated DC power source into a predetermined DC voltage. The power supply board 50 is connected to the payout launch control board 51, the main control board 52, and the performance IF board 53 via connectors, and supplies DC power of a predetermined voltage converted by the conversion circuit to each board 51 to 56. This DC power source includes a backup power source, and the backup power source is supplied to the payout launch control board 51 via the main control board 52 and the backup board 61, so that backup processing can be performed in the main control CPU 520 of the main control board 52 and the payout control CPU 510 of the payout launch control board 51.
[0045] The power supply board 50 also has a power supply monitoring unit that monitors the on / off of the AC power supply, and is configured to output a power supply abnormality signal when the power supply monitoring unit detects an interruption of the AC power supply. This power supply abnormality signal is output to the payout / launch control board 51 and the main control board 52, and is used in the process for determining the power supply abnormality by the payout control CPU 510 of the payout / launch control board 51 and the main control CPU 520 of the main control board 52.
[0046] (Control board) The boards which execute various controls relating to the game include a payout / launch control board 51, a main control board 52, a performance IF board 53, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56.
[0047] The payout / launch control board 51 is a board that mainly controls the payout and launch of game balls, and is equipped with a payout control unit 510 (payout control means) of a one-chip microcontroller having a CPU core (payout control CPU 510) and built-in memory (built-in ROM, built-in RWM). The payout control unit 510 is arranged in a state where it can be seen from the outside of the payout board case 25.
[0048] The main control board 52 is a board that performs overall control related to games, and is equipped with a main control unit 520 (main control means) of a one-chip microcontroller having a CPU core (main control CPU 520) and built-in memory (built-in ROM, built-in RWM), a performance display LED 521, an RWM clear switch 522, and a setting key switch 523. The RWM clear switch 522 and the setting key switch 523 are provided so as to be operable from outside the main board case 26, and the main control unit 520 and the performance display LED 521 are arranged so as to be visible from outside the main board case 26.
[0049] The performance IF board 53, the liquid crystal control board 54, the liquid crystal IF board 55, and the ROM board 56 (collectively referred to as the performance control board) are boards that control various performance means (speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, movable object motors 14d, 22c, 30, LCD unit 31) to execute a performance operation. On the performance IF board 53, there are mounted an IC 530 for movable objects to control movable objects (push-button movable objects, side unit movable objects, board-side movable objects (lower movable object 30a, upper movable object 30b)), an audio IC 531 to control the output audio of speakers 19a, 19b, 19c, 19d, and an audio ROM 532 to store audio data. On the liquid crystal control board 54, there are mounted a performance control unit 540 (performance control CPU, performance control means), a VDP circuit 541, and a control ROM 542 to store a program for the performance control unit 540 to process. Also, on the ROM board 56, there is mounted a performance ROM 560 (CGROM) to store image data. The performance IF board 53, the liquid crystal control board 54, the liquid crystal IF board 55, and the ROM board 56 are respectively connected by a drawer connector 32 and are housed in a common board case (performance board case 27) in a state where the boards are integrally combined with each other.
[0050] (Payout control unit) The payout control unit 510 is configured to include a payout control CPU of an 8-bit microprocessor, a ROM to store programs and data related to the game, and an RWM having a work area to store game information and a stack area to store a stack pointer.
[0051] In addition, although not shown, the dispensing control unit 510 is equipped with a clock generation circuit for generating an internal clock, a WDT (watchdog timer) for monitoring program stoppage or runaway and resetting the dispensing control unit 510 and internal functions, a PTC (timer circuit) for counting the timer value and outputting an interrupt request signal when a predetermined value is reached, an interrupt controller that can execute an interrupt processing program by accepting an interrupt request signal from the PTC, a serial communication circuit (asynchronous serial communication circuit) for performing serial communication with the outside, a parallel input / output port for performing parallel communication with the outside, a reset controller that generates multiple types of resets (system reset that occurs when the power supply to the dispensing control unit 510 decreases, WDT reset by the WDT, and user reset that occurs when it is determined that there has been access to a prohibited area of the program), and built-in function registers for controlling these functions.
[0052] The main role of the payout control unit 510 is to receive lending commands from the game ball lending device 33 and payout control commands from the main control unit 520, and to perform payout control of the prize ball payout device 23 for lending game balls and awarding prize balls.
[0053] (Discharge / launch control board) The payout / launch control board 51 receives power from the power supply board 50 and is electrically connected to switches (ball counting switch 23c, supply shortage detection switch 23d, launch stop switch 34, frame open switch 35, ball jam detection switch 36), drive sources (payout motor 23b, launch solenoid 37a, ball feed solenoid 37b), sensors (handle touch sensor 13b), various boards (power supply board 50, main control board 52, external terminal board 60, backup board 61, degree display board 62), and external devices (game ball etc. lending device 33), if necessary, via relay boards (not shown).
[0054] This allows the payout control unit 510 to mainly receive a loan request signal from the game ball etc. lending device 33 and a prize ball signal (prize ball command) from the main control unit 520, and based on the received signal, drives the payout motor 23b to execute payout control of the game balls by the prize ball payout device 23. In addition, when the launch handle 13a is operated by the player, it also plays a role in executing launch control by driving the launch solenoid 37a and the ball feed solenoid 37b based on the detection of the handle touch sensor 13b.
[0055] Moreover, the dispensing control unit 510 is configured to have the following functions (1) to (6). (1) It is possible to know that there is a shortage of game balls to be paid out based on the detection of an abnormality in the supply shortage detection switch 23d. (2) Based on the abnormality detection of the ball jam detection switch 36, it is possible to know when the lower tray is full. (3) Based on the detection of an abnormality in the ball counting switch 23c, it is possible to know when excessive payout of game balls is occurring. (4) Based on the detection of the frame open switches 35a, 35b, it is possible to know that the inner frame 3 or the front frame 4 is open. (5) Based on the detection of the launch stop switch 34, the power supply to the launch solenoid 37a is turned off, thereby stopping the launch of the game ball by the launch handle unit 13. (6) It is possible to detect when the switches 23c, 23d, 34, 35a, 35b, and 36 are disconnected.
[0056] The payout control unit 510 is configured to be able to transmit information on the signals of the ball counting switch 23c, the supply depletion detection switch 23d, the frame opening switches 35a and 35b, and the ball jam detection switch 36 to the main control unit 520 when the signals are detected. Furthermore, when the power is turned on, if the payout control CPU has completed starting up, it is configured to be able to transmit a payout communication signal to the main control unit 520 indicating that it has started up normally.
[0057] The dispensing control unit 510 receives backup power supplied from the backup board 61, allowing it to store the contents of the built-in RWM even when the power is cut off, thereby enabling backup recovery when the power is turned on.
[0058] (Prize ball payout device 2) The payout control of the prize ball payout device by the payout control unit 510 will be described in detail. The game balls supplied from the replenishing device (hall equipment installed to supply game balls to the storage tank 23a) pass through the storage tank 23a at the top of the game frame 5, and are guided to the payout cassette 23e located on the back right side of the game frame 5 through the stored ball alignment passage 23f, which is provided at an angle so that the game balls are aligned in a line and roll. The game balls that reach the payout cassette 23e abut against a payout rotor (not shown) in the payout cassette 23e until a payout operation is performed, and are kept in a stopped state. As the leading game ball is kept in a stopped state in this way, the following game balls are accumulated in the stored ball alignment passage 23f and the storage tank 23a. This completes the loading of game balls into the gaming machine.
[0059] When the player operates the ball loan button 20 and sends a loan signal to the payout control unit 510, the payout control unit 510 sends a motor control signal to the payout motor 23b located in the payout cassette 23e. In addition, when a game ball passes through the winning port switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a of the winning ports 38, 39, 40, 41, 42, 43, 44, and 45 arranged in the game area 8a of the game board 8, a winning signal is sent to the main control unit 520, and the main control unit 520 that has received the winning signal sends a winning ball signal to the payout control unit 510, the payout control unit 510 also sends a motor control signal to the payout motor 23b located in the payout cassette 23e. This causes the payout operation of the game balls to be performed.
[0060] When the payout motor 23b is driven, the payout rotor rotates 90 degrees in conjunction with the motor. This causes the game ball in contact with the payout rotor to be pushed out and guided toward the payout passage. Furthermore, as the game ball in contact has been guided to the payout passage, the following game ball that had been accumulated will come into contact with the payout rotor again.
[0061] A ball counting switch 23c is installed in the payout passage, and when the ball counting switch 23c detects a gaming ball, a ball counting signal is sent to the payout control unit 510. By receiving the ball counting signal, the payout control unit 510 is able to count the paid-out gaming balls. The payout control unit 510 drives the payout motor 23b and the payout rotor until the number of gaming balls detected by the ball counting switch 23c reaches the number of payout balls scheduled to be paid out in advance, and ends the payout operation when the number of payout balls has been reached.
[0062] The ball alignment passage 23f is provided with a supply depletion detection switch 23d. When the supply depletion detection switch 23d is in a detection state (a state in which no balls are detected), a supply depletion signal is sent to the payout control unit 510. When the payout control unit 510 receives the supply depletion signal, it sends a motor control signal to the payout motor 23b to stop driving the payout motor 23b. This prevents the payout operation from being performed when the gaming machine is not sufficiently loaded with game balls.
[0063] In addition, the payout cassette 23e is provided with a discharge lever that guides the game balls in the payout cassette 23e to the discharge passage side, located upstream of the payout rotor. When the discharge lever is operated, the game balls accumulated in the payout cassette 23e are guided to the discharge passage side, and are discharged through the discharge passage to the outside of the game machine 1 from the game ball discharge port at the bottom of the back of the game machine 1. Here, as long as the operation of the discharge lever continues, all the game balls accumulated in the storage ball alignment passage 23f and the storage tank 23a are guided to the payout passage side, making it possible to put the game machine 1 into an unloaded state. Incidentally, the game balls in contact with the payout rotor and the game balls accumulated between the payout lever and the payout rotor remain without being guided to the discharge passage side.
[0064] (Ball loan button, return button 2) The ball lending control by the payout control unit 510 will now be described in detail. The ball lending button 20 and the return button 21 are provided on the degree display board 62, and when a player operates the ball lending button 20, a lending signal is sent to the game ball etc. lending device 33 installed on the hall facility side. When the game ball etc. lending device 33 receives the lending signal, it outputs a lending request signal to the payout control unit 510. When the payout control unit 510 receives the lending request signal, it executes lending processing of a predetermined unit number of game balls. As a result, the game balls are paid out into the tray, and the game balls are lent to the player.
[0065] The degree display board 62 is provided with a degree display 62a in addition to the ball lending button 20 and the return button 21. The degree display 62a displays the balance information of the currency etc. inserted by the player into the game ball etc. lending device 33. When the player operates the ball lending button 20, the above-mentioned lending process is performed, and the game ball etc. lending device 33 updates the balance information of the degree display 62a. On the other hand, when the player operates the return button 21, the game ball etc. lending device 33 clears the balance information of the degree display 62a, and the game value balance is settled for the player.
[0066] (2 saucers) The control of the launch of the game balls on the tray by the payout control unit 510 will be described in detail. The upper tray 15 is formed to store the paid-out game balls and the game balls inserted by the player, and to have an alignment path along which the stored game balls are aligned in a row. A static electricity shield plate is provided at the location where the game balls are aligned in a row to prevent static electricity. The alignment path is connected to the ball feed cassette 23e driven by the ball feed solenoid 37b, so that the game balls stored in the upper tray 15 are supplied to the ball feed cassette 23e.
[0067] When the payout control unit 510 energizes the ball feed solenoid 37b, the ball feed cassette 23e is driven to supply game balls from the alignment passage to the launch rail (not shown).Furthermore, when the payout control unit 510 energizes the launch solenoid 36, the game balls loaded on the launch rail are shot out by the hammer.
[0068] The upper tray 15 has an upper tray ball removal section, which is composed of a ball removal button 48 and a ball removal shutter (not shown). When the ball removal button 48 is operated, the ball removal shutter opens and is configured to guide the game balls stored in the upper tray 15 to the lower tray. When the ball removal button 48 is no longer operated, the ball removal shutter closes.
[0069] The lower tray is formed to store paid-out game balls, game balls guided when the upper tray 15 becomes full and cannot store all the game balls, game balls guided by the opening of the ball removal shutter, game balls shot from the launch rail, and game balls (foul balls) that do not reach the game area 8a formed on the game board 8. Incidentally, game balls that do not reach the game area 8a are configured to be guided to the lower tray by passing through the foul ball passage.
[0070] The lower tray also has a lower tray ball removal section, which is configured by a ball removal lever (not shown). When the ball removal lever is operated in the opening direction, an opening is formed in part of the lower tray, and game balls stored in the lower tray are discharged to the outside of the gaming machine 1. When the ball removal lever is operated in the closing direction, the opening is closed by the ball removal lever.
[0071] In addition, a ball jam detection switch 36 is provided in the supply passage that supplies game balls to the lower tray. If game balls continue to be supplied even though the lower tray is full, game balls will accumulate in the supply passage. When the ball jam detection switch 36 detects the accumulated game balls, it transmits a full tank detection signal to the payout control unit 510. When the payout control unit 510 receives the full tank detection signal, it temporarily stops the payout operation of the game balls and transmits a lower tray full signal to the main control unit 520. When the main control unit 520 receives the lower tray full signal, it transmits a lower tray full error notification command to the performance control unit 540. As a result, when the lower tray becomes full, the performance control unit 540 is configured to notify the lower tray full.
[0072] (Launch handle unit 2) The launch control of the launch handle unit 13 by the payout control unit 510 will be described in detail. When a player touches the launch handle 13a, the handle touch sensor 13b detects the player's operation and transmits a handle touch sensor signal to the payout control unit 510. By receiving this handle touch sensor signal, the payout control unit 510 becomes electrically conductive with the launch solenoid 37a and the ball feed solenoid 37b.
[0073] The firing intensity adjustment unit detects a change in resistance value according to the amount of operation of the firing handle 13a, and transmits the detection result to the payout control unit 510. When the payout control unit 510 receives the detection result, it applies a current value according to the changed resistance value to the firing solenoid 37a. In this way, the current value received by the firing solenoid 37a changes, so that the launch distance of the game ball changes, and the player can freely adjust the flight distance of the game ball fired.
[0074] When the ball-transport solenoid 37b is energized, game balls are supplied to the launch rail (not shown), and the game balls loaded on the launch rail are shot out by a hammer by driving the aforementioned launch solenoid 37a (configuration of the launch device). In this way, the payout control unit 510 is designed to be able to launch 99.9 game balls one by one per minute by repeatedly energizing the payout control unit 510. The game balls are supplied to the launch rail one by one.
[0075] When the firing stop button is operated, a firing stop switch signal is sent to the payout control unit 510. When the payout control unit 510 receives the firing stop switch signal, the firing solenoid 37a is de-energized, and the firing of the game balls is stopped. Note that even if the firing handle 13a is not operated, the firing stop switch signal is sent to the payout control unit 510 by the firing stop switch 34.
[0076] In addition, when the game ball lending device 33 is not connected or when the launch control signal sent from the main control unit 520 is OFF, the payout control unit 510 is configured to stop the flow of electricity to the launch solenoid 37a.
[0077] In addition, since the aforementioned handle touch sensor signal is configured to be transmitted not only to the payout control unit 510 but also to the performance control unit 540, the performance control unit 540 is configured to be able to control the illumination of the LED on the launch handle LED board when it receives the handle touch sensor signal.
[0078] (Frame Opening Switch) The transmission of information from the dispensing control unit 510 to the main control unit 520 will be described in detail. The inner frame 3 is provided with a front frame opening switch 35a for detecting the opening of the front frame 4, and an inner frame opening switch 35b for detecting the opening of the inner frame 3 itself relative to the outer frame 2. When the front frame 4 is in an open state, a front frame opening signal is sent from the front frame opening switch 35a to the dispensing control unit 510. When the dispensing control unit 510 receives the front frame opening signal, it sends a door / frame opening signal to the main control unit 520. When the main control unit 520 receives the door / frame opening signal, it sends a door / frame opening error notification command to the performance control unit 540. This is configured so that when the front frame 4 is in an open state, the performance control unit 540 issues an error notification.
[0079] Furthermore, when the inner frame 3 is opened relative to the outer frame 2, an inner frame open signal is sent from the inner frame open switch 35b to the dispensing control unit 510. When the dispensing control unit 510 receives the inner frame open signal, it sends a door / frame open signal to the main control unit 520. When the main control unit 520 receives the door / frame open signal, it sends a door / frame open error notification command to the performance control unit 540. This allows the performance control unit 540 to issue a door / frame open error notification when the front frame 4 is opened. Here, whether the front frame 4 is opened or the inner frame 3 is opened, the information sent by the dispensing control unit 510 to the main control unit 520 and the information sent by the main control unit 520 to the performance control unit 540, respectively, and the content of the error notification by the performance control unit 540 are the same.
[0080] (Main control unit) The main control unit 520 is composed of a main control CPU which is an 8-bit microprocessor, a ROM which stores programs and data related to the game, and an RWM having a work area which stores information related to the game and game results, and a stack area which stores a stack pointer.
[0081] In addition to programs and data related to the game, the ROM stores ROM comments that allow arbitrary data such as the program title and version to be set, a vector table for setting the starting address of the call destination used in a specified command processing (call command), and HW parameters for setting parameters for configuring the internal functions of the main control unit 520 in hardware.
[0082] In addition, although not shown, the main control unit 520 is equipped with a clock generation circuit for generating an internal clock, four types of random number circuits (8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, 16-bit variable-length random number circuit) for generating random value values, a WDT (watchdog timer) for monitoring program stoppage or runaway and resetting the main control unit 520 and internal functions, a CTC (counter timer) for counting the timer value and outputting an interrupt request signal when a predetermined value is reached, an interrupt controller that can execute an interrupt processing program by receiving an interrupt request signal from the CTC, serial communication circuits (asynchronous serial communication circuit and synchronous serial communication circuit) for performing serial communication with the outside, a reset controller that generates multiple types of resets (a system reset that occurs when the power supply to the main control unit 520 drops, a WDT reset by the WDT, a periodic reset that occurs based on the settings of HW parameters, and an illegal access reset that occurs when it is determined that there has been unauthorized access to a prohibited area of ROM or RWM), and built-in function registers for controlling these functions.
[0083] In addition, the main control unit 520 uses a 16-bit variable-length random number circuit out of the four types of random number circuits for generating random numbers as a random number for determining a jackpot (0 to 65535), and performs a jackpot lottery process by determining whether the random number value obtained from the 16-bit variable-length random number circuit is within a predetermined range.
[0084] The main role of the main control unit 520 is to manage the overall gaming operation such as the lottery process for winning the big prize, and to perform abnormality judgment of the gaming machine 1. When necessary, the main control unit 520 controls the peripheral devices controlled by the payout control unit 510 and the performance control unit 540 to operate as necessary by sending a payout control command to the payout control unit 510 and a performance control command to the performance control unit 540. Incidentally, the main control unit 520 transmits and receives commands to the payout control unit 510 through serial two-way communication, and transmits commands to the performance control unit 540 through parallel one-way communication.
[0085] (Main control board) The main control board 52 receives power from the power supply board 50 and is electrically connected to switches (special pattern 1 start port switch 38a, special pattern 2 start port switch 39a, prize port switches 40a, 42a, 43a, large prize port switches 44a, 45a, right gate switch 46a, out switch 47a), drive sources (large prize port opening and closing solenoids 70, 71, special pattern 2 start port opening and closing solenoid 72), various sensors (magnetic sensor 73, radio wave sensor 74, vibration sensor 75), various boards (power supply board 50, payout launch control board 51, performance IF board 53), and display device (pattern display device 76), if necessary, via relay boards (not shown).
[0086] As a result, the main control unit 520 can receive detection signals from the special symbol 1 start port switch 38a, the special symbol 2 start port switch 39a, the winning port switches 40a, 42a, 43a, the large winning port switches 44a, 45a, and the right gate switch 46a (normal symbol start port switch), and can determine that a game ball has entered any of the winning ports 38, 39, 40, 41, 42, 43, 44, and 45. After this determination, if a prize ball needs to be paid out, the main control unit 520 sends a prize ball signal to the payout control unit 510, and a predetermined number of game balls (prize balls) are paid out to the player.
[0087] Furthermore, the main control unit 520 is configured to receive detection signals from the magnetic sensor 73, the radio wave sensor 74, and the vibration sensor 75, thereby detecting fraudulent acts using magnets, radio waves, and impacts.
[0088] In addition, the main control unit 520 is configured to drive the large prize opening / closing solenoids 70, 71 and the special pattern 2 starting opening opening / closing solenoid 72 to displace the opening / closing plates 44b, 45b of the large prize openings 44, 45 and the movable piece 39b of the special pattern 2 starting opening 39, thereby controlling the opening and closing so as to make it easier or more difficult (or impossible) for the game ball to enter the large prize openings 44, 45 and the special pattern 2 starting opening 39.
[0089] In addition, the main control unit 520 can grasp the number of game balls that have been shot into the game area 8a by receiving a detection signal from the out switch 47a.
[0090] In addition, the main control unit 520 controls the display of information regarding special pattern 1 change display, special pattern 2 change display, special pattern 1 memory display, special pattern 2 memory display, normal pattern change display, normal pattern memory display, right hit display, round display, and status display by sending display information to the pattern display device 76.
[0091] (RWM clear switch) The RWM clear switch 522 is provided so as to be accessible from the outside of the main board case 26, and is configured so that when pressed, it is turned ON, and when not pressed, it is switched to the OFF state.
[0092] The RWM clear switch 522 is set as one of the conditions for executing each of the following processes by determining its ON / OFF state in the program of the main control CPU: an initialization process for initializing the built-in RWM area when the power is turned on; a setting change process (S1006) for changing the jackpot probability into multiple stages (six stages: setting 1 to setting 6); and a setting confirmation process (S1013) for confirming which setting stage (setting value) is currently set to.
[0093] When power is turned on, the main control unit 520 determines whether the RWM clear switch 522 is pressed. If it is determined that the switch is pressed, the built-in RWM initialization process is executed. If it is determined that the switch is not pressed, the content of the backup flag is determined to check whether the content of the built-in RWM is normal. (It may be determined using a checksum.) As a result, if it is determined that the content of the built-in RWM is normal, the state before power-off is restored, and if it is determined to be abnormal, the built-in RWM initialization process is executed.
[0094] Also, in the payout control unit 510, when power is turned on, it is determined whether the RWM clear switch 522 provided on the main control board 52 is pressed. If it is determined that the switch is pressed, the built-in RWM initialization process is executed. If it is determined that the switch is not pressed, the content of the checksum is determined to check whether the content of the built-in RWM is normal. (It may be determined using a backup flag.) As a result, if it is determined that the content of the built-in RWM is normal, the state before power-off is restored, and if it is determined to be abnormal, the built-in RWM initialization process is executed.
[0095] (Setting key switch) The setting key switch 523 (setting operation means) is provided so as to be accessible from the outside of the main board case 26. By inserting a setting key into the keyhole portion of the setting key switch 523 and rotating it, the ON / OFF state can be switched.
[0096] In the program of the main control CPU, when the ON / OFF state of the setting key switch 523 is determined, it is set as one of the conditions for executing the setting change process (S1006) for changing the jackpot probability in multiple stages (6 stages from setting 1 to setting 6) or the setting confirmation process (S1013) for checking which current setting stage (set value) is set.
[0097] A setting key is required to perform the setting change process (S1006) or the setting confirmation process (S1013), so that people other than hall personnel cannot easily change or confirm the setting stage. Note that the setting change process (S1006) or the setting confirmation process (S1013) may be configured to be executable as long as the execution conditions are met, even if there is only one stage of jackpot probability (setting 1 only).
[0098] (Performance display LED) The performance display LED 521 (performance display monitor, performance display means) is arranged on the main control board 52 in a state where it can be seen from outside the main board case 26, and is composed of a collection of multiple 7-segment displays (4 pieces). The performance display LED 521 functions as a display means for displaying the following (1) to (3) depending on the situation. (1) It functions as a setting display means for displaying setting information regarding the setting stage of the jackpot probability while the setting is being changed (S1006) or while the setting is being confirmed (S1013). (2) When an abnormality is detected in the contents stored in the RWM upon power-on and an RWM error state (S1008) occurs, it functions as an RWM abnormality display means for displaying information ("E") indicating an RWM error state. (3) After the power is turned on, in cases other than (1) and (2) above, it functions as a performance display means that displays the base value ((number of payouts in low probability, low base state ÷ number of outs in low probability, low base state) × 100).
[0099] (1) Function as a setting display means Corresponding to the setting stages (stages 1 to 6), numerical values from "1" to "6" are displayed as setting information on the performance display LED 521 (displayed on one of the multiple 7-segment displays). Here, while the setting is being changed (S1006), the setting information is configured to be displayed with dotted points added such as "1." to "6." to indicate that the setting information is in an unconfirmed changed state. Meanwhile, while the setting is being confirmed (S1013), the setting information has already been confirmed, so the setting information is configured to be displayed as "1" to "6" (no dotted points).
[0100] (2) Function as an RWM abnormality display means During an RWM error (S1008), the system is configured to display error information "E" to indicate that an RWM error state exists. While the RWM error state continues, the error information "E" is always displayed.
[0101] (3) Function as a means of indicating performance The number of payouts, which is information necessary for calculating the base value, is the total number of game balls paid out as prize balls when a ball enters the various winning ports (special pattern 1 starting port 38, special pattern 2 starting port 39, upper left winning port 40, middle left winning port 41, lower left winning port 42, right winning port 43, upper large winning port 44, lower large winning port 45), with special pattern 1 starting port 38 paying out 1 prize ball, special pattern 2 starting port 39 paying out 1 prize ball, upper left winning port 40 paying out 5 prize balls, middle left winning port 41 paying out 5 prize balls, lower left winning port 42 paying out 5 prize balls, right winning port 43 paying out 2 prize balls, upper large winning port 44 paying out 15 prize balls, and lower large winning port 45 paying out 10 prize balls.
[0102] In addition, the number of outs, which is information necessary for calculating the base value, is the number of game balls detected by the out switch 47a when the game balls launched into the game area 8a pass through the out port 47 and the winning ports 38, 39, 40, 41, 42, 43, 44, and 45 and are finally discharged (≒ the number of game balls launched into the game area).
[0103] Information regarding the base value ((number of dispensed items in low probability low base state ÷ number of out items in low probability low base state) × 100) is configured to be able to display the real-time base value currently being measured, the first cumulative base value measured the previous time, the second cumulative base value measured the second time, and the third cumulative base value measured three times ago.
[0104] In addition, of the four 7-segment displays that constitute the performance display means, two are used as discrimination segments and the remaining two are used as ratio segments. For example, when displaying the real-time base value, "bL." is displayed as the discrimination segment and "base value" is displayed as the ratio segment.
[0105] Furthermore, when displaying the first cumulative base value, the "base value" is displayed with "b1." as the identification segment and the ratio segment, when displaying the second cumulative base value, the "base value" is displayed with "b2." as the identification segment and the ratio segment, and when displaying the third cumulative base value, the "base value" is displayed with "b3." as the identification segment and the ratio segment. The performance display means is configured to repeatedly display each base value by repeating this cycle by displaying the real-time base value → first cumulative base value → second cumulative base value → third cumulative base value for 5 seconds each.
[0106] Here, each base value is a numerical value calculated for every 60,000 cumulative outs in all game states (low probability low base state, low probability high base state, high probability low base state, high probability high base state, jackpot game state). Specifically, when the cumulative outs reach 60,000 while the real-time base value is being measured, the value of the second cumulative base value is stored as the third cumulative base value (the value of the old third cumulative base value is discarded), the value of the first cumulative base value is stored as the second cumulative base value, and the information on the real-time base value is stored as the first cumulative base value. Then, a new measurement of the real-time base value is started again until the cumulative outs reach 60,000.
[0107] When measuring the real-time base value, the real-time base value is displayed in a blinking manner until the cumulative number of OUTs reaches 6000 (0 to 5999), and then in a steady state once it reaches 6000. The reason why the display is blinking until the cumulative number of OUTs reaches 6000 is to indicate that during periods when the cumulative number of OUTs is low, the base value may temporarily become unstable (it may temporarily fluctuate upward or downward in a short period of time), and therefore unreliable data may easily result.
[0108] As mentioned above, the first to third cumulative base values are accumulated by repeatedly measuring the real-time base value every 60,000 units. However, when displaying the first to third cumulative base values if they have not yet been accumulated, "--" is displayed to indicate that there is no value.
[0109] In addition, from the time the power is turned on for the first time until the total number of outs in all game states reaches 300, the real-time base value and the first to third cumulative base values are all displayed as "--". This is for the same reason as above, because the base values are temporarily unstable during the period when the cumulative number of outs is low.
[0110] (External terminal board 2) The external terminal board 60 is connected to the main control unit 520 via the payout / launch control board 51, and is configured to transmit the information to a hall computer (hall facility equipment) when an external end signal regarding specified external output information is output from the main control unit 520.
[0111] The external terminal board 60 is provided with a plurality of output terminals, and is configured to output external signals from different output terminals according to the contents of the plurality of types of external output information output from the main control unit 520. This makes it possible to transmit information individually to the hall computer HC.
[0112] (Production Control Unit) The performance control unit 540 is composed of a performance control CPU which is a 32-bit microprocessor, a ROM 542 which stores programs and data related to game performance, and an RWM having a work area which stores information related to game performance and a stack area which stores a stack pointer.
[0113] The performance control unit 540 is composed of a composite chip having a VDP circuit 541 (drawing circuit) having a drawing function for drawing image data to be displayed on the LCD unit 31 (image display means), a sound circuit having a sound reproduction function, an LED circuit having an LED lighting function, a motor circuit having a motor driving function, and a WDT circuit for resetting the performance control unit 540 and internal functions. In this embodiment, only the VDP circuit 541 (drawing circuit) is used, and for sound reproduction and motor driving, the audio IC 532 and the movable object IC 531 arranged on the performance IF board 53 are used to realize performance using speakers 19a, 19b, 19c, 19d and movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)). In addition, for the WDT circuit, an external WDT circuit provided on the liquid crystal control board 54 is used, although not shown.
[0114] The performance control unit 540 also includes a built-in VRAM used by the VDP circuit 541 (drawing circuit) to generate image data to be displayed on the image display means 31, a preloader circuit that accesses the performance ROM 560 (CGROM) prior to the drawing operation by the VDP circuit 541 (drawing circuit) and performs a preload operation to transfer a display list DL containing temporary image data and drawing contents to the built-in VRAM or an external DRAM (mounted on the liquid crystal control board 54), a decoder circuit that decodes compressed data of the image read from the performance ROM 560 (CGROM), a display circuit that reads out image data drawn in a frame buffer area provided in the built-in VRAM and, if necessary, performs appropriate image processing before outputting the display image data to the LCD unit 31, and an LVDS conversion circuit that converts the data to be output to the LCD unit 31 into an LVDS signal and transmits it.
[0115] In addition, the performance control unit 540 has a built-in DMAC circuit (Direct Memory Access Controller) that can transfer data (program data, variable data, lamp data, sound data, motor data, display list) without going through the performance control CPU.
[0116] In addition, the performance control unit 540 is configured to be able to acquire timing information as appropriate from an RTC circuit (mounted on the liquid crystal control board 54) having a timing function.
[0117] The main role of the performance control unit 540 is to receive a performance control command from the main control unit 520, select the performance content based on the received performance control command, control the display of the image display means 31 using the VDP circuit 541 (drawing circuit), control the sound by the speakers 19a, 19b, 19c, and 19d using the sound IC 532, control the light emission of the board side LED 63a of the board side LED board 63 and the frame side LED 64a of the frame side LED board 64, and control the drive of the movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)) using the movable object IC 531. In this way, by combining various performance controls by the performance control unit 540 in a time series according to the performance scenario, performance patterns such as pattern change performance and advance notice performance are realized.
[0118] Incidentally, the performance control command from the main control unit 520 is formed of a two-byte configuration consisting of a one-byte high-order command (MODE) and a low-order command (EVENT). When the main control unit 520 has a command to send, it first sends a first strobe signal to the performance control unit 540, and then sends the high-order command (MODE). After a predetermined time has elapsed since sending the high-order command (MODE), it sends a second strobe signal and sends the low-order command (EVENT).
[0119] On the other hand, when the performance control unit 540 receives the first strobe signal from the main control unit 520, it generates an interrupt process for receiving commands and executes the reception process of the upper command (MODE). Further, when the second strobe signal is received, similarly, an interrupt process for receiving commands is generated, and the reception process of the lower command (EVENT) is executed. In this way, by executing the reception process of the performance control command by the interrupt process, the command reception process is not hindered by the execution of other program processes, and it is designed so that reception errors due to the complication of the program processes do not occur.
[0120] (Performance IF board, liquid crystal control board, liquid crystal IF board, ROM board) The performance IF board 53, liquid crystal control board 54, liquid crystal IF board 55, and ROM board 56 (collectively referred to as the performance control board) receive power supply from the power supply board 50, and thus switches (center push button position detection switch 14c, side unit position detection switch 22d, volume / light amount button detection switches 16c, 16d, 17c, 17d, cross button detection switches 49a, 49b, 49c, 49d, board side movable object position detection switch 77), drive sources (side unit movable object motor 22c, center push button movable object motor 14d, board surface side movable object motor 30), various devices (blower device 22a, touch device 22b, LCD unit 31), various boards (power supply board 50, main control board 52, board side LED board 63, frame side LED board 64), and, if necessary, are electrically connected via a relay board (not shown). (Boards with LEDs mounted, such as the board side LED board 63 and the frame side LED board 64, are collectively referred to as decorative boards).
[0121] As a result, the performance control unit 540 can receive the detection signals of the center push button position detection switch 14c, volume / light amount button detection switches 16c, 16d, 17c, 17d, and cross button detection switches 49a, 49b, 49c, 49d, and is configured to be able to detect that each button has been operated.
[0122] In addition, the performance control unit 540 is configured to be able to execute drive control while grasping the movable positions of the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)) by receiving detection signals from the center push button position detection switch 14c, the side unit position detection switch 22d, and the board side movable object position detection switch 77. In addition, if it is determined that there is a problem with the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)) based on the detection signals from each position detection switch 14c, 22d, and 77, it will move them again until it obtains detection signals from each position detection switch 14c, 22d, and 77, or will execute a predetermined error notification regarding the movable object abnormality.
[0123] In addition, the performance control unit 540 is configured to be able to execute movable performance operations using movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)) by driving the side unit movable object motor 22c, the center push button movable object motor 14d, and the board side movable object motor 30.
[0124] Moreover, the performance control unit 540 is capable of driving the blower device 22a to blow air for performance from an air outlet provided in the side unit 22. Moreover, the performance control unit 540 is configured to be capable of executing a predetermined performance in response to the operation of the touch device 22b by the player by driving the touch device 22b.
[0125] In addition, the performance control unit 540 is configured to be able to execute a light emission (lighting) performance of each LED 63, 64 by sending a lighting signal to the board-side LED 63a mounted on the board-side LED board 63 and the frame-side LED 64a mounted on the frame-side LED board 64.
[0126] In addition, a motor driver (not shown) is involved in the communication between the performance control unit 540 and the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)), and the performance control unit 540 transmits drive data to the motor driver, which drives the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)) according to the drive data. Incidentally, in this embodiment, since the movable object IC 530 is used, the performance control unit 540 transmits drive performance data to the movable object IC 530, and the movable object IC 530 transmits drive data corresponding to the received drive performance data to the motor driver, thereby realizing the drive of the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)).
[0127] Also, an LED driver (not shown) is involved in the communication between the performance control unit 540 and each of the LEDs 63a, 64a, and the performance control unit 540 transmits lighting data to the LED driver, which then controls the lighting of each of the LEDs 63a, 64a according to the lighting data. Incidentally, one LED driver can control the lighting of multiple LEDs, and multiple board-side LED drivers for controlling the lighting of multiple board-side LEDs 63a mounted on the board-side LED board 63 and multiple frame-side LED drivers for controlling the lighting of multiple frame-side LEDs 64a mounted on the frame-side LED board 64 are provided.
[0128] (Middle push button unit 2) The following describes in detail the presentation using the center push button unit 14 by the presentation control unit 540. When the player operates the center push button pressing unit 14a (operation means), the center push button detection switch 14b detects the player's operation and transmits an operation detection signal to the presentation control unit 540. By receiving the operation detection signal, the presentation control unit 540 is configured to be able to execute or switch predetermined presentations (images, lamps, sounds, movable objects, etc.).
[0129] In addition, based on a predetermined control signal transmitted from the main control unit 520 to the performance control unit 540, a motor control signal is transmitted from the performance control unit 540 to the center push button movable object motor 14d. This drives the movable object motor to move the center push button movable object 14d. Although not particularly limited, a stepping motor may be used as the movable object motor 14d. By appropriately rotating and driving the stepping motor, the center push button movable object can be moved or stopped according to a predetermined performance.
[0130] In addition, in this embodiment, a DC motor (vibration means) is mounted as the movable motor 14d in addition to the stepping motor described above. The DC motor is rotated to vibrate the center push button pressing portion 14d, making it possible to execute a vibration effect. Here, when executing the vibration effect, the torque setting value of the DC motor is appropriately changed, making it possible to change the vibration intensity of the vibration effect according to the winning expectation degree. Incidentally, instead of the DC motor, an AC motor or a stepping motor may be used to drive the center push button pressing portion 14d.
[0131] In addition, based on a predetermined control signal transmitted from the main control unit 520 to the performance control unit 540, an LED drive control signal is transmitted from the performance control unit 540 to the center push button LED board, thereby making it possible to control the illumination of the LED on the center push button LED board.
[0132] The center push button pressing portion 14d is used in a predetermined advance notice performance (operation performance). During the effective operation time set in the predetermined advance notice performance (operation performance), a predetermined operation (single press, repeated press, long press, etc.) is performed by the player, so that a predetermined performance (image, lamp, sound, movable object, etc.) can be executed or switched. During the effective operation period, the LED of the center push button LED board is controlled to emit light in a predetermined light emission mode, so that the player can be notified that the effective operation time is in progress.
[0133] (Volume adjustment button 2) The following is a detailed description of the presentation using the volume adjustment button 16 by the presentation control unit 540. When the player operates the volume button up 16a (or the volume button down 16b), the volume button up switch 16c (or the volume button down switch 16d) detects the operation and transmits a volume operation detection signal to the presentation control unit 540. By receiving the volume operation detection signal, the presentation control unit 540 changes the output volume output from the speakers 19a, 19b, 19c, and 19d.
[0134] The output volume that can be changed by the volume adjustment button 16 is configured in 10 stages. Volume setting 1 is the smallest, and the output volume increases as the volume setting stage increases, with volume setting 10 being the largest output volume. The image display means 31 is designed to display the current volume setting stage, and the performance control unit 540 is configured to display volume setting information indicating the current volume setting on the image display means 31 based on a volume operation detection signal that is output in response to the player operating the volume button upper 16a (or volume button lower 16b).
[0135] In addition, the performance control unit 540 is configured to display the current volume setting on the display means even if the player has not played for a specified period of time. Furthermore, the display manner of the volume setting information is changed depending on whether or not a game is being played. When playing, the volume setting information is displayed in a smaller size than when not playing, and the display position is designed to be closer to the edge of the display screen. This is because there are more other display objects (pattern changing images, reserved images, preview images, etc.) when playing compared to when not playing, and the display positions are designed to avoid overlapping as much as possible.
[0136] (Light intensity adjustment button 2) The following describes in detail the presentation using the light intensity adjustment button 17 by the presentation control unit 540. When the player operates the upper light intensity button 17a (or the lower light intensity button 17b), the upper light intensity button switch 17c (or the lower light intensity button switch 17d) detects the operation and transmits a light intensity operation detection signal to the presentation control unit 540. By receiving the light intensity operation detection signal, the presentation control unit 540 changes the light intensity of each of the LEDs 63a, 64a.
[0137] The light intensity that can be changed by the light intensity adjustment button 17 is configured in three stages. Light intensity setting 1 is the smallest, and the light intensity increases as the light intensity setting stage increases, with light intensity setting 3 being the largest. The image display means 31 is designed to display the current light intensity setting stage, and the performance control unit 540 is configured to display light intensity setting information indicating the current light intensity setting on the image display means 31 based on a light intensity operation detection signal that is output in response to the player operating the upper light intensity button 17a (or lower light intensity button 17b).
[0138] In addition, the performance control unit 540 is configured to display the current light intensity setting on the display means even if the player has not been playing for a predetermined period of time. Furthermore, the display mode of the light intensity setting information is changed depending on whether or not a game is being played. When playing, the light intensity setting information is displayed in a smaller size than when not playing, and the display position is designed to be displayed closer to the edge of the display screen. This is because there are more other display objects (pattern changing images, reserved images, preview images, etc.) when playing compared to when not playing, and the display positions are designed to avoid overlapping as much as possible.
[0139] Also, the LEDs whose light intensity can be changed by the light intensity adjustment button 17 are limited to the light intensity of the frame side decorative LEDs 64a for performance installed at various places of the game frame 5 and the board side decorative LEDs 63a for performance installed at various places of the game board, which are displayed and controlled by the performance control unit 540. Therefore, for example, the light intensity of the LEDs for displaying the results of the game, such as the pattern display device 76, which is displayed and controlled by the main control unit 520, cannot be changed by the light intensity adjustment button 17. Also, when the LEDs displayed and controlled by the performance control unit 540 include a change display LED for displaying the change status of the pattern, a hold display LED for displaying the number of reserved pattern changes, and the like, it is desirable to configure these LEDs so that the light intensity cannot be changed by the light intensity adjustment button 17.
[0140] Although the LEDs whose light intensity can be changed by the light intensity adjustment button 17 are the frame side decorative LED 64a and the board side decorative LED 63a, it is also possible to configure the light intensity of only one of them to be changeable. Also, it is not limited to the frame side decorative LED 64a and the board side decorative LED 63a, and it is also possible to configure the backlight light intensity (light intensity of the display screen) of the LCD unit 31 to be changeable.
[0141] (D-pad 2) The performance using the cross button 18 by the performance control unit 540 will be described in detail. When the player operates any of the up, down, left, and right buttons 18a, 18b, 18c, and 18d, the button detection switches 49a, 49b, 49c, and 49d detect the operation and transmit a cross button operation detection signal to the performance control unit 540. By receiving the cross button operation detection signal, the performance control unit 540 is configured to be able to execute or switch predetermined performances (images, lamps, sounds, movable objects, etc.) corresponding to each operation.
[0142] Although not particularly limited, the cross button is used in a specified preview performance (operation performance) and is used by the player to select the customization settings when executing a game customization function that the player can set at their discretion.
[0143] (Side unit 2) The performance using the side unit 22 by the performance control unit 540 will be described in detail. The performance control unit 540 energizes the blower device 22a based on a predetermined control signal transmitted from the main control unit 520 to the performance control unit 540. This activates the blower device, and air is blown out from an air outlet (not shown) of the side unit 22 located at the upper front side of the game frame 5. After that, when the blower device 22a is no longer energized, the operation of the blower device stops. The blower device 22a is used in a predetermined advance notice performance (for example, air performance).
[0144] The touch device 22b is also used in a predetermined advance notice performance (for example, an operation performance). During the effective operation time set in the operation performance, a predetermined operation (touch operation) is performed by the player on the touch device 22b, and a detection signal is transmitted to the performance control unit 540. The performance control unit 540 is configured to be able to execute or switch a predetermined performance (image, lamp, sound, movable object, etc.) by receiving the detection signal. During the effective operation period, the LEDs of the side unit LED board are controlled to emit light in a predetermined light emission mode, thereby being able to notify the player that the effective operation period is in progress.
[0145] The side unit LED board lights up the LEDs in a light emission mode corresponding to the air effect using the blower device 22a or the operation effect using the touch device. In addition, by synchronizing the light emission of the front frame LED board provided in the front frame 4 with the overall light emission control by the effect control unit 540, it is possible to execute a light emission effect with a sense of unity throughout the entire game frame 5.
[0146] FIG. 1-5 shows a front view of a gaming board 8 of the gaming machine 1 shown in this embodiment.
[0147] (Game board) The game board 8 comprises a plywood board 80 (or a transparent resin board), on whose surface an inner rail 81a and an outer rail 81b (collectively referred to as guide rails 81) for guiding the launched game ball are arranged in a ring shape, and a game area 8a is formed inside, surrounded by the guide rail 81, in which the launched game ball can roll.
[0148] In this game area 8a, a center decoration 82, a special symbol 1 start port 38 (special symbol 1 start means), a special symbol 2 start port 39 (special symbol 2 start means), other winning ports (upper left winning port 40, middle left winning port 41, lower left winning port 42, right winning port 43), large winning ports (upper large winning port 44, lower large winning port 45), a right gate 46 (normal symbol operating device), an out port 47, a number of game nails 96, a windmill 83, etc. are arranged. In addition, a pattern display device 76 is arranged at the bottom outside the game area 8a (non-game area).
[0149] The guide rail 81 forms a playing area 8a which is surrounded by an upper left corner ornament 84 arranged across the left and upper sides of the playing board 8 and a lower right corner ornament 85 arranged across the right and lower sides.
[0150] The center ornament 82 is detachably attached to the center of the game area 8a in correspondence with the opening hole of the plywood 80, and is arranged so as to be located in front of the display screen of the image display means 31. The center ornament 82 has an opening 86 formed therein so that the display screen of the image display means 31 can be seen, and has a eaves portion 87 that protrudes forward so as to surround this opening 86. This eaves portion 87 prevents game balls rolling around the opening 86 of the center ornament 82 from entering inside the opening 86, thereby protecting the display screen area of the image display means 31.
[0151] The eaves portion 87 located at the apex of the center ornament 82 is arranged at a predetermined inclination angle in both the left and right directions with the apex portion 87a as the boundary, and a game ball launched into the game area 8a is distributed to the left and right with this apex portion 87a as the boundary, and flows down either the left flow passage 88 located on the left side of the center ornament 82 and image display means 31, or the right flow passage 89 located on the right side.
[0152] The center ornament 82 also has a permeable lower ball flow section 90 along the front side of the surface of the plywood 80, which allows game balls to pass through. This lower ball flow section 90 is formed to be positioned in the left flow passage 88, and has multiple plastic nails 90a arranged therein that change the direction in which the game balls fall.
[0153] The center ornament 82 has a stage 91 on its lower end side through which the game balls can roll in the left-right direction. A pass opening 91a through which the game balls can enter the stage 91 is arranged in an open state on the left flow-down passage 88 side, and the game balls are designed to be guided onto the stage 91 by entering the pass opening 91a flowing down the left flow-down passage 88. A drop path 91b is provided in the center of the stage 91 to drop the game balls from the stage 91 so as to guide the game balls toward the special symbol 1 start opening 38 arranged in an upward opening shape below the stage 91. Due to the existence of this drop path 91b and the existence of the pass opening 91a through which the game balls can enter the stage 91 only on the left flow-down passage 88, the game balls flowing down the left flow-down passage 88 are configured to be able to enter the special symbol 1 start opening 38 with a higher probability than the game balls flowing down the right flow-down passage 89.
[0154] Also, a game ball that passes through the passage opening 91a and is guided onto the stage 91 has a higher probability of entering the special symbol 1 start opening 38 than a game ball that flows down the left flow-down passage 88 without passing through the passage opening 91a.
[0155] (Board game parts) The game board 8 has, as game parts arranged within the game area 8a, a left side ornament 92 arranged in the lower left of the game area 8a, a special pattern 1 starting hole unit 93 arranged in the lower center of the game area, and a center gimmick unit 94 including a center ornament 82 arranged in the center of the game area 8a.
[0156] The left side decoration 92 is detachably attached to correspond to the opening of the plywood 80, and is configured with a base plate 92a through which game balls can pass along the front side of the surface of the plywood 80, a plurality of winning holes (upper left winning hole 40, middle left winning hole 41, lower left winning hole 42) through which game balls can enter, and an outlet 47. In addition, it has a ball guide passage 92b that protrudes forward from the base plate 92a and is provided in an inclined shape at a predetermined angle in the left-right direction, and is configured so that the game balls that flow down come into contact with this ball guide passage 92b or roll, thereby changing the flow direction of the game balls.
[0157] Inside each winning hole 40, 41, 42 of the left side decoration 92, a ball passage with a width of one game ball is formed. In the middle of this ball passage, winning hole switches 40a, 42a for detecting the entry of the game ball are provided, and the game ball flowing down the ball passage is configured to always pass through this winning hole switch 40a, 42a. This makes it possible to always detect the game ball that has entered each winning hole 40, 41, 42.
[0158] The game balls detected by the winning port switches 40a and 42a are then discharged to the back side of the game board along the ball passage. Here, among the winning ports 40, 41, and 42, the ball passages of the upper left winning port 40 and the middle left winning port 41 are formed to merge within the left side decoration 92, and are configured so that the ball entry is detected by the common upper left middle left winning port switch 40a installed at the merging point. For the lower left winning port 42, a separate and independent lower left winning port switch 42a is provided.
[0159] Meanwhile, for the outlet 47 provided on the left side decoration, a ball passage the width of one game ball is formed, like each of the winning holes 40, 41, 42, but no detection switch is provided on the way of this ball passage, and the game ball that enters is simply discharged along the ball passage to the back side of the game board 8. After being discharged to the back side of the game board 8, the game ball that enters the outlet 47 is configured to pass through the out switch 46a provided on the discharge path, so that it can be counted as an out ball.
[0160] Incidentally, game balls that enter the outlet 47 located at the bottom of the game area 8a are also configured to pass through an out switch 46a located in the outlet path after being discharged to the back side of the game board 8, making it possible for them to be counted as out balls.
[0161] The special symbol 1 start port unit 93 is detachably attached to the plywood 80 in correspondence with the opening hole, and is configured to include a base plate 93a through which the game ball can pass along the surface of the plywood 80, a special symbol 1 start port 38 (special symbol 1 start means) formed in a non-opening manner through which the game ball can enter and for starting the special symbol 1 variable display, and a special symbol 1 start port LED board (not shown) having an LED. The special symbol 1 start port 38 protrudes forward from the base plate 93a and is arranged in an upward opening shape. The special symbol 1 start port LED board is arranged on the rear side of the special symbol 1 start port 38 and is configured to illuminate the base plate 93a around the special symbol 1 start port 38 from behind by the light emitted by the LED.
[0162] Inside the special symbol 1 start port 38 of the special symbol 1 start port unit, a ball passage with a width of one game ball is formed. A special symbol 1 start port switch 38a for detecting the entry of a game ball is provided along the way of this ball passage, and the game ball flowing down the ball passage is configured to always pass through this special symbol 1 start port switch 38a. This makes it possible to detect the game ball that has entered the special symbol 1 start port 38. The game ball detected by the special symbol 1 start port switch 38a is then discharged to the back side of the game board 8 following the ball passage.
[0163] The center role unit 94 is detachably attached to the plywood 80 in correspondence with the opening hole, and includes a base plate 94a through which the game ball can pass along the surface of the plywood 80, a center decoration 82, a right gate switch 46a (normal symbol start port switch) for starting the normal symbol variable display formed by the passing gate 46 through which the game ball can pass, a special symbol 2 start port 39 (special symbol 2 start means) for starting the special symbol 2 variable display formed by an opening and closing type that can be changed between an open state in which the game ball can enter and a closed state in which the game ball cannot enter (or is more difficult to enter than the open state) by the displacement of the movable piece 39b, a winning port (right winning port 43) through which the game ball can enter, and a special symbol 2 start port 39 (special symbol 2 start means) for starting the special symbol 2 variable display formed by an opening and closing type that can be changed between an open state in which the game ball can enter and a closed state in which the game ball cannot enter (or is more difficult to enter than the open state) by the displacement of the opening and closing plates 44b, 45b. It is equipped with large prize openings (upper large prize opening 44, lower large prize opening 45) that can be changed between an open state where a game ball can enter and a closed state where a ball cannot enter (or is more difficult to enter than the open state), an outlet 47, various solenoids for opening and closing the movable piece 39b of the special pattern 2 starting opening 39 or the opening and closing plates 44b, 45b of the large prize openings 44, 45 (upper large prize opening opening / closing solenoid 70, lower large prize opening opening / closing solenoid 71, special pattern 2 starting opening opening / closing solenoid 72), various fraud detection sensors for detecting fraud (magnetic sensor 73, radio wave sensor 74), a fluctuation display device 95 that shows the changing state of special pattern 1, special pattern 2 and / or normal patterns, and a center role LED board (not shown) with LEDs.
[0164] The center gimmick LED board is arranged in multiple locations, such as the underside of stage 91 of center decoration 82, and behind special pattern 2 starting opening 39, upper large prize opening 44, lower large prize opening 45, and variable display device 95, and is configured to illuminate stage 91, special pattern 2 starting opening 39, upper large prize opening 44, lower large prize opening 45, and variable display device 95 by emitting LED light.
[0165] A special pattern 2 start hole switch 39a is provided inside the special pattern 2 start hole 39 (special pattern 2 start means), and this special pattern 2 start hole switch 39a makes it possible to detect a game ball that has entered the special pattern 2 start hole 39.
[0166] In addition, large prize opening switches (upper large prize opening switch 44a, lower large prize opening switch 45a) are provided inside the upper large prize opening 44 and the lower large prize opening 45, respectively, which make it possible to detect a game ball that has entered the upper large prize opening 44 or the lower large prize opening 45.
[0167] Incidentally, the game balls that enter the special symbol 1 start hole 38, the special symbol 2 start hole 39, the upper left winning hole 40, the middle left winning hole 41, the lower left winning hole 42, the right winning hole 43, the upper large winning hole 44, and the lower large winning hole 45 are detected by the winning switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a, but after detection by the winning switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a, they are discharged to the back side of the game board 8 and are configured to pass through the out switch 47a provided in the discharge path. As a result, the game balls launched into the game area 8a pass through the out switch 47a without fail. Also, instead of the out switch 47a, a launch switch for counting the launched game balls may be provided. As a result, the game balls launched into the game area 8a can be counted without fail.
[0168] (Pattern display device) The symbol display device 76 is disposed at the bottom of the game board 8, and is configured as a part of the right corner decoration 85. FIG. 1-5 shows an enlarged view of the symbol display device 76.
[0169] The symbol display device is composed of an assembly of 32 LEDs. Among the 32 LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i, 76j, 8 LEDs 76a for the special symbol 1 variable display as the special symbol 1 variable display, 8 LEDs 76b for the special symbol 2 variable display as the special symbol 2 variable display, 2 LEDs 76c for the special symbol 1 memory display as the special symbol 1 memory display, 2 LEDs 76d for the special symbol 2 memory display as the special symbol 2 memory display, 2 LEDs 76e for the normal symbol variable display as the normal symbol variable display, 2 LEDs 76f for the normal symbol memory display as the normal symbol memory display, 2 LEDs 76g for the right hit display as the right hit display, 4 LEDs 76h for the round display as the round display, and 2 LEDs 76i, 76j for the status display as the status display are respectively assigned.
[0170] Here, the 32 LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i, 76j are classified into 4 LED groups with 8 in each group. The first LED group consists of the special symbol 1 variable display 76a, the second LED group consists of the special symbol 2 variable display 76b, the third LED group consists of the special symbol 1 memory display 76c, the special symbol 2 memory display 76d, the normal symbol memory display 76f, and the status display 76i, 76j, and the fourth LED group consists of the normal symbol variable display 76e, the right hit display 76g, and the round display 76h.
[0171] (Special symbol 1 variable display, special symbol 2 variable display) The special symbol 1 variation display using the symbol display device 76 is started on the condition that the special symbol 1 starting means 38 detects a game ball, and the eight special symbol 1 variation display LEDs 76a are illuminated in a variation illumination pattern. After that, the special symbol 1 variation display LEDs 76a are illuminated in a stop illumination pattern, and the special symbol 1 variation display ends. Specifically, when the special symbol 1 starting means 38 detects a game ball, the main control unit 520 acquires a random number (0 to 65535) for jackpot determination, and executes a jackpot lottery process based on the acquired jackpot random number, and the main control unit 520 executes the special symbol 1 variation display in a variation illumination pattern based on the lottery result.
[0172] The main control unit 520 executes the special symbol 1 variation display by the variation light-emitting pattern for a predetermined time, and then selects the big win stop light-emitting pattern if the lottery result is a big win, selects the small win stop light-emitting pattern if the lottery result is a small win, and selects the miss stop light-emitting pattern if the lottery result is a miss. The main control unit 520 causes the special symbol 1 variation display LED 76a to light up based on the selected stop light-emitting pattern, and ends the special symbol 1 variation display. Here, if the stop light-emitting pattern is a big win stop light-emitting pattern, a big win game occurs, and if it is a small win stop light-emitting pattern, a small win game occurs.
[0173] The special symbol 2 variable display using the symbol display device 76 is started on the condition that the special symbol 2 starting means 39 detects a game ball, and the eight special symbol 2 variable display LEDs 76b are displayed with a variable light emission pattern. After that, the special symbol 2 variable display LEDs 76b are displayed with a stop light emission pattern, and the special symbol 1 variable display ends. Specifically, when the special symbol 2 starting means 39 detects a game ball, the main control unit 520 acquires a random number (0 to 65535) for jackpot determination, and executes a jackpot lottery process based on the acquired jackpot random number, and the main control unit 520 executes the special symbol 2 variable display with a variable light emission pattern based on the lottery result.
[0174] The main control unit 520 executes the special symbol 2 variation display by the variation light-emitting pattern for a predetermined time, and then selects the big win stop light-emitting pattern if the lottery result is a big win, selects the small win stop light-emitting pattern if the lottery result is a small win, and selects the miss stop light-emitting pattern if the lottery result is a miss. The main control unit 520 causes the special symbol 2 variation display LED 76b to light up based on the selected stop light-emitting pattern, and ends the special symbol 2 variation display. Here, if the stop light-emitting pattern is the big win stop light-emitting pattern, a big win game occurs, and if it is the small win stop light-emitting pattern, a small win game occurs.
[0175] In addition, the light emission patterns during the change of the special pattern 1 change display (or the special pattern 2 change display) and each stop light emission pattern are composed of a combination of the turning on and off of eight LEDs 76a for special pattern 1 display (or LEDs 76b for special pattern 2 change display).
[0176] In addition, the main control unit 520 is configured to have multiple types of jackpot stop light emission patterns that differ depending on the type of jackpot, multiple types of small jackpot stop light emission patterns that differ depending on the type of small jackpot, and multiple types of miss stop light emission patterns that differ depending on the type of miss.
[0177] In addition, in this embodiment, the special symbol 1 variable display and the special symbol 2 variable display are not executed in parallel, and while one of the variable displays is being executed, the other variable display is not executed, and the other variable display is started after the variable display being executed is finished. However, it is not particularly limited, and the special symbol 1 variable display and the special symbol 2 variable display may be configured to be executed in parallel.
[0178] (Special pattern 1 memory display, special pattern 2 memory display) When the special symbol 1 starting means 38 detects a game ball during a special symbol change reservation period such as during special symbol 1 change display, during special symbol 2 change display, during a big win game, or during a small win game, the random numbers for big win judgment acquired as a result of the detection are stored as special symbol 1 reservation memory up to a predetermined upper limit number (e.g., 4). After that, when the predetermined period ends, if the special symbol 1 reservation memory is 1 or more, one reservation memory number is consumed and execution of the special symbol 1 change display is started. This number of reserved memories is notified as a special symbol 1 memory display by the special symbol 1 memory display LED 76c of the pattern display device 76. The special symbol 1 memory display is configured to be able to notify the number of reserved memories of the special symbol 1 reservation memory by combining the light emission modes (e.g., on, blinking, off) of the two special symbol 1 memory display LEDs 76c in five types of display modes indicating a predetermined number (0 to 4), and by displaying the special symbol 1 memory display LED 76c with light emission, the number of reserved memories of the special symbol 1 reservation memory can be notified.
[0179] When the special symbol 2 start means 39 detects a game ball during a special symbol change reservation period such as during special symbol 1 change display, during special symbol 2 change display, during a big win game, or during a small win game, the random numbers for big win judgment acquired as a result of the detection are stored as special symbol 2 reservation memory up to a predetermined upper limit number (e.g., 4). After that, when the predetermined period ends, if the special symbol 2 reservation memory is 1 or more, one reservation memory number is consumed and execution of the special symbol 2 change display is started. The number of reserved memories is notified as a special symbol 2 memory display by the special symbol 2 memory display LED 76d of the pattern display device 76. The special symbol 2 memory display is configured to be able to notify the number of reserved memories of the special symbol 2 reservation memory by combining the light emission modes (e.g., on, blinking, off) of the two special symbol 2 memory display LEDs 76d in five types of display modes indicating a predetermined number (0 to 4), and by displaying the special symbol 2 memory display LED 76d with light.
[0180] In addition, in this embodiment, when there are 1 or more special symbol 1 reserved memories and 1 or more special symbol 2 reserved memories, the special symbol 2 reserved memories are configured to be consumed preferentially. Therefore, when there are 1 or more special symbol 1 reserved memories and 1 or more special symbol 2 reserved memories, if the currently executed special symbol 1 variable display or special symbol 2 variable display ends, the reserved memory number of the special symbol 2 reserved memory is consumed preferentially, so that the special symbol 2 variable display is executed as the next variable display. However, there is no particular limitation, and the special symbol 1 reserved memory may be configured to be consumed preferentially.
[0181] (Normal pattern change display) The normal pattern variation display using the pattern display device 76 is started on the condition that the right gate switch 46a (normal pattern start switch) detects a game ball, and the two normal pattern variation display LEDs 76e are displayed with a variation illumination pattern. After that, the normal pattern variation display LEDs 76e are displayed with a stop illumination pattern, and the normal pattern variation display ends. Specifically, when the right gate switch 46a detects a game ball, the main control unit 520 acquires a win determination random number (0 to 30000), executes a win lottery process based on the acquired win random number, and the main control unit 520 executes the normal pattern variation display with a variation illumination pattern based on the lottery result.
[0182] The main control unit 520 executes the normal symbol variation display by the variation light-emitting pattern for a predetermined time, and then selects the winning stop light-emitting pattern if the lottery result is a win, and selects the losing stop light-emitting pattern if the lottery result is a loss. The main control unit 520 causes the normal symbol variation display LED 76e to light up based on the selected stop light-emitting pattern, and ends the normal symbol variation display. Here, if the stop light-emitting pattern is a winning stop light-emitting pattern, the opening game (electric chute support) of the special symbol 2 starting means 39 is generated.
[0183] In addition, the reel may be configured to have a plurality of different winning stop light emission patterns according to the type of winning, and a plurality of different losing stop light emission patterns according to the type of losing.
[0184] (Normal pattern memory display) During the normal symbol variation display, during the normal symbol variation hold period such as during the opening game of the special symbol 2 start means 39, when the right gate switch 46a detects a game ball, the random numbers for winning judgment acquired by that occasion are stored as normal symbol reserved memory up to a predetermined upper limit number (e.g. 4). After that, when the normal symbol variation hold period ends, if the normal symbol reserved memory is 1 or more, one reserved memory number is consumed and the execution of the normal symbol variation display is started.
[0185] The number of reserved memories is notified as a normal pattern memory display by the normal pattern memory display LED 76f of the pattern display device 76. The normal pattern memory display is configured to be able to notify the number of reserved memories of the normal pattern reserved memories by illuminating the normal pattern memory display LED 76f in five different display modes that indicate a predetermined number (0 to 4) by combining the light emission modes (e.g., on, blinking, off) of the two normal pattern memory display LEDs 76f.
[0186] (Electric chute support) When the normal symbol variation display ends and the result is a winning stop light emission pattern, the special symbol 2 start means 39 is opened (electric chute support). When this electric chute support occurs, the main control unit 520 drives the special symbol 2 start port opening / closing solenoid 72, causing the movable piece 39b of the special symbol 2 start port 39 to open and close in a predetermined opening / closing pattern. This opens the special symbol 2 start port 39, making it possible for a game ball to enter the special symbol 2 start port 39.
[0187] When a game ball enters the special pattern 2 starting hole 39, the special pattern 2 starting hole switch 39a inside the special pattern 2 starting hole 39 detects the winning, and if the main control unit 520 receives a detection signal from the special pattern 2 starting hole switch 39a and determines that the winning is normal, a specified prize ball is paid out to the player, a jackpot lottery process for the special pattern 2 variable display is carried out, and the special pattern 2 variable display is initiated.
[0188] At this time, if there is a special symbol 2 variable display being executed, the reserved memory for special symbol 2 is incremented by one. The opening of special symbol 2 start hole 39 is completed for a predetermined time (e.g., 0.068 seconds when the opening extension function is not activated, and 5.7 seconds when the opening extension function is activated) or when the number of winning balls in special symbol 2 start hole 39 reaches a predetermined number (e.g., 10 balls), and special symbol 2 start hole 39 is closed. By performing electric chute support using special symbol 2 start hole 39 once in this manner, electric chute support that can give the player a certain number of prize balls and an opportunity to execute special symbol 2 variable display is realized.
[0189] Incidentally, in this embodiment, the special pattern 2 starting hole 39 is located in the right flow passage 89, so that a game ball that has flowed down the right flow passage 89 is more likely to enter the special pattern 2 starting hole 39 than a game ball that has flowed down the left flow passage 88.
[0190] In addition, if there are multiple winning stop light emission patterns, the opening and closing pattern of the electric chute support may be configured to differ depending on the type of winning stop light emission pattern.
[0191] (Jackpot Game) When the special symbol 1 or special symbol 2 variation display ends and the result is a jackpot stop light emission pattern, a jackpot game occurs. In this jackpot game, the main control unit 520 drives the large prize opening opening / closing solenoids 70 and 71 to open and close the opening / closing plates 44b and 45b of the large prize openings 44 and 45 in a predetermined opening / closing pattern. This opens the large prize openings 44 and 45, allowing game balls to enter the large prize openings 44 and 45.
[0192] When a game ball enters the large prize opening 44, 45, the large prize opening switch 44a, 45a inside the large prize opening 44, 45 detects the winning, and when the main control unit 520 receives the detection signal from the large prize opening switch 44a, 45a and judges that the winning is normal, a predetermined number of prize balls are paid out to the player. The opening of the large prize opening 44, 45 is performed for a predetermined time (maximum continuous opening time is 29.8 seconds) or ends when the number of winning balls in the large prize opening 44, 45 reaches a predetermined number (e.g. 10 balls), and the large prize opening 44, 45 is closed. Such an opening game (round game) of the large prize opening 44, 45 is set as one time (1 round), and by repeating this a predetermined number of times (e.g. 2 rounds to 10 rounds), a jackpot game in which a certain number of prize balls can be given to the player is realized.
[0193] Incidentally, in this embodiment, the large prize openings 44, 45 are located in the right-hand flow passage 89, so that game balls that have flowed down the right-hand flow passage 89 are more likely to enter the large prize openings 44, 45 than game balls that have flowed down the left-hand flow passage 88.
[0194] In addition, interval times are set for the jackpot game, such as an interval before the start of the jackpot, an interval between rounds, and an interval after the jackpot ends.
[0195] The time before the first round of play starts after the special symbol 1 or special symbol 2 variation display becomes a jackpot stop light-emitting pattern is the interval before the jackpot start, and during this time, explanations about the round of play are given to the player. For example, to make it easier for the game ball to enter the jackpot openings 44 and 45, an instruction is given to shoot the game ball aiming at the right flow-down passage 89.
[0196] Next, the time provided after one round of play is finished and before the next round of play begins is the inter-round interval, and this time is used as the discharge waiting time until the game balls remaining in the large prize openings 44, 45 pass through the large prize opening switches 44a, 45a and are discharged, or to update information on the number of rounds of play displayed using the image display means 31, etc. Here, for the discharge waiting time, the inter-round interval may be used, or a separate discharge waiting time may be provided, and the inter-round interval may be configured to start after this discharge waiting time has elapsed.
[0197] Next, the time provided until the special symbol 1 variation display or special symbol 2 variation display becomes executable again after the final round play is the jackpot end interval, and this time is used to warn the player about forgetting to remove the prepaid card and preventing addiction, to inform the game status after the jackpot play ends, the number of balls won up to that point, display the company logo, etc. Incidentally, although the time from the end of the final round play to the start of the jackpot end interval is not strictly between round plays, the same time as the above-mentioned inter-round interval may be set for this time as well.
[0198] In addition, in the gaming machine of this embodiment, three types of jackpot games can be executed as the number of rounds of the jackpot game: 10 round jackpot, 5 round jackpot, and 2 round jackpot, and the type of jackpot game that can be executed is different depending on whether it is triggered by the special pattern 1 variable display or the special pattern 2 variable display. Specifically, 5 round jackpot and 2 round jackpot can be executed as jackpot games triggered by the special pattern 1 variable display, and 10 round jackpot and 5 round jackpot can be executed as jackpot games triggered by the special pattern 2 variable display. In addition, it is not particularly limited to this, and the type of jackpot game that can be executed may be the same for the special pattern 1 variable display and the special pattern 2 variable display.
[0199] (Small win game) When the special symbol 1 or special symbol 2 variation display ends and the result is a small win stop light emission pattern, a small win game occurs. In this small win game, the main control unit 520 drives 70 and 71 to open and close the opening and closing plates 44b and 45b of the large prize openings 44 and 45 in a predetermined opening and closing pattern. This opens the large prize openings 44 and 45, allowing game balls to enter the large prize openings 44 and 45.
[0200] When a game ball enters the large prize opening 44, 45, the winning is detected by the large prize opening switch 44a, 45a inside the large prize opening 44, 45, and if the main control unit 520 receives the detection signal from the large prize opening switch 44a, 45a and determines that the winning is normal, a specified prize ball is paid out to the player.
[0201] The opening of the large prize openings 44, 45 is completed for a predetermined time (maximum continuous opening time is 1.8 seconds) or when the number of winning balls in the large prize openings 44, 45 reaches a predetermined number (e.g. 10 balls), the large prize openings 44, 45 are closed. By performing such an opening game (small prize game) using the large prize openings 44, 45 once, a small prize game in which a certain number of prize balls can be awarded to the player is realized.
[0202] Here, when the opening and closing plates of the large prize openings 44, 45 are operated in a short opening and closing pattern in which they are repeatedly opened and closed in a short period of time, it is sufficient that the total time that the large prize openings 44, 45 are open is set so as not to exceed a specified time (1.8 seconds).For example, it is not a problem if the time for one small prize play exceeds 1.8 seconds by repeating an opening and closing operation with a relatively long closing time.
[0203] Furthermore, in the gaming machine of this embodiment, the small win game can be executed when the special pattern 1 changing display or the special pattern 2 changing display is displayed, but this is not limited to this, and the game may be configured so that the small win game can be executed only when the special pattern 1 changing display or the special pattern 2 changing display is displayed.
[0204] (Round display) The round display using the symbol display device 76 starts at approximately the same timing as the start of the interval before the start of the jackpot game, and the number of rounds in the current jackpot game is displayed by the four round display LEDs 76h. For example, if three types of jackpot games, 10 round jackpot, 5 round jackpot, and 2 round jackpot, can be executed as the number of rounds in the jackpot game, the round display LEDs 76h show which of them is the jackpot game to be executed this time. This allows the player to know the type of jackpot game that has been won.
[0205] The lighting control of the round display LED 76h is performed by the main control unit 520, and is realized by the main control unit 520 selecting a lighting pattern for a 10-round jackpot when a 10-round jackpot is executed, a lighting pattern for a 5-round jackpot when a 5-round jackpot is executed, and a lighting pattern for a 2-round jackpot when a 2-round jackpot is executed, and lighting up the round display LED 76h based on the selected lighting pattern.
[0206] (Game status) In this gaming machine, in addition to the big win gaming state and the small win gaming state, a plurality of types of gaming states can be generated. Details will be described later, but one of the four gaming states, a low probability low base state (normal gaming state), a low probability high base state (time-saving gaming state), a high probability low base state (latent probability gaming state), and a high probability high base state (probability variable gaming state), is generated by the main control unit 520.
[0207] The main control unit 520 has a probability variation function (special pattern probability variation function) that varies the probability of winning the lottery for the special pattern (special pattern 1, special pattern 2) variable display, and a probability variation function (normal pattern probability variation function) that varies the probability of winning the lottery for the normal pattern variable display.
[0208] The special symbol probability change function is a function that changes the probability of winning a lottery from a low probability state (e.g., 205 / 65535 ≒ 1 / 319) of the normal probability to a high probability state (e.g., 658 / 65535 ≒ 1 / 99) that is more advantageous to the player than the low probability state. The activation of the special symbol probability change function causes a special symbol high probability state in which the special symbol is in a high probability state. During this special symbol high probability state, the determination range for determining that a jackpot game will occur in the jackpot lottery process by the main control unit 520 is set wider than the normal state (special symbol low probability state), making it easier for a jackpot game to occur. Incidentally, when there are multiple stages of jackpot probability (six stages from setting 1 to setting 6), not only the lottery probability of the low probability state but also the lottery probability of the high probability state differs for each setting stage.
[0209] The normal symbol probability change function is a function that changes the winning lottery probability from a low probability state (e.g., 125 / 251 ≒ 1 / 2.008) of the normal probability to a high probability state (e.g., 250 / 251 ≒ 1 / 1.004) that is more advantageous to the player than the low probability state. By activating the normal symbol probability change function, a normal symbol high probability state occurs in which the normal symbol is in a high probability state. During this normal symbol high probability state, the judgment range for judging that a winning game will occur in the winning lottery process by the main control unit 520 is set wider than the low probability state (normal symbol low probability state), making it easier for a jackpot game to occur.
[0210] In addition, the special chart probability change function and the regular chart probability change function may be configured to have both functions, or may be configured to have only the special chart probability change function or only the regular chart probability change function.
[0211] The main control unit 520 further has a change shortening function (special pattern change shortening function) that shortens the change time of the special pattern (special pattern 1, special pattern 2) change display, and a change shortening function (normal pattern change shortening function) that shortens the change time of the normal pattern change display.
[0212] The special pattern change shortening function shortens the time it takes for one special pattern (special pattern 1, special pattern 2) change display (the time from the start of the change to the end of the change). When the special pattern change shortening function is activated, a special pattern change shortening state occurs in which the change time of the special pattern is shortened. During this special pattern change shortening state, the number of times that the special pattern can change per given time increases compared to the normal state (special pattern non-change shortening state), and the number of times that the jackpot lottery can be drawn increases accordingly.
[0213] The normal pattern change shortening function is a function that shortens the time it takes for one normal pattern change display (the time from the start of the change to the end of the change). When the normal pattern change shortening function is activated, a normal pattern change shortening state occurs in which the normal pattern change time is shortened. During this normal pattern change shortening state, the number of times that the normal pattern can change per specified time increases compared to the normal state (normal pattern non-change shortening state), and the number of times you can receive a winning lottery increases accordingly.
[0214] In addition, the main control unit 520 has an opening extension function (opening extension function) for extending the opening time of the special pattern 2 starting port 39 by the electric chute support during the opening game (electric chute support) of the special pattern 2 starting means 39.
[0215] The extended opening function extends the opening time of the movable piece 39b of the special symbol 2 starting hole 39 when the electric chute support occurs (for example, from 0.068 seconds to 5.7 seconds). Activating the extended opening function creates an extended opening state in which the opening time of the special symbol 2 starting hole 39 is extended. During this extended opening state, it is easier to score a ball into the special symbol 2 starting hole 39 compared to the normal state (when the extended opening function is not activated), so the number of times that the special symbol 2 can change per given time increases compared to the normal state, and the number of times that a jackpot lottery can be drawn increases.
[0216] From these facts, it can be said that the special pattern high probability state, normal pattern high probability state, special pattern shortened variation state, normal pattern shortened variation state, and extended open state are gaming states that are more advantageous to the player than the normal state.
[0217] In addition, each function (special pattern probability function, normal pattern probability function, special pattern variation shortening function, normal pattern variation shortening function, open extension function) starts to operate after the end of the jackpot game when a jackpot game that activates each function occurs as a result of the special pattern (special pattern 1, special pattern 2) variation display, and transitions to each state (special pattern high probability state, normal pattern high probability state, special pattern variation shortening state, normal pattern variation shortening state, open extension state). More specifically, when the result of the jackpot lottery is a jackpot, the main control unit 520 performs a jackpot pattern lottery to select which of multiple types of jackpot games to execute, and when the winning pattern (probable jackpot pattern or time-saving jackpot pattern) of the jackpot game that activates each function is selected as a result of the jackpot pattern lottery, each state is generated.
[0218] Even if the result of the big win lottery is a miss, a miss pattern lottery is held to select the type of miss, and if the result of the miss pattern lottery is that a winning pattern (miss time-saving pattern) that activates the special pattern variation shortening state, normal pattern variation shortening state, or extended opening state among the various functions is selected, all or any of a plurality or one of the special pattern variation shortening state, normal pattern variation shortening state, and extended opening state will be generated. In the miss pattern lottery, there is no winning pattern for generating the special pattern high probability state or the normal pattern high probability state, and these game states will not be generated in the case of a miss.
[0219] By operating one or more of the above-mentioned functions, it is possible to create four types of game states: low probability low base state, low probability high base state, high probability low base state, and high probability high base state. The details are shown below. Low probability low base state (normal gameplay state) = state in which each function is not activated Low probability high base state (time-saving play state) = The special chart probability function is not activated, and all or any of the following functions are activated: normal chart probability function, normal chart fluctuation shortening function, and open extension function. High probability low base state (latent probability play state) = The opening extension function has not been activated, and at least the special chart probability change function is activated High probability high base state (high probability game state) = state in which each function is operating Incidentally, in the big win game state or small win game state, each function is performed in an inactive state.
[0220] In addition, the low probability high base state may be configured to generate multiple types of low probability high base states. For example, in addition to the above-mentioned low probability high base state (time-saving game state), there may be a specific low probability high base state (slight time-saving game state) in which the special pattern probability variable function and the normal pattern probability variable function are not activated and both or either of the normal pattern variation shortening function and the opening extension function are activated. In addition, this specific low probability high base state (slight time-saving game state) may be configured to be generated when the result of the above-mentioned jackpot lottery is a miss and a winning pattern (miss time-saving pattern) is selected.
[0221] From these facts, it can be said that the low probability high base state, high probability low base state, high probability high base state, specific low probability high base state, jackpot game state, and small jackpot game state are game states that are more advantageous to the player than the low probability low base state.
[0222] (Right-handed display) The right-hit display using the symbol display device 76 displays information indicating whether it is more advantageous for the player to hit the ball to the right so that the ball flows down the right-flow passage 89, or whether it is more advantageous for the player to hit the ball to the left so that the ball flows down the left-flow passage 88, using two right-hit display LEDs 76g. For example, when it is indicated that a right hit is advantageous, the two LEDs 76g are turned on, and when it is indicated that a left hit is advantageous, the two LEDs 76g are turned off.
[0223] Here, states in which right-handed hits are advantageous include a low probability high base state, a high probability high base state, a big win game state, and a small win game state, while states in which left-handed hits are advantageous include a low probability low base state and a high probability low base state.
[0224] In the low probability high base state and the high probability high base state, it is easy for the ball to enter the special symbol 2 starting hole 39 arranged in the right flow-down passage 89, and it is more advantageous to aim for the special symbol 2 variation by aiming at the right flow-down passage 89 than to aim for the special symbol 1 variation by aiming at the left flow-down passage 88, so a right hit display is performed. In the big win game state and the small win game state, it is easy for the ball to enter the big prize winning holes 44, 45 arranged in the right flow-down passage 89, and it is more advantageous to aim for the big prize winning holes 44, 45 by aiming at the right flow-down passage 89 than to aim for the big prize winning holes 44, 45 by aiming at the left flow-down passage 88, so a right hit display is performed.
[0225] On the other hand, in the low probability low base state and the high probability low base state, it is impossible or difficult for the ball to enter the special pattern 2 starting hole 39 located in the right flow-down passage 89, and since it is more advantageous to aim for the left flow-down passage 88 and aim for the special pattern 1 change than to aim for the right flow-down passage 89 and aim for the special pattern 2 change, the left hit display (off state) is displayed.
[0226] In addition, for a specific low probability high base state, if the opening extension function is activated, it is easy for the ball to enter the special pattern 2 starting hole 39 located in the right flow-down passage 89, and it is more advantageous to aim for the right flow-down passage 89 and aim for the special pattern 2 variation than to aim for the left flow-down passage 88 and aim for the special pattern 1 variation, so a right-hit display is displayed. However, if the opening extension function is not activated, it is impossible or difficult for the ball to enter the special pattern 2 starting hole 39 located in the right flow-down passage 89, and it is more advantageous to aim for the left flow-down passage 88 and aim for the special pattern 1 variation than to aim for the right flow-down passage 89 and aim for the special pattern 2 variation, so a left-hit display (off state) is displayed.
[0227] (Status display) The status display using the pattern display device 76 is composed of a total of two status display LEDs 76i, 76j, including one high probability notification LED 76i that indicates whether or not at least one of the probability change function (special pattern probability change function) that changes the jackpot lottery probability of the special pattern (special pattern 1, special pattern 2) variable display and the probability change function (normal pattern probability change function) that changes the jackpot lottery probability of the normal pattern variable display is operating, and one fluctuation shortening notification LED 76j that indicates whether or not at least one of the fluctuation shortening function (special pattern fluctuation shortening function) that shortens the fluctuation time of the special pattern (special pattern 1, special pattern 2) variable display and the fluctuation shortening function (normal pattern fluctuation shortening function) that shortens the fluctuation time of the normal pattern variable display is operating.
[0228] For example, the high probability notification LED 76i is turned on in the low probability high base state (when the normal probability variable function is activated), the high probability low base state, and the high probability high base state, thereby notifying that the special probability variable function or the normal probability variable function is activated in the current game state. On the other hand, in the low probability low base state, the low probability high base state (when the normal probability variable function is not activated), the big win game state, and the small win game state, the LED 76i is turned off, thereby notifying that the special probability variable function or the normal probability variable function is not activated in the current game state.
[0229] The fluctuation shortening notification LED 76j is turned on in the low probability high base state (when the normal chart fluctuation shortening function is activated), the high probability low base state (when the special chart fluctuation shortening function is activated), and the high probability high base state, thereby notifying that the special chart fluctuation shortening function or the normal chart fluctuation shortening function is activated in the current game state. On the other hand, in the low probability low base state, the low probability high base state (when the normal chart fluctuation shortening function is not activated), the high probability low base state (when the special chart fluctuation shortening function is not activated), the big win game state, and the small win game state, the LED 76j is turned off, thereby notifying that the special chart fluctuation shortening function or the normal chart fluctuation shortening function is not activated in the current game state.
[0230] In addition, the high probability notification LED 76i is set to be in a lighting state when at least one of the special probability function and the normal probability function is activated, but it is not limited to this, and may be configured to be in a lighting state only when the special probability function is activated. Also, it may be configured to be in a lighting state only when the normal probability function is activated.
[0231] In addition, the variation shortening notification LED 76j is turned on when at least one of the special chart variation shortening function and the general chart variation shortening function is activated, but it is not limited to this, and may be configured to be turned on only when the special chart variation shortening function is activated. Also, it may be configured to be turned on only when the general chart variation shortening function is activated.
[0232] Also, the high probability notification LED 76i may be configured to indicate whether the special chart probability variable function or the normal chart probability variable function is operating in the current game state only when the power is turned on, and in this case, even if the game state changes and the operation of the special chart probability variable function or the normal chart probability variable function changes, it is desirable to keep the LED 76i in a non-illuminated or lit state regardless of the operation of the special chart probability variable function or the normal chart probability variable function. The fluctuation shortening LED 76j may also be configured in a similar manner.
[0233] Also, the fluctuation reduction notification LED 76j may be configured not to be turned on when the current game state is a micro-time-saving game state, regardless of whether the normal game fluctuation reduction function is operating or not. On the other hand, when the current game state is a time-saving game state, it is preferable that the fluctuation reduction notification LED 76j be turned on when the normal game fluctuation reduction function is operating.
[0234] In this way, the fluctuation reduction notification LED 76j may be configured not to light up in the minute time-saving game state, but to light up only in the time-saving game state. This makes it impossible to know that the minute time-saving game state is in effect from the lighting state of the fluctuation reduction notification LED 76j, so it is possible to conceal from the player whether the current game state is in the minute time-saving game state or the normal game state. However, this is not limited to this, and the LED may be configured to light up when the normal fluctuation reduction function is operating even in the minute time-saving game state.
[0235] Also, if the game state when the power is turned on is the minute time-shortening game state, the fluctuation shortening notification LED 76j may be configured to be lit, and if the game state changes thereafter and becomes the minute time-shortening game state again, the fluctuation shortening notification LED 76j may be configured not to be lit. In this way, the fluctuation shortening notification LED 76j is lit only when the power is turned on, so that it is possible to know whether the minute time-shortening game state is in the minute time-shortening game state or not only when the power is turned on.
[0236] (Decorative pattern change game, reserved display) In the image display means 31, a decorative pattern variation game is performed in which a plurality of decorative patterns 100, 101, 102 are displayed in a variable manner in parallel with the special pattern 1 variable display or special pattern 2 variable display using the pattern display device 76. The decorative patterns 100, 101, 102 are mainly composed of character sections 100a, 101a, 102a and number sections 100b, 101b, 102b, and nine different characters are displayed in the character sections 100a, 101a, 102a corresponding to the numbers 1 to 9 in the number sections 100b, 101b, 102b.
[0237] The three decorative patterns, left 100, middle 101, and right 102, start to change as they are scrolled in a predetermined direction (e.g., high-speed changing display), and the left 100, middle 101, and right 102 are stopped and displayed at approximately the same time as the special pattern 1 changing display or the special pattern 2 changing display stops changing.
[0238] If the result of the special symbol 1 variation display or the special symbol 2 variation display is a jackpot stop light emission pattern, the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 are all the same pattern, resulting in a jackpot display mode, and if it is a miss stop light emission pattern, at least one or all of the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 are stopped and displayed in a miss display mode. Also, a decorative symbol variation game that finally results in a jackpot display mode is called a jackpot variation pattern, and a decorative symbol variation game that finally results in a miss display mode is called a miss variation pattern.
[0239] Incidentally, the types of the decorative patterns 100, 101, and 102 may be configured to include those other than those mentioned above. For example, when the result of the special pattern 1 variable display or the special pattern 2 variable display is a small win stop light emission pattern, at least one or all of the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 may be configured to be stopped and displayed as a small win pattern consisting of the character parts 100a, 101a, and 102a and the number parts 100b, 101b, and 102b indicating a small win. Similarly, it may be configured to stop and display a big win pattern consisting of the character parts 100a, 101a, and 102a and the number parts 100b, 101b, and 102b indicating a big win, or a loss pattern consisting of the character parts 100a, 101a, and 102a and the number parts 100b, 101b, and 102b indicating a loss. In addition, a decorative pattern change game in which a small win display mode in which a small win pattern is ultimately displayed stopped is called a small win change pattern.
[0240] Here, in each decorative pattern variation game (big win variation pattern, small win variation pattern, miss variation pattern), before the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 are stopped and displayed, it is possible to execute a reach state in which some of the patterns that constitute the common stopping points among the decorative patterns 100, 101, and 102 that will ultimately be stopped and displayed are in a provisional stopping state (a state in which they are not displayed for certain).
[0241] In addition, each decorative symbol variation game in which the reach state is executed is called a reach variation pattern (big win reach variation pattern, small win reach variation pattern, miss reach variation pattern). Specifically, when the left decorative symbol 100 finally becomes a 7 symbol (number part 100b is a 7 symbol), the center decorative symbol 101 becomes a 7 symbol (number part 101b is a 7 symbol), and the right decorative symbol 102 becomes a 7 symbol (number part 102b is a 7 symbol), the left decorative symbol 100 and the right decorative symbol 102 are temporarily stopped at the 7 symbol (number parts 100b, 102b are 7 symbols), and the center decorative symbol 101 is scrolled. In addition, when the left decorative pattern 100 is finally displayed as a 7 (number part 100b is a 7), the middle decorative pattern 101 is finally displayed as a 6 (number part 101b is a 6), and the right decorative pattern 102 is finally displayed as a 7 (number part 102b is a 7), the left decorative pattern 100 and the right decorative pattern 102 are temporarily stopped at the 7 (number parts 100b, 102b are 7), and the middle decorative pattern 101 is scrolled. By executing such a reach performance, the game result differs depending on whether the middle decorative pattern 101 being scrolled stops at the 7 (number part 101b is a 7) or the 6 (number part 101b is a 6), so that the player can be given a sense of expectation about the end of the line.
[0242] During this reach state, it is possible to execute a reach effect as an effect to give a greater sense of expectation by inciting how the center decorative pattern 101 will stop. The reach effect is performed in synchronization with the image effect by the image display means 31, using sound effects by the speakers 19a, 19b, 19c, and 19d, light emission effects by the LEDs 63a and 64a, movable object effects by movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)), operation effects by the operation means 14a, and the like.
[0243] In addition, the image display means 31 also displays various effects to suggest and predict the results of the decorative symbol variation game in association with the decorative symbol variation game. Such effects are also performed in synchronization with the decorative symbol variation game and the advance notice effect, such as sound effects, light emission effects, movable object effects, and operation effects. In this embodiment, the effects executed using such various effect means that suggest and notify the winning expectation rate of the decorative symbol variation game (the winning expectation rate of a big win, the winning expectation rate of a small win, the winning expectation rate of a losing time reduction, etc.) are called advance notice effects.
[0244] In addition, in the image display means 31, in parallel with the special symbol 1 variable display or special symbol 2 variable display using the symbol display device 76, in addition to the decorative symbol variable game, a mini symbol variable game in which a variable display is executed by the mini symbol 103a is executed. This mini symbol variable game is displayed at the edge of the display area of the image display means 31, and the variable display is executed in a variable area smaller than the variable area in which the decorative symbol variable game is executed. The mini symbol 103a is mainly composed of only the number part of 1 to 9, and the variable display is started by switching and displaying the left mini symbol, the middle mini symbol, and the right mini symbol in a predetermined order, and the left mini symbol, the middle mini symbol, and the right mini symbol are also stopped and displayed at approximately the same timing as the variable display of the special symbol 1 variable display or the special symbol 2 variable display stops.
[0245] The role of the mini symbol 103a is mainly to counter the risk of the decorative symbol variation game becoming difficult or impossible to see. For example, when the movable objects (lower movable object 30a, upper movable object 30b) located in front of the image display means 31 move to the front of the display screen, the decorative symbol variation game may become invisible due to the movable objects (lower movable object 30a, upper movable object 30b). Even in such a case, by displaying the mini symbol 103a so that the visibility is not impaired, it is possible to always display the contents of the pattern variation game (decorative symbol variation game or mini symbol variation game) synchronized with the special symbol 1 variation display or special symbol 2 variation display on the image display means 31. Due to such nature, the mini symbol variation game is basically executed in a manner synchronized with the decorative symbol variation game. In addition, by displaying the mini symbol variation game while always maintaining its visibility, it is possible to display it in such a manner that the decorative symbols 100, 101, and 102 are temporarily invisible, for example. In this way, the presence of the mini-pattern 103a makes it possible to provide variety in the way the decorative patterns 100, 101, and 102 are displayed.
[0246] Also, the mini pattern 103a is configured to be composed of only a number part, but it may be configured to have a character part (or only a character part). Furthermore, the types of mini pattern 103a may be configured to include those other than those described above. For example, when the result of the special pattern 1 variable display or the special pattern 2 variable display is a small win stop light emission pattern, at least one or all of the left mini pattern, the middle mini pattern, and the right mini pattern may be configured to be stopped and displayed as a small win pattern composed of a character part or a number part indicating a small win. Similarly, it may be configured to stop and display a big win pattern composed of a character part or a number part indicating a big win, or a loss pattern composed of a character part or a number part indicating a loss.
[0247] Furthermore, the image display means 31 displays a reserved display 104a indicating the current number of reserved memories in response to the special symbol 1 memory display and special symbol 2 memory display. The reserved display 104a is displayed in a form in which a predetermined dynamic animation is added to a reserved image to indicate the presence or absence of reserved items. The reserved images are displayed in the same number as the current number of reserved memories (e.g. 1 to 4). (104b indicates the undisplayed unreserved display portion that has not yet been reserved.)
[0248] The reserved images are displayed in the reserved display area 104 at a predetermined interval, starting from the side closest to the reserved display area 105 for displaying the image of the reserved 105a. Here, the reserved 105a is a display object corresponding to the currently changing special symbol 1 memory display or special symbol 2 memory display, and when the changing special symbol 1 memory display or special symbol 2 memory display ends, the corresponding reserved image is deleted. If the special symbol 1 memory display or special symbol 2 memory display increases based on the special symbol 1 start means or special symbol 2 start means detecting a game ball during the special symbol 1 change display or special symbol 2 change display, one additional reserved image is displayed in the reserved display area 104 (reserved display 104a is displayed in the non-reserved display location 104b on the side closer to the reserved display area 105).
[0249] In addition, when the special pattern 1 memory display or special pattern 2 memory display is decreased based on the end of the changing special pattern 1 change display or special pattern 2 change display and the start of a new special pattern 1 change display or special pattern 2 change display, the reserved image is deleted and the top reserved image in the reserved display area 104 is shifted toward the reserved display area. At this time, if there are multiple reserved images (maximum 4), each reserved image is also shifted toward the front of the queue by one.
[0250] Also, the image display means 31 displays a special symbol 1 storage number display 106a that displays the current number of special symbol 1 storage displays, and a special symbol 2 storage number display 106b that displays the current number of special symbol 2 storage displays. Here, FIG. 1-5 shows a situation where there are two special symbol 1 storage displays and zero special symbol 2 storage displays, and the special symbol 1 storage number display 106a displays "2" indicating two, and the special symbol 2 storage number display 106a displays "0" indicating zero. Also, in the reserved display area 104, the reserved display 104a shows a situation where there are two reserved displays 104a, and two reserved display areas 104b that have not been displayed are displayed in the reserved display area 104a.
[0251] (Preview notice) The pre-reading notice is a type of notice presentation, in which, for a reserved memory waiting for execution of a decorative pattern changing game, a presentation is executed to suggest the expected probability of winning for the target reserved display 104, before the decorative pattern changing game corresponding to the target reserved memory is executed, by utilizing the display mode of the reserved image and a future decorative pattern changing game that is executed before the decorative pattern changing game corresponding to the target reserved display 104.
[0252] The pre-reading preview effects are implemented using image effects utilizing the image display means 31, as well as audio effects using speakers 19a, 19b, 19c, 19d, light emission effects using LEDs 63a, 64a, and movable object effects using movable objects (middle push button movable objects, side unit movable objects, and board side movable objects (lower movable object 30a, upper movable object 30b)).
[0253] In this embodiment, the display mode of the reserved image is changed (for example, from white to blue, yellow, green, red, rainbow, etc.), and the pre-reading notice that suggests the probability of winning in advance according to the change mode is called the reserved change performance. (For example, the probability of winning increases in the order of blue → yellow → green → red → rainbow, and rainbow indicates a confirmed win.)
[0254] (Pseudo consecutive announcement) The pseudo consecutive announcement is a type of announcement performance, and executes a pseudo-variable display using the variable display of the decorative symbols 100, 101, and 102. Specifically, in one decorative symbol variable game, some or all of the decorative symbols 100, 101, and 102 are temporarily stopped, and the decorative symbols are changed and displayed again from the temporary stopped state, and this pseudo-variable is repeated one or more times. This makes it possible to give the player an illusionary effect as if multiple decorative symbol variable games were being played, even though in reality it is only one decorative symbol variable game.
[0255] In such a pseudo consecutive announcement, the winning expectation of the decorative symbol variation game is suggested according to the number of times the pseudo variation is executed. In other words, the more times the pseudo variation is executed by the pseudo consecutive announcement in one decorative symbol variation game, the higher the winning expectation of the decorative symbol variation game.
[0256] (Step Up Notice) The step-up notice is a type of notice performance, and is a performance with multiple performance steps. Specifically, it is a notice that develops from the first step-up 1 performance (SU1 performance) to multiple step-up N (N≦2) performances, and the higher the development result (the larger the value of N), the higher the expectation of winning the decorative pattern variation game. The development of the step-up performance may be developed in stages, such as SU1 performance → SU2 performance → SU3 performance, or it may be developed by skipping a certain stage, such as SU1 performance → SU3 performance.
[0257] (Background change notice) A background change notice is a type of notice effect. During a decorative symbol variation game, it is a notice effect that shifts the current effect stage to a different other effect stage. When the effect stage changes, for example, the design of the background image, the designs of the character parts 100a, 101a, 102a and the number parts 100b, 101b, 102b of the decorative symbols 100, 101, 102, the hold image of the hold display 104, and the design of the hold image of the hold display 105 are changed to contents corresponding to the destination effect stage. And, according to the type of the effect stage to be shifted and the content of the stage shift effect that occurs during the effect stage shift, the winning expectancy of the decorative symbol variation game is configured to increase.
[0258] (Moving object) On the game board 8, as moving objects for effects, a lower moving object 30a arranged at a position that does not obstruct the flow of game balls in the lower front side of the image display means 31 and an upper moving object 30b arranged at a position that does not obstruct the flow of game balls in the upper front side of the image display means 31 are mounted. The lower moving object 30a and the upper moving object 30b are each configured to be movable within a movable space formed between the image display means 31 and the veneer plate 80 (or transparent resin plate). The lower moving object 30a is formed with a design having a picture of a predetermined character, moves from the origin position in the lower front side of the image display means 31 toward the upper side direction of the movable space, stops the moving operation when reaching the effect position in the center front side of the display area of the image display means 31, and performs a light emission effect by LEDs (light emission by the LEDs of the moving object LED substrate installed inside the moving object, or light emission by the LEDs 64a mounted on the game frame 5 side and the LEDs 63a mounted on the game board 8 side) or a predetermined effect operation (a stop operation at the effect position or a vibration operation that vibrates the moving object slightly, etc.) at this effect position, and is then configured to be able to return to the origin position.
[0259] On the other hand, the upper movable object 30b is formed with a logo design having a predetermined character string, and moves from an origin position at the upper front side of the image display means 31 toward the lower side of the movable space, and when it reaches a performance position at the front center of the display area of the image display means 31, it stops moving, and at this performance position, it performs an LED light-up performance (light-up by the LED on the movable object LED board installed inside the movable object, or light-up by LED 64a mounted on the game frame side or LED 63a mounted on the game board side) or a predetermined performance operation (such as a stopping operation at the performance position or a vibration operation that vibrates the movable object in small increments), and is then configured to be able to return to the origin position.
[0260] Such movable performance actions by the lower movable object 30a and the upper movable object 30b are performed by control instructions from the performance control unit 540. The performance control unit 540 is configured to be able to execute a movement pattern that moves only the lower movable object 30a, a movement pattern that moves only the upper movable object 30b, and a movement pattern that moves the lower movable object 30a and the upper movable object 30b at the same time. In this way, a series of movable performances using a single or multiple movable objects are realized by executing various movement patterns by the performance control unit 540.
[0261] FIG. 2-1 shows a memory map of the main control unit 520.
[0262] (Memory Map) The address area from the first address 0000H to 01EBH (00C6H to 0112H, 0130H to 0150H, 017CH to 01EBH are unused) is assigned to the built-in RWM which is readable / writable. Next, the address area from 1000H to 1073H is assigned to the built-in registers (≒built-in function registers) which are partially readable / writable. Next, the address area from 8000H to A32FH (8A36H to 9000H, 9935H to 9C10H, A07DH to A2000H, A32FH to the last address FFFFH are unused) is assigned to the built-in ROM which is readable but not writable.
[0263] Here, among the address areas to which the built-in RWM is assigned, the address area from 0000H to 0130H (00C6H to 0112H are unused) contains the work area of the used area and the stack area of the used area (collectively referred to as the RWM inside the used area). Also, among the address areas to which the built-in RWM is assigned, the address area from 0150H to 0200H (017CH to 01EBH are unused) contains the work area outside the used area and the stack area outside the used area (collectively referred to as the RWM outside the used area). The RWM inside the used area is an area that is determined to be within a specified upper limit capacity in the regulations regarding the certification of gaming machines and the certification of models (the memory capacity of the RWM is 1024 bytes), and the RWM outside the used area is an area that is provided separately from that.
[0264] Among the address areas to which the built-in ROM is assigned, the address area from 8000H to 9935H (8A36H to 9000H is unused) is where the programs in the used area and the data in the used area (collectively referred to as the programs in the used area) are located. Furthermore, among the address areas to which the built-in ROM is assigned, the address area from 9C10H to A32FH (A07DH to A200H is unused) is where the programs outside the used area and the data outside the used area (collectively referred to as the programs outside the used area) are located. The programs in the used area are areas that are determined to be within a specified upper limit capacity in the regulations regarding the certification of gaming machines and the certification of models (ROM storage capacity is a maximum of 16KB), and the programs outside the used area are areas that are provided separately from that.
[0265] A program in the used area can reference the data area in the used area and reference and update the RWM in the used area, but can only reference the RWM outside the used area and cannot update it. Also, a program outside the used area can reference the data area outside the used area and reference and update the RWM outside the used area, but can only reference the RWM in the used area and cannot update it. Therefore, if you want to update the RWM outside the used area while a program in the used area is being processed, you need to call a program outside the used area and update the RWM outside the used area during program processing outside the used area. The same is true when updating the RWM in the used area while a program outside the used area is being processed.
[0266] 2-2 and 2-3 show flowcharts of system processing executed by the main control unit 520 when the power is turned on.
[0267] (Main control system processing) This system processing is executed by a program in the area of use.
[0268] When system processing begins, the first initial settings (S1000) include prohibiting the execution of timer interrupt processing, setting the stack pointer, disabling the protection state of the RWM area and disabling RWM protection to make it readable / writable, disabling the prohibited area to disable the occurrence of an illegal access reset when an access-prohibited area of the RWM area is accessed, and turning off the launch control signal to prevent inadvertent launch before game play begins.
[0269] Next, sub-CPU boot wait processing (S1001) is executed. Here, a wait processing is executed for a predetermined time until the initial settings of the performance control unit 540 are completed and the unit is ready to receive commands. During this wait processing, the WDT is cleared and a power supply abnormality check processing is executed. If a power supply abnormality is confirmed by this power supply abnormality check processing, a power off command 1 (BA33H) and a power off command 2 (BA55H) are sent to the performance control unit 540. When the performance control unit 540 receives the power off command 2 (BA55H), a black screen is displayed on the image display means 31. Furthermore, the performance control unit 540 enters a state of waiting for a WDT reset by an infinite loop processing.
[0270] When the sub-CPU boot wait process ends, a standby screen display command (BA08H) is sent to the performance control unit 540 (S1002). When the performance control unit 540 receives the standby screen display command (BA08H), the image display means 31 displays "Please Wait" in white text on a black screen.
[0271] Next, the chip code is transmitted (S1003) to the performance control unit 540. A different value is set for this chip code for each one-chip microcomputer, and the value is stored in a chip code register as unique identification information.
[0272] The performance control unit 540 stores the chip code received when the power is first turned on, and each time the power is turned on, it judges whether the newly received chip code matches the chip code already stored. If the chip codes match, it is determined that a normal chip code has been received and no special processing is performed, but if they do not match, it is possible to issue an abnormality alert that an abnormal chip code has been received. This makes it possible to determine whether the main control unit 520 may have been illegally replaced by cheating or the like.
[0273] Next, the CPU 101 waits for the start of the dispensing control unit 510 while repeatedly executing the WDT clear process and the power supply abnormality check process until it is determined that the communication signal from the dispensing control unit 510 is ON (S1004).
[0274] After the process up to S1004 is completed, it is then determined whether or not the setting change conditions for performing the setting change process capable of changing the setting value are satisfied (S1005). In S1005, if the inner frame 3 is in an open state with respect to the outer frame 2 (the inner frame opening switch 35b is in an ON state), the RWM clear switch 522 is in a pressed state (ON state), and the setting key switch 523 is in a rotated state (ON state), it is determined that the setting change conditions are satisfied, and the setting change process (S1006) is executed.
[0275] (Settings change processing) In the setting change process (S1006), first, a setting change start command (BA76H) is transmitted to the performance control unit 540. When the performance control unit 540 receives the setting change start command (BA76H), "Setting change in progress" is displayed in white letters on a black screen on the image display means 31, and the sound "Setting change in progress" is output from the speakers 19a, 19b, 19c, and 19d.
[0276] Next, the backup flag is cleared, and the setting value information is acquired from the setting value storage area of the RWM in the used area into the register, and it is determined whether the acquired setting value is an abnormal value (a value other than 00H to 05H corresponding to the six levels of setting 1 to setting 6). If it is an abnormal value, the acquired setting value is corrected to a normal value (00H). However, at this time, the value in the setting value storage area is not changed.
[0277] Next, input information of the RWM clear switch 522 is obtained. The RWM clear switch 522 functions as a setting value change operation means for changing the setting value while the setting is being changed. When the setting value change operation means is operated, the obtained setting value is updated (+01H). At this time, if the updated setting value exceeds 05H corresponding to setting 6 (05H → 06H), it is corrected to 00H corresponding to setting 1, so that the setting value is switched cyclically within the range of settings 1 to 6.
[0278] Thereafter, the setting display means 521 displays the setting value information (any of the setting 1 to setting 6) based on the acquired setting value or the updated setting value.
[0279] Then, it is determined whether the setting key switch 523 is in the ON state, and if it is in the ON state, the above-mentioned process is repeated from again obtaining the input information of the RWM clear switch 522, and if it is in the OFF state, the current setting value is stored in the setting value memory area to confirm the setting value, and setting value commands (BA70H to BA75H corresponding to the six stages of setting 1 to setting 6) are sent to the performance control unit 540, and the setting change process is terminated.
[0280] Even while changing the settings, the WDT is cleared and a power supply abnormality check is performed, so that power supply abnormalities and program abnormalities can be dealt with while changing the settings.
[0281] During the setting change, security information is sent to the hall computer as external output information.
[0282] Incidentally, even if there is only one setting stage, the setting change process may be configured to be executable, in which case the setting value will not be changed even if the setting value change operation means is operated. However, in terms of internal control processing, the acquired setting value (e.g., 00H) may be updated (+01H), and the updated setting value may be determined to exceed 00H corresponding to setting 1, and then corrected again to 00H corresponding to setting 1. By configuring in this way, even if there is a setting stage for each model, the only program modification required is a change in the numerical value, so most of the programs can be standardized.
[0283] On the other hand, if it is determined in S1005 that the setting change condition is not satisfied, the process proceeds to S1007 to determine whether the setting value is abnormal. In S1007, setting value information is obtained from the setting value storage area of the RWM in the usage area, and it is determined whether the obtained setting value is an abnormal value (a value other than 00H to 05H corresponding to the six levels of setting 1 to setting 6). If it is determined that the setting value is abnormal, an RWM error process (S1008) is executed.
[0284] If it is determined in S1007 that the setting value acquired from the setting value storage area is not an abnormal value, the process proceeds to determining the backup flag in S1009. In S1009, it is determined whether the backup flag, which is set when power cut processing was normally performed at the time of the previous power cut, is in the ON state (AA55H). If it is determined that the backup flag is not in the ON state (≠ AA55H), the RWM error process (S1008) is executed.
[0285] (RWM error handling) In the RWM error process (S1008), the main control unit 520 controls the game to a game stop state where the progress of the game program is stopped. Specifically, information indicating that the game is stopped (displaying "E") is displayed on the performance display LED 521, and an RWM error command (BA7FH) is transmitted to the performance control unit 540. When the performance control unit 540 receives the RWM error command (BA7FH), "Please change the setting" is displayed in white letters on a black screen on the image display means 31, and a predetermined error sound is output from the speakers 19a, 19b, 19c, and 19d.
[0286] After that, an infinite loop process is executed to repeatedly clear the WDT and check for power abnormalities. Once the game has stopped due to the RWM error process (S1008), the game stop state will not be resolved and the infinite loop process will continue unless the power is turned on again with the power switch and the setting change process (S1006) is executed.
[0287] In addition, during the game stop state, the device is configured to transmit security information to the hall computer as external output information.
[0288] Incidentally, even if there is only one setting stage, the RWM error process (S1008) may be configured to be executable. By configuring in this way, even if there is a setting stage for each model, the only program modification is to change the numerical values, so most of the programs can be standardized.
[0289] On the other hand, if it is determined in S1009 that the backup flag is ON (AA55H) (=AA55H), the process proceeds to S1010 to determine whether the RWM clear condition is satisfied. In S1010, it is determined whether the RWM clear switch 522 is ON (depressed). As a result, if it is determined to be ON, the RWM clear process (S1011) is executed.
[0290] (RWM clear processing) In the RWM clear process (S1011), a used area RWM clear process is executed to clear all of the RWM areas within the used area except the setting value storage area (the RWM outside the used area is not subject to the clear process). Furthermore, an initialize command (BA01H) and an RWM clear command (BA02H) are sent to the performance control unit 540. When the performance control unit 540 receives the initialize command (BA01H), an initialize operation is executed to drive the movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)) in a predetermined operation pattern to check the operation. Furthermore, when the performance control unit 540 receives the RWM clear command (BA02H), an RWM clear notification is executed for a predetermined time (e.g., 30 seconds) using the image display means 31, speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, etc. to notify that the RWM has been cleared. At this time, the image display means 31 displays a default background screen indicating the initial state, and the decorative patterns 100, 101, and 102 are displayed in a predetermined display mode (e.g., "2", "3", and "7") indicating the state after the RWM is cleared.
[0291] Next, the initial setting at the time of RWM clear is performed according to the use area RWM clear processing. In the initial setting at the time of RWM clear, the setting of the fraud information timer for measuring the notification time (30 seconds) of the RWM clear notification, the setting of a specific miss stop light emission pattern for displaying each of the special symbol 1 variable display LED 76a and the special symbol 2 variable display LED 76b in a specific miss stop light emission pattern, and the setting of the rescue activation number counter for activating the rescue mode (time-saving game state) when the number of times of the special symbol 1 variable display or the special symbol 2 variable display reaches a preset specific number (900 times) are performed. After these settings are completed, the RWM clear processing (S1011) is terminated.
[0292] Moreover, the RWM clear process (S1011) is configured to be executed not only when it is determined in S1010 that the RWM clear switch 522 is in the ON state, but also after the setting change process (S1006) is completed. Therefore, when the setting change process (S1006) is performed, the RWM clear process (S1011) is also executed.
[0293] On the other hand, if it is determined in S1010 that the RWM clear switch 522 is OFF (not pressed), the process proceeds to determining whether the setting confirmation condition in S1012 is satisfied. In S1012, if the inner frame 3 is open relative to the outer frame 2 (the inner frame open switch 35b is ON) and the setting key switch 523 is rotated (ON), it is determined that the setting confirmation condition is satisfied, and a setting confirmation process (S1013) is executed.
[0294] (Settings confirmation process) In the setting confirmation process (S1013), first, setting value information is obtained from the setting value memory area of the RWM in the used area and stored in a register, and based on the obtained setting value, setting value information (information on any of settings 1 to 6) is displayed on the setting display means 521.
[0295] Next, a setting check start command (BA60H to BA65H corresponding to the six stages of setting 1 to setting 6) is sent to the performance control unit 540. When the performance control unit 540 receives the setting check start command, a setting history list screen is displayed on the image display means 31 along with a black screen displaying "Settings being changed" in green text. In addition, the sound "Settings being changed" is output from the speakers 19a, 19b, 19c, and 19d. When the setting history list screen is displayed, it is possible to check the history information of the setting values thus far, the setting time, and the like by using the operation means 14a and the cross button 18.
[0296] The history information can display up to 50 previous setting information, and each time new history information is updated, the oldest history information (the 50th time) is deleted. The setting time can be displayed up to 999:59 (minutes). When the setting history list screen is displayed, the setting history can be cleared by pressing and holding the up and down keys on the directional pad for three seconds.
[0297] Then, it is determined whether the setting key switch 523 is in the ON state, and if it is in the ON state, the above-mentioned process is repeated from again obtaining the input information of the RWM clear switch 522, and if it is in the OFF state, a setting value command (BA70H to BA75H corresponding to the six stages of setting 1 to setting 6) is sent to the performance control unit 540, and the setting confirmation process (S1013) is terminated.
[0298] Even during the setting check, the WDT is cleared and a power supply abnormality check is performed, so that a power supply abnormality or program abnormality can be dealt with during the setting check.
[0299] In addition, while the settings are being confirmed, security information is sent to the hall computer as external output information, and the security signal is configured to be output for a specified period of time (30 seconds) even after the settings confirmation is completed.
[0300] Incidentally, even if there is only one setting stage, the setting confirmation process (S1013) may be configured to be executable. By configuring in this way, even if there is a setting stage for each model, the program only needs to be modified by changing the numerical values, so most of the programs can be standardized.
[0301] On the other hand, if it is determined in S1012 that the setting confirmation condition is not met, the process proceeds to backup restoration processing in S1014.
[0302] (Backup recovery process) In the backup recovery process (S1014), recovery procedures for various game processes are carried out based on the backup data that was backed up at the time of power outage.
[0303] It also transmits an initialize command (BA01H) and a backup restore command (BA03H) to the performance control unit 540. When the performance control unit 540 receives the setting change start command (BA76H), the image display means 31 displays "Power has been restored. Please resume play" in white text on a black screen. In parallel with this, the initialize command is also executed to initialize the movable objects (center push button movable objects, side unit movable objects, and board side movable objects (lower movable objects 30a, upper movable objects 30b)). When the transmission of commands to the performance control unit 540 is completed, the backup restore process (S1014) is terminated.
[0304] Moreover, the backup restoration process (S1014) is configured to be executed not only when it is determined in S1012 that the setting check condition is not satisfied, but also after the setting check process (S1013) is completed. Therefore, when the setting check process (S1013) is performed, the backup restoration process (S1014) is also executed.
[0305] To summarize the above-mentioned processing, the main control system processing performs any one of the following processing (1) to (4). (1) Setting change process (S1006) + RWM clear process (S1011) (2) RWM clear process (S1011) (3) Setting confirmation process (S1013) + backup restoration process (S1014) (4) Backup recovery process (S1014) Then, after any of the processes (1) to (4) is performed, the game start clear process (S1015) shown in FIG. 2-3 is performed. In this process, the error information storage area for storing the error information of the use area RWM is cleared. Specifically, the backup flag, the power supply abnormality counter for storing the number of times the power supply abnormality is judged, the payout abnormality counter for storing the number of times the payout control unit 510 is judged to be abnormal, the error flag for judging various errors (ball jam, supply shortage, counting abnormality, disconnection, door open, prize slot error, radio wave error, magnetic error, etc.), the error detection timer for detecting various error states, and the error notification timer for managing various error notification times are cleared. As a result, when the power is turned on, the error information before the power cut is cleared, so that when the power-on process is performed, it is possible to return to a state in which the error state is released.
[0306] Next, game start setting (S1016) is performed. In this process, the internal function register is set and various settings related to the game are performed.
[0307] First, the internal function registers are set up, including the interrupt priority register, CTC control register, CTC data register, interrupt enable register, WDT control register, transmit prescaler register, 8-bit variable length random number maximum value register, 16-bit variable length random number maximum value register, and external latch control register.
[0308] The interrupt priority register is a register that sets the priority when multiple interrupt requests occur. In this embodiment, since only one CTC interrupt request is used, prioritization is not particularly required, but the priority of the interrupt request by the CTC to be used is set to be higher.
[0309] The CTC control register is a register that sets the method for setting the timer value by the CTC, and is set to a fixed value. The CTC data register is a register that sets a count value that determines the output timing of the interrupt request signal by the CTC, and in this embodiment, a count value equivalent to 4 ms is set to realize timer interrupt processing that occurs at 4 ms intervals.
[0310] The interrupt permission register is a register that sets permission / prohibition of an interrupt request signal by the CTC, and is set to an enabled state to generate a timer interrupt process (S1024 to S1045).
[0311] The WDT control register is used to set the WDT clear mode and timer settings. The transmission prescaler register is used to set the transmission baud rate for serial communication with the payout control unit 510.
[0312] The 8-bit variable length random number maximum value register sets the total number (e.g. 205) of special symbol random numbers used in the special symbol lottery process for drawing the types of stop symbols such as big win stop light emission patterns, small win stop light emission patterns, and miss stop light emission patterns in the special symbol 1 change display and special symbol 2 change display, and the total number (e.g. 200) of normal symbol random numbers used in the normal symbol lottery process for drawing the types of stop symbols such as win stop light emission patterns and miss stop light emission patterns in the normal symbol change display. Each random number circuit is configured to start by setting the maximum value (total number) of each random number in the 8-bit variable length random number maximum value register.
[0313] The 16-bit variable-length random number maximum value register sets the total number (e.g. 10,000) of special symbol change pattern random numbers used in the special symbol change pattern lottery process for drawing the change modes (change time and change performance) of the special symbol 1 change display and the special symbol 2 change display, and the total number (e.g. 30,000) of normal symbol change pattern random numbers used in the normal symbol change pattern lottery process for drawing the change modes (change time and change performance) of the normal symbol change display. Each random number circuit is configured to start by setting the maximum value (total number) of each random number in the 16-bit variable-length random number maximum value register.
[0314] The external latch control register performs settings to allow acquisition of each random number value when an acquisition signal for acquiring (latching) a random number value is input to each random number circuit (8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, 16-bit variable-length random number circuit).
[0315] In addition, multiple types of special pattern variable pattern random numbers may be provided, and the variable pattern may be determined using the multiple types of special pattern variable pattern random numbers.In this case, the 8-bit variable-length random number maximum value register may be configured to set the total number of second special pattern variable pattern random numbers (e.g., 240) or the total number of third special pattern variable pattern random numbers (e.g., 252).
[0316] Incidentally, a 16-bit fixed-length random number circuit is used for the random numbers for determining whether or not a jackpot is determined for the special symbol 1 variable display and the special symbol 2 variable display, and for the random numbers for determining whether or not a jackpot is determined for the normal symbol variable display, a 16-bit fixed-length random number circuit is used, and this 16-bit fixed-length random number circuit is configured to start automatically after a system reset of the main control unit 520 or a WDT reset. Therefore, there is no need to set a maximum value for the random number to start the random number circuit.
[0317] Also, the random numbers for jackpot determination, the random numbers for winning determination, the random numbers for special symbols, the random numbers for normal symbols, the random numbers for special symbol variation patterns, and the random numbers for normal symbol variation patterns may be generated by a program without using each random number circuit (software random numbers). In this case, it is desirable to configure the main loop process (S1017-S1023) and the timer interrupt process (S1024-S1045) that are cyclically executed to perform random number update processing for updating each random number value and setting the initial value of each random number value.
[0318] Next, various settings related to the game are performed, such as clearing the LED common port, setting the launch control signal to ON, and setting the operation confirmation display timer for the performance display LED 521.
[0319] In this embodiment, the performance display LED 521 and the pattern display device 76 are each controlled to light by a dynamic lighting method, and in the LED common port clearing process, the common data of the common port output to each is once cleared.
[0320] Next, the launch control signal that was set to OFF at the start of the main control system processing is set to ON, thereby allowing the launch operation of the game ball.
[0321] Finally, an operation check display timer is set to display the operation check display by fully blinking the performance display LED 521 for a predetermined time (about 5 seconds). This causes the performance display LED 521 to display the operation check display for the predetermined time every time the power is turned on, and after the operation check display for the predetermined time has ended, it starts displaying the base value.
[0322] Once these settings have been completed, the process proceeds to the main loop process (S1017 to S1023).
[0323] (Main loop processing) In the main loop process (S1017 to S1023), first, an interrupt disable process (S1017) is performed to disable the generation of an interrupt processing program. Next, all registers are saved to the stack area, and the table pointer register, which is the reference address for specifying the RWM area, is saved to the stack area (S1018 to S1019). After that, the main loop outside area process (S1020) arranged in the outside area program is called and executed. After the main loop outside area process (S1020) is executed, the table pointer register is restored, and all registers are restored (S1021 to S1022), and an interrupt enable process (S1023) is performed to enable the generation of an interrupt processing program.
[0324] While this series of main loop processes (S1017 to S1023) is being repeated, if an interrupt timing occurs at a predetermined cycle (4 ms cycle), timer interrupt processes (S1024 to S1045) are executed. Incidentally, since interrupt disable processes (S1017) are being executed while the main loop processes (S1017 to S1023) are being executed, timer interrupt processes (S1024 to S1045) are not executed. The timer interrupt processes (S1024 to S1045) are executed between the interrupt enable processes in S1023 and the next interrupt disable processes (S1017).
[0325] (Main loop outside area processing) Here, the processing outside the area in the main loop (S1020) will be described with reference to Fig. 2-5. Fig. 2-5 shows a flowchart of the processing outside the area in the main loop (S1020). The processing outside the area in the main loop (S1020) is called and executed during the execution of the main loop processing (S1017 to S1023).
[0326] When the processing outside the area in the main loop (S1020) is called, first the stack pointer of the area in use is saved, and a stack pointer outside the area in use is set (S1046).
[0327] Next, the RWM initialization determination process (S1047) is executed. Here, it is determined whether there is an abnormality in the contents of the RWM outside the use area, and if it is determined that an abnormality has occurred, the RWM outside the use area is cleared and initial data is set. Here, in order to determine whether an abnormality has occurred, in addition to monitoring whether the value of the display content pointer for specifying the display contents (real-time base value, first cumulative base value, second cumulative base value, third cumulative base value) of the performance display LED 521 is an abnormal value, whether the value of the division task pointer for managing the stage of the division task in the tallying and division process (S1048) of the performance display LED 521 is an abnormal value, it is also monitored whether the initial flag for determining whether it is the first time the power of the gaming machine 1 is turned on (at the time of the first power-on) is ON. This is because when the power is turned on for the first time, necessary data has not yet been set, and it is necessary to set the initial data.
[0328] Next, a performance display LED tally-up division process (S1048) is executed to calculate a base value to be displayed on the performance display LED 521. In the performance display LED tally-up division process (S1048), the number of winning balls associated with winning is counted when there is a winning in each winning hole (special symbol 1 starting hole 38, special symbol 2 starting hole 39, upper left winning hole 40, middle left winning hole 41, lower left winning hole 42, right winning hole 43, upper large winning hole 44, lower large winning hole 45), and the number of outs is counted when there is a winning ball in the out switch count 47a, and a base value is calculated based on the number of winning balls and the number of outs counted. The calculated base value is stored in the ratio buffer of the RWM outside the use area, and the base value stored in this ratio buffer is displayed on the performance display LED 521.
[0329] Finally, the stack pointer outside the area in use is restored (S1049), and the outside area processing in the main loop (S1020) ends.
[0330] FIG. 2-4 shows a flowchart of the timer interrupt process executed by the main control unit 520.
[0331] (Timer interrupt processing) When an interrupt timing occurs during execution of the main loop process (S1017 to S1023), a timer interrupt process (S1024 to S1045) is executed. In the timer interrupt process (S1024 to S1045), each process related to the game (game process) is executed in the following order of (1) to (18). (1) Power supply abnormality check process (S1024) that checks for power supply abnormalities and performs power cut processing in the event of an emergency. (2) Timer management process (S1025) for updating various timers used in game processing (3) An input management process (S1026) for creating and managing input data based on input information from switches (special symbol 1 start port switch 38a, special symbol 2 start port switch 39a, prize port switches 40a, 42a, 43a, big prize port switches 44a, 45a, right gate switch 46a, out switch 47a, etc.) (4) Random number circuit processing to check for abnormalities in the random number circuit (S1027) (5) A prize ball management process (S1028) that refers to the winning counter information, and if a winning occurs, transmits a payout control command (a prize ball command) that specifies the number of winning balls to the payout control unit 510. (6) Normal pattern management process (S1029) for monitoring ball entry into the right gate switch 46a (normal pattern start port switch), updating normal pattern reserved memory information, winning lottery process, normal pattern lottery process, normal pattern change pattern lottery process, and start and stop process of normal pattern change display (7) A normal electric role management process (S1030) that performs processes necessary for the execution of the electric chute support, such as the opening and closing operation of the movable piece 39b of the special pattern 2 starting hole 39. (8) Special symbol management process (S1031) for monitoring balls entering the special symbol 1 start switch 38a and the special symbol 2 start switch 39a, updating the special symbol reserved memory information, determining whether or not to execute a pre-reading notice, lottery processing for a big win, lottery processing for a special symbol, lottery processing for a special symbol change pattern, start processing and stop processing of the special symbol change display, and setting processing for transition of the game state (9) Special electric device management process (S1032) for executing winning games (jackpot games, small winning games) and setting the game state after the winning game (10) An error management process (S1033) that monitors whether an error (abnormality) has occurred in the game operation based on the detection information of various sensors (magnetic sensor 73, radio wave sensor 74, vibration sensor 75) and switches (ball counting switch 23c, supply depletion detection switch 23d, launch stop switch 34, frame opening switch 35, ball jam detection switch 36) and transmits an error command capable of identifying the type of error to the performance control unit 540. (11) A game information notification management process (S1034) for turning on the right-hand hit display LED 76g when right-hand hits are advantageous and turning off the right-hand hit display LED 76g when left-hand hits are advantageous. (12) External terminal management processing (S1035) for transmitting an external terminal signal related to external output information from the external terminal board 60 to the hall computer (13) Solenoid management process (S1036) for outputting drive signals (excitation signals) to the drive sources (the large prize opening / closing solenoids 70 and 71, and the special symbol 2 start opening / closing solenoid 72) (14) LED management processing (S1037) for updating the port output counter that manages the lighting cycle of the dynamic lighting control and outputting control signals (common data, lighting data) to the pattern display device 76 and the performance display LED 521 (15) Area transition processing that performs processing related to the transition between the use area program and the use area outside program, display processing for displaying the base value on the performance display LED 521, and processing related to the creation and output of the test firing test signal (S1038 to S1042) (16) An out command transmission process (S1043) for transmitting an out command indicating the detection information to the performance control unit 540 when the out switch 47a detects a game ball. (17) SPI communication start process (S1044) for outputting the serial data stored in the serial communication buffer (18) WDT clear processing (S1045)
[0332] Each of the above steps (1) to (18) will be described in detail below.
[0333] ((1) Power supply abnormality check process) In the power supply abnormality check process (S1024), first, information on the input port through which the power supply abnormality signal is input is obtained, and if the power supply abnormality signal is ON, the power supply abnormality counter is incremented (+01H), and if it is OFF, the value of the power supply abnormality counter is cleared (cleared to 00H). At this time, if the power supply abnormality signal is OFF, the process ends here. If the power supply abnormality signal is ON, the process continues, and a determination is made as to whether the incremented value of the power supply abnormality counter has reached a predetermined value (e.g., 02H). If it is determined that the predetermined value has been reached (if the power supply abnormality signal is determined to be ON twice in a row), it is determined that there is a power supply abnormality, and backup processing is executed. After that, an infinite loop process is executed to stop the progress of the game process in preparation for a power cutoff.
[0334] In the backup process carried out before the power is cut off, power off command 1 (BA33H) and power off command 2 (BA55H) are sent to the performance control unit 540. When the performance control unit 540 receives power off command 2 (BA55H), a black screen is displayed on the image display means 31. Incidentally, power off command 1 (BA33H) and power off command 2 (BA55H) are also sent to the performance control unit 540 if a power abnormality is confirmed in the power abnormality check process carried out during the setting change process S1006, RWM error process S1008, and setting confirmation process S1013.
[0335] Next, the backup flag is set to ON (AA55H). By setting the backup flag to ON (AA55H), it is possible to determine the next time the power is turned on that the backup process was performed normally before the power was cut off. Furthermore, the protection state of the RWM area is enabled, and the RWM protection is enabled to make the area readable / unwriteable, prohibiting any further rewriting of data in the RWM area.
[0336] After that, the solenoid ports for outputting the drive signals of the various solenoids (large prize opening / closing solenoids 70, 71, special symbol 2 starting opening / closing solenoid 72) controlled by the main control unit 520, the launch control signal, and the strobe signal sent when sending a command to the performance control unit 540 are cleared. Furthermore, the external output information (OFF signal) for turning off all outer end signals, the OFF data for turning off all common data output to the symbol display device 76 and the performance display LED 521, and the turn-off data for turning off all data output to the symbol display device 76 and the performance display LED 521 are stored in the serial communication output buffer, and output processing is started. This stops various functions before the power is cut off.
[0337] Finally, in order to prohibit the occurrence of timer interrupt processing, the interrupt enable register is set to a prohibited state, and interrupt prohibition processing is performed to prohibit the occurrence of the interrupt processing program (S1024 to S1045), and then the process transitions to an infinite loop process.
[0338] ((2) Timer management process) In the timer management process (S1025), the values of various timers used in the game process are updated. The types of timers that are the target include a normal map / normal power timer, a special map / special power timer, an illegal information timer, a magnetic error notification timer, a radio wave error notification timer, a prize slot error notification timer, a normal power prize valid timer, a large prize slot prize valid timer, and an operation confirmation display timer.
[0339] Here, the normal symbol / normal electric timer is a timer that manages the change time of the normal symbol change display, the light emission time of the stop light emission pattern (normal symbol confirmation time, normal symbol confirmation time), the opening time of the electric chute support, and the interval time before and after the opening, which are set whenever necessary.
[0340] The special symbol special light timer is a timer for managing the change time of the special symbol change display, the light emission time of the stop light emission pattern (special symbol determination time, special symbol determination time), the opening time of the large prize openings 44, 45, the interval time before the start of the jackpot, the interval time between rounds, and the interval time until the end of the jackpot, which are set whenever necessary.
[0341] The fraud information timer is a timer that is set whenever necessary and used to manage the RWM clear notification time, the fraud notification time due to fraudulent entry into the special pattern 2 starting port (a win when the electric chute support is not operating), and the fraud notification time due to fraudulent entry into the large prize ports 44, 45 (a win when the large prize ports 44, 45 are not open), etc.
[0342] The magnetic error alarm timer is a timer for setting and managing a magnetic error alarm time based on magnetic detection by the magnetic sensor 73. The radio wave error alarm timer is a timer for setting and managing a radio wave error alarm time based on radio wave detection by the radio wave sensor 74. The vibration error alarm timer is a timer for setting and managing a vibration error alarm time based on vibration detection by the vibration sensor 75. The prize opening alarm timer is a timer for setting and managing a fraud detection time based on fraudulent winning (each prize opening switch 40a, 42a, 43a detects continuously for a predetermined period of time) in multiple prize openings (upper left prize opening 40, middle left prize opening 41, lower left prize opening 42).
[0343] The regular electric winning validity timer is a timer for managing a predetermined winning validity time set after the electric chute support opening time has ended. The special electric winning validity timer is a timer for managing a predetermined winning validity time set after the large winning openings 44, 45 opening time has ended. The operation confirmation display timer is a timer for managing a time set for the operation confirmation display that causes the performance display LED 521 to flash completely.
[0344] In addition, in the timer management process, a 2-byte timer consisting of 2 bytes is basically used as the timer to be updated, but it is not limited to this and may be configured to use a 4-byte timer consisting of 4 bytes. In this case, in the timer management process (S1025), timer update processing for the 2-byte timer and timer update processing for the 4-byte timer are executed respectively.
[0345] ((3) Input management processing) In the input management process (S1026), switch input data (switch edge data and level data) is created based on the input information of switches (special pattern 1 start port switch 38a, special pattern 2 start port switch 39a, prize port switches 40a, 42a, 43a, large prize port switches 44a, 45a, right gate switch 46a, out switch 47a, etc.).
[0346] Furthermore, based on the created switch input data, a check is made to see if there has been any illegal entry into the special pattern 2 starting hole 39 and the large prize holes 44, 45, and if an illegal entry is determined to have occurred, the switch input data relating to the special pattern 2 starting hole 39 or the large prize hole 44, 45 determined to have been an illegal entry is cleared, and a fraud alarm time is set in the fraud information timer.
[0347] Next, the winning counter information is updated based on the switch input data. Based on the updated winning counter information, a winning ball command is sent to the payout control unit 510 in the winning ball management process (S1028) described later.
[0348] In addition, a plurality of winning counters are provided according to the number of winning balls. Finally, based on the switch input data, a switch pass command is sent to the performance control unit 540, and this process is completed.
[0349] ((4) Random number circuit processing) In the random number circuit process (S1027), a random number error status register (built-in register) that indicates an abnormality in the random number circuit is referenced to check whether there is an abnormality in the random number circuit. Here, the random number error status register indicates the status of each of the 8-bit fixed-length random number circuit, the 16-bit fixed-length random number circuit, the 8-bit variable-length random number circuit, and the 16-bit variable-length random number circuit individually, and is configured to be able to determine which random number circuit has an abnormality.
[0350] If it is determined that an abnormality has occurred in at least one of the random number circuits as a result of referring to the random number error status register, the random number circuit abnormality confirmation flag is set to the ON state (05AH) and a main board error command (E00BH) is sent to the performance control unit 540. When the performance control unit 540 receives the main board error command (E00BH), "main board error" is displayed on the image display means 31. If it is determined that no abnormality has occurred, the processing ends without setting the flag or sending a command.
[0351] Here, when the random number circuit abnormality confirmation flag is set to the ON state (05AH), the random number for winning judgment, the random number for normal symbols, and the random number for normal symbol fluctuation pattern, which are acquired when a ball is detected entering the right gate switch 46a, are each cleared (set to 00H) in the normal symbol management process (S1029) described later. By clearing the random number for winning judgment and the random number for normal symbols (set to 00H), the result of the winning / losing lottery and the normal symbol lottery is always a loss, and the result of the normal symbol fluctuation display is always a loss stop pattern. In addition, by clearing the random number for normal symbol fluctuation pattern (set to 00H), a normal symbol fluctuation pattern with a short fluctuation time and few fluctuation effects is selected.
[0352] Similarly, in the special symbol management process (S1031), the random numbers for determining a jackpot, the random numbers for special symbols, and the random numbers for special symbol fluctuation patterns, which are acquired when a ball is detected entering the special symbol 1 start hole switch 38a and the special symbol 2 start hole switch 39a, are also configured to be cleared (set to 00H). By clearing the random numbers for determining a jackpot and the random numbers for special symbols (set to 00H), the results of the win / lose lottery and the special symbol lottery are always a miss, and the result of the special symbol fluctuation display is always a miss stop pattern. Also, by clearing the random numbers for the special symbol fluctuation patterns (set to 00H), a special symbol fluctuation pattern with a short fluctuation time and few fluctuation effects is selected.
[0353] In this way, when it is determined that an abnormality has occurred in the random number circuit, in order to avoid malfunctions or goto (such as extracting only the winning value) due to the abnormality, it is configured to forcibly rewrite each acquired random value (random number for winning judgment, random number for normal symbol, random number with a variable pattern for normal symbol, random number for a big win judgment, random number for special symbol, random number with a variable pattern for special symbol) . Also, once the random number circuit abnormality confirmation flag is set to the ON state (05AH), the normal symbol management process (S1029) and the special symbol management process (S1031) will not be executed normally unless the random number circuit abnormality confirmation flag is cleared by the RWM clear process (S1011).
[0354] ((5) Prize ball management process) In the prize ball management process (S1028), the prize counter is referenced, and if it is determined that there is winning information in the prize counter, a prize ball command based on the winning information is sent to the payout control unit 510.
[0355] When sending a prize ball command, the winning information in the prize counter is cleared (the prize counter is decremented by 01H), so that one prize ball command is sent for one piece of winning information.
[0356] In addition, since multiple winning counters are provided according to the number of winnings, if any of the winning counters has winning information, a winning ball command will be sent to the payout control unit 510.
[0357] Incidentally, even if there is winning information in multiple winning counters, the prize ball command is configured to be sent only once in one prize ball management process (S1028), and the winning information of the winning counters that have not been processed is configured to be processed in the prize ball management process (S1028) of the next or subsequent timer interrupt process (S1024-S1045). By configuring in this way, the processing time required for the prize ball management process (S1028) is not affected by the number of winning information, so it is possible to keep the processing time constant.
[0358] In addition, the prize ball management process (S1028) determines whether the communication signal from the payout control unit 510 is in the ON state (normal state) or not, and if it is determined to be in the OFF state (abnormal state), the payout communication abnormality confirmation counter is incremented (+01H) and it is determined whether the value of the incremented payout communication abnormality confirmation counter has reached a predetermined value (e.g., 02H).
[0359] If it is determined that the predetermined value has been reached (if it is determined that the communication signal is in the OFF state twice in a row), it is determined that there is a dispensing communication abnormality, and the serial circuit error flag is set to the ON state (5AH), and a dispensing board error command (E009H) is sent to the performance control unit 540. When the performance control unit 540 receives the dispensing board error command (E009H), a "dispensing board error" is displayed on the image display means 31.
[0360] In this way, when the serial circuit error flag is set to the ON state (5AH), the system is configured not to send a prize ball command to the payout control unit 510 in the current prize ball management process (S1028) or the next or subsequent prize ball management process (S1028), regardless of whether there is winning information in the winning counter. Therefore, once the serial circuit error flag is set to the ON state (5AH), no prize ball command will be sent to the payout control unit 510 unless the serial circuit error flag is cleared by the RWM clear process.
[0361] On the other hand, if it is determined that the communication signal from the payout control unit 510 is in the ON state (normal state), the payout communication abnormality confirmation counter is cleared (cleared to 00H), and a prize ball command is sent depending on whether or not there is winning information.
[0362] ((6) Ordinary Design Management Processing) In the normal pattern management process (S1029), regardless of whether the normal variable display is being executed or not, the right gate switch 46a monitors whether or not a game ball has been detected, and if it is determined that a game ball has been detected, the normal pattern reserved memory is incremented (+1) and a process is executed to obtain multiple types of random number information (random numbers for winning determination, random numbers for normal patterns, and random numbers for normal pattern variable pattern) required to execute the normal pattern variable display.
[0363] Random number memory areas (random number memory area for winning determination, random number memory area for normal symbols, random number memory area for normal symbol variable pattern) are provided as areas for storing this random number information, each equal to the maximum number of normal symbol reserved memories (e.g., 4), and the acquired random number information is stored in the memory area corresponding to the current number of normal symbol reserved memories (the number of normal symbol reserved memories after addition).
[0364] Then, when the conditions for starting the normal pattern change display are met, the normal pattern reserved memory number is subtracted, and the information stored in the first memory area (information in the memory area corresponding to reserved memory number 1) is stored in a buffer area (random number buffer for winning determination, random number buffer for normal patterns, random number buffer for normal pattern change pattern) provided as an area for storing information to be used in this normal pattern change display, and the information stored in the subsequent memory areas (information in the memory areas corresponding to reserved memory numbers 2 to 4) is shifted in order toward the head of the queue (information in the memory area corresponding to reserved memory number 4 → information in the memory area corresponding to reserved memory number 3 → information in the memory area corresponding to reserved memory number 2 → information in the memory area corresponding to reserved memory number 1).
[0365] In this way, the random number information stored in the memory area is configured to be processed in a first-in, first-out manner. Then, using the random number information stored in the buffer area, the winning lottery process, the normal pattern lottery process, and the normal pattern variation pattern lottery process for the current normal pattern variation display are each executed.
[0366] In the winning lottery process, the winning / losing lottery process is performed using a winning determination table in which a winning lower limit judgment value and an upper win limit judgment value are set.If it is determined that the value of the random number information stored in the winning determination random number buffer is a random number value that is greater than the winning lower limit judgment value and smaller than the winning upper limit judgment value (winning lower limit judgment value < random number information < winning upper limit judgment value), it is determined that the random number value belongs to the winning determination range, and the winning determination flag is set to the ON state (winning determination).
[0367] On the other hand, if it is determined that the random number value does not fall within the hit judgment range, the hit judgment flag is set to the OFF state (miss judgment). By setting the hit judgment flag to the ON state (hit judgment), the processing required to execute the electric chute support is executed in the normal electric role management processing described later.
[0368] In the normal symbol lottery process, depending on the result of the winning lottery process (depending on the contents of the winning judgment flag), the symbol lottery process is performed using either the normal symbol losing symbol table or the normal symbol winning symbol table. In the normal symbol losing symbol table and the normal symbol winning symbol table, a random number judgment value, stopping symbol type information for determining the type of stopping symbol corresponding to this random number judgment value, and fluctuation pattern offset information used to determine the normal symbol fluctuation pattern in the normal symbol fluctuation pattern lottery process are set, and the random number judgment value corresponding to the value of the random number information stored in the normal symbol random number buffer is searched for, and as a result of the search, the stopping symbol type information and fluctuation pattern offset information corresponding to the corresponding random number judgment value are obtained.
[0369] The stop pattern after the normal pattern change display is determined based on the stop pattern type information acquired here, and when the normal pattern change display is finished, the content of the determined stop pattern is displayed. Also, based on the acquired change pattern offset information, the normal pattern change pattern is selected in the normal pattern change pattern lottery process described later.
[0370] In the normal symbol variation pattern lottery process, the variation pattern offset information acquired in the normal symbol lottery process, information on the current game state and game mode, and, if necessary (for example, only in the case of a miss), the number of reserved memories are referenced, and the variation pattern lottery process is performed using a variation pattern table determined from multiple types of variation pattern tables.
[0371] A random number judgment value is set in the fluctuation pattern table, and the random number judgment value corresponding to the random number information stored in the normal symbol fluctuation pattern random number buffer is searched for, and as a result of the search, normal symbol fluctuation pattern information corresponding to the corresponding random number judgment value is obtained. Based on the normal symbol fluctuation pattern information obtained here, the fluctuation execution time of the normal symbol fluctuation display is determined, and the fluctuation execution time is set in the normal symbol normal power timer.
[0372] In addition, a normal pattern change pattern command may be sent to the performance control unit 540 based on the acquired normal pattern change pattern information, and when the performance control unit 540 receives the normal pattern change pattern command, the image display means 31 may be configured to execute a decorative pattern normal change game in which a change display using multiple decorative patterns 100, 101, and 102 is executed in parallel with the normal pattern change display using the pattern display device 76.
[0373] In this way, the current normal pattern change display is started by executing the winning lottery process, normal pattern lottery process, and normal pattern change pattern lottery process, but the system is configured so that the conditions for starting a new normal pattern change display are not met while the normal pattern change display is being executed, and the winning lottery process, normal pattern lottery process, and normal pattern change pattern lottery process for the new normal pattern change display will not be executed until the current normal pattern change display has ended (until the change execution time and pattern determination time have ended).
[0374] In the normal symbol management process (S1029), while the normal symbol variable display is being executed, the variable execution time set in the normal symbol / normal power timer is monitored, and when the variable execution time ends, a new symbol determination time is set in the normal symbol / normal power timer, and a process is executed to display the contents of the determined stopped symbol. Then, when the symbol determination time ends, if it is determined that the hit determination flag is set to the ON state (hit determination), the electric chute support execution flag is set.
[0375] By setting this electric chute support execution flag, the electric chute support execution process is performed in the normal electric role management process (S1030) described later. With the above, the series of processes related to the normal symbol variable display is completed.
[0376] Also, when the right gate switch 46a detects a game ball, information on the added normal symbol reserved memory may be sent to the performance control unit 540 as a normal symbol reserved addition command. Also, when the start condition of the normal symbol variable display is established, information on the subtracted normal symbol reserved memory may be sent to the performance control unit 540 as a normal symbol subtraction command. This allows the performance control unit 540 to grasp the current number of normal symbol reserved memories and to display a normal symbol reserved display indicating the current number of normal symbol memory displays on the image display means 31.
[0377] Also, not only when the start condition of the normal symbol variation display is satisfied, but also when the right gate switch 46a detects a game ball, the winning lottery process, the normal symbol lottery process, and the normal symbol variation pattern lottery process may be executed. Furthermore, when sending a normal symbol reservation addition command to the performance control unit 540, the normal symbol variation pattern information acquired by the normal symbol variation pattern lottery process may be added and sent. This allows the performance control unit 540 to grasp the variation content of the normal symbol variation display based on the current normal symbol reservation memory, and to execute a look-ahead performance according to the variation content (such as a dedicated look-ahead performance that can be executed only with a specific variation content).
[0378] In addition, the normal symbol reserved addition command may be configured to be sent with pre-reading notice prohibition information added. This makes it possible to restrict the execution of pre-reading notice by the performance control unit 540.
[0379] ((7) Management and processing of ordinary electric accessories) The normal electric role management process (S1030) is configured to execute the process required to execute the electric chute support when the result of the normal variable display is determined to be a win in the above-mentioned normal symbol management process (S1029) and the electric chute support execution flag is set as a result. Therefore, when the electric chute support execution flag is not set, the process required to execute the electric chute support is not executed in the normal electric role management process (S1030).
[0380] In the normal electric accessory management process (S1030), processes such as the pre-operation start setting process for the normal electric accessory (pre-operation start setting process for the electric chewing support), the setting process at the start of operation of the normal electric accessory (setting process at the start of operation of the electric chewing support), the operation setting process for the normal electric accessory (operation setting process for the electric chewing support), and the end setting process for the operation of the normal electric accessory (end setting process for the operation of the electric chewing support) are executed. Incidentally, during the execution of these processes by the normal electric accessory management process (S1030), the start condition for a new normal symbol variation display is configured not to be satisfied.
[0381] First, in the pre-operation start setting process for the normal electric accessory, the pre-electric chewing support interval time before executing the electric chewing support is set in the normal symbol normal electric timer. The time from the end of the normal symbol variation display to the start of the electric chewing support is determined by the pre-electric chewing support interval time set here.
[0382] When the pre-electric chewing support interval time elapses, the setting process at the start of operation of the normal electric accessory is executed. Here, the normal electric accessory winning count counter for counting the number of winnings in the special symbol 2 start port 39 is cleared (set to 0), and an opening / closing pattern for opening and closing the movable piece 39b of the special symbol 2 start port 39 is selected. Then, based on the selected opening / closing pattern, the drive control data of the special symbol 2 start port opening / closing solenoid 72 is set. Further, the continuous opening time for releasing the movable piece 39b of the special symbol 2 start port 39 is set in the normal symbol normal electric timer, and the process proceeds to the operation setting process for the normal electric accessory.
[0383] In the normal electric role operation setting process, the value of the normal electric role winning number counter is monitored to see if it has reached the maximum number of winnings, and if it is determined that it has reached the maximum number of winnings, the drive control of the special symbol 2 start port opening and closing solenoid 72 is set to end at that point, and the electric chute support end interval time after the electric chute support ends is set in the normal chute normal power timer. Also, even if the maximum number of winnings has not been reached, if the continuous opening time set in the normal chute normal power timer has elapsed, the same setting is made and the process transitions to the normal electric role operation end setting process.
[0384] When the electric chute support end interval time has elapsed, the normal electric role-play end setting process is executed. Here, the information on the opening and closing pattern used in this electric chute support, the electric chute support execution flag, and various counters are cleared, and a setting process is performed so that the start conditions for the next normal symbol change display can be established. In other words, the electric chute support end interval time set here determines the time from when the electric chute support ends until the next normal symbol change display can start.
[0385] With the above processing, the series of processes related to the execution of electric chute support by the normal electric role management processing (S1030) is completed.
[0386] ((8) Special design management processing) In the special symbol management process (S1031), whether or not the special symbol 1 start port switch 38a or the special symbol 2 start port switch 39a detects a game ball is monitored, regardless of whether the special symbol 1 variable display or the special symbol 2 variable display is being executed. Note that the following processes are essentially the same, with only differences in whether they are related to special symbol 1 or special symbol 2, so to avoid repetition, the contents related to special symbol 1 will be mainly described.
[0387] When it is determined that the special symbol 1 start switch 38a has detected a game ball, the special symbol 1 reserved memory is incremented (+1), and a process for acquiring multiple types of random number information (random numbers for jackpot determination, random numbers for special symbols, random numbers for special symbol variation patterns) required for executing the special symbol 1 variation display is executed. As areas for storing these random number information, random number memory areas (random number memory area for jackpot determination, random number memory area for special symbols, random number memory area for special symbol variation patterns) are provided for each of the upper limit number of special symbol reserved memories (e.g. 4), and the acquired random number information is stored in a memory area corresponding to the current number of special symbol reserved memories (the number of special symbol reserved memories after increment).
[0388] Also, at this time, if the number of reserved memories for special pattern 1 has reached the upper limit (4), it is determined that an over-winning has occurred, exceeding the upper limit, and an over-winning command is sent to the performance control unit 540.
[0389] Next, a process is performed to determine whether or not to prohibit the execution of the pre-reading notice. If it is determined by this process that the special symbol 1 pre-reading prohibition condition is satisfied, pre-reading notice prohibition information is acquired. If pre-reading notice prohibition information is acquired, the pre-reading notice prohibition information is added to the special symbol reserved addition command, which is information regarding the added special symbol 1 reserved memory, and transmitted to the performance control unit 540. This restricts the execution of the pre-reading notice.
[0390] Incidentally, the special symbol 1 pre-read prohibition condition is met when the current game state is a low probability high base state (time-saving game state) in which a special symbol 2 reserved memory is likely to occur, or a jackpot game state.
[0391] In addition, the special symbol 2 pre-read prohibition condition is established when the current game state is a low probability low base state (or a high probability low base state) in which a special symbol 1 reserved memory is likely to occur, or a jackpot game state.
[0392] In addition, when it is determined that the special symbol 1 pre-read prohibition condition is not satisfied, the special symbol variation pattern information is added to the special symbol reserve addition command and transmitted to the performance control unit 540. This special symbol variation pattern information is created based on the information in the random number storage area. This makes it possible to execute a pre-read notice according to the special symbol variation pattern.
[0393] When the start condition of the special symbol variable display is established, the number of reserved special symbol memories is subtracted, and a special symbol reserved subtraction command, which is information about the subtracted reserved special symbol 1, is sent to the performance control unit 540. Furthermore, the information stored in the first memory area (information of the memory area corresponding to the reserved memory number 1) is stored in a buffer area (random number buffer for jackpot determination, random number buffer for special symbol, random number buffer for special symbol variable pattern) provided as an area for storing information to be used in the current special symbol variable display, and the information stored in the subsequent memory areas (information of the memory areas corresponding to the reserved memory numbers 2 to 4) is shifted in order toward the head of the queue (information of the memory area corresponding to the reserved memory number 4 → information of the memory area corresponding to the reserved memory number 3 → information of the memory area corresponding to the reserved memory number 2 → information of the memory area corresponding to the reserved memory number 1).
[0394] In this way, the random number information stored in the memory area is configured to be processed in a first-in, first-out manner.Then, using the random number information stored in the buffer area, a jackpot lottery process, a special symbol lottery process, and a special symbol variation pattern lottery process related to the current special symbol variation display are executed, respectively.
[0395] In the jackpot lottery process, the win / lose lottery process is performed using a jackpot determination table in which a jackpot lower limit judgment value and an upper jackpot judgment value, and a small hit lower limit judgment value and an upper small hit judgment value are set.If it is determined that the value of the random number information stored in the jackpot determination random number buffer is a random number value that is greater than the jackpot lower limit judgment value and smaller than the jackpot upper limit judgment value (jackpot lower limit judgment value < random number information < jackpot upper limit judgment value), it is determined that the random number value belongs to the jackpot determination range and the jackpot determination flag is set to the ON state (jackpot determination).Similarly, if it is determined that the random number value belongs to the small hit determination range, the small hit determination flag is set to the ON state (small hit determination).
[0396] On the other hand, when it is determined that the random number value does not belong to the big hit determination range or the small hit determination range, the big hit determination flag or the small hit determination flag is set to the OFF state (miss determination).
[0397] In addition, the range of determining whether a big win occurs is set to be different between the low probability state and the high probability state.
[0398] In the special pattern lottery process, depending on the result of the jackpot lottery process (depending on the contents of the jackpot determination flag and the small jackpot determination flag), the pattern lottery process is performed using either the special missing pattern table, the special jackpot pattern table, or the special small jackpot pattern table.
[0399] Each pattern table is set with a random number judgment value, stopping pattern type information for determining the type of stopping pattern corresponding to this random number judgment value, and variation pattern offset information used to determine a special pattern variation pattern in the special pattern variation pattern lottery process, and a random number judgment value corresponding to the value of the random number information stored in the special pattern random number buffer is searched for, and as a result of the search, stopping pattern type information and variation pattern offset information corresponding to the corresponding random number judgment value are obtained.
[0400] The stop symbol type information acquired here determines the stop symbol after the special symbol change display, and when the special symbol change display ends, the content of the determined stop symbol is displayed. Furthermore, the stop symbol type information determines the symbol type such as the jackpot type (10R special jackpot, 4R special jackpot, 4R normal jackpot) and the miss type (miss A, miss B).
[0401] In addition, based on the acquired variation pattern offset information, a special symbol variation pattern is selected in a special symbol variation pattern lottery process described later.
[0402] In the special symbol variation pattern lottery process, the variation pattern offset information acquired in the special symbol lottery process, information on the current game state and game mode, and, if necessary (for example, only in the case of a miss), the number of reserved memories are referenced, and the variation pattern lottery process is performed using a variation pattern table determined from multiple types of variation pattern tables.
[0403] A random number judgment value is set in the fluctuation pattern table, and the random number judgment value corresponding to the random number information stored in the special symbol fluctuation pattern random number buffer is searched for, and as a result of the search, special symbol fluctuation pattern information corresponding to the corresponding random number judgment value is obtained. Based on the special symbol fluctuation pattern information obtained here, the fluctuation execution time of the special symbol fluctuation display is determined, and the fluctuation execution time is set in the special symbol special power timer.
[0404] Also, based on the acquired special symbol variation pattern information, the performance control unit 540 transmits a special symbol variation pattern command to the performance control unit 540, and transmits a symbol designation command based on the stopped symbol type information. When the performance control unit 540 receives the special symbol variation pattern command and the symbol designation command, a decorative symbol variation game is executed in which a variation display is executed by a plurality of decorative symbols 100, 101, and 102 in parallel with the special symbol 1 variation display using the symbol display device 76 on the image display means 31. Also, the performance control unit 540 determines the performance content (variation pattern without reach, variation pattern with reach, etc.) of the decorative symbol variation game according to the content of the received special symbol variation pattern command.
[0405] In this way, the current special pattern change display is started by executing the jackpot lottery process, special pattern lottery process and special pattern change pattern lottery process, but while the special pattern change display is being executed, the conditions for starting a new special pattern change display are not met, and the jackpot lottery process, special pattern lottery process and special pattern change pattern lottery process for the new special pattern change display will not be executed until the current special pattern change display ends (until the change execution time and pattern determination time end).
[0406] In the special symbol management process (S1031), during the execution of the special symbol variable display, the variable execution time set in the special symbol special electric timer is monitored, and when the variable execution time ends, a new symbol determination time is set in the special symbol special electric timer, and a process for displaying the contents of the determined stopped symbol is executed. At this time, a symbol stop command is sent to the performance control unit 540, thereby stopping the variable display of the decorative symbols 100, 101, and 102 by the decorative symbol variable game.
[0407] Then, when the symbol determination time has ended, if it is determined that the jackpot determination flag is set to the ON state (jackpot determination), the jackpot game execution flag is set. By setting this jackpot game execution flag, the jackpot game execution process is performed in the special electric accessory management process (S1032) described later.
[0408] In addition, if it is determined that the small hit determination flag is set to the ON state (small hit determination), a small hit game execution flag is set. If the small hit game execution flag is set, a small hit game execution process is performed in the special electric accessory management process (S1032). With the above, a series of processes related to the normal pattern variation display is completed.
[0409] In addition, in this embodiment, when both the special symbol 1 reserved memory and the special symbol 2 reserved memory exist, the special symbol 2 reserved memory is preferentially consumed (deducted) and the special symbol 2 variable display is started (special symbol 2 priority variation). However, without being limited to this, the special symbol 1 reserved memory may be preferentially consumed (deducted) and the special symbol 1 variable display may be started (special symbol 1 priority variation).
[0410] In addition, the reserved symbols may be consumed (deducted) in the order in which they are stored, and the display of the special symbols 1 or 2 may be changed in order (changing in the order of winning).
[0411] In addition, the reserved memory may be consumed (deducted) in parallel at the same time, and the special pattern 1 variation display and the special pattern 2 variation display may be performed in parallel at the same time (simultaneous variation).
[0412] (9) Special Electric Equipment Management and Processing The special electric device management process (S1032) is configured to execute the process required for executing the big win game or the small win game when the result of the special symbol variation display is judged to be a big win or a small win, and as a result, the big win game execution flag or the small win game execution flag is set. If these execution flags are not set, the process required for executing the big win game or the small win game is not performed in the special electric device management process (S1032).
[0413] In the special electric device management process (S1032), the special electric device operation pre-start setting process (setting process before the start of the big win or small win operation), the special electric device operation start setting process (round play operation start setting process), the special electric device operation in-progress setting process (round play operation in-progress setting process), the special electric device operation continuation process (round play continuation process), and the special electric device operation end setting process (big win or small win operation end setting process) are executed. Incidentally, the special electric device management process (S1032) is configured so that the start conditions for a new special symbol variation display are not established while these processes are being executed.
[0414] First, in the special electric device operation pre-start setting process, the pre-big win interval time before the big win game is executed is set in the special chart special electric timer. The pre-big win start interval time set here determines the time from the end of the special symbol variation display to the start of the first round game. Also, by referring to the big win type of the stopped symbol type information, the number of rounds of this big win game is stored in the maximum round number buffer, and the round number counter for counting the number of rounds executed is incremented (+01H) in preparation for the execution of the first round.
[0415] Next, a jackpot start command is sent to the performance control unit 540. The jackpot start command includes information such as the jackpot type and game status, and when the performance control unit 540 receives this command, it determines the content of the jackpot game performance to be executed during the jackpot game and starts the jackpot start interval performance.
[0416] When the interval time before the start of the big win has elapsed, the special electric device operation start setting process is executed. Note that for the first round of play (1st round), this process is executed after the interval time before the start of the big win has elapsed, but for the next and subsequent rounds of play (2nd round and onwards), this process is executed after the interval time between rounds set in the special electric device operation continuation process described below has elapsed.
[0417] In the special electric device operation start setting process, the special electric device winning number counter for counting the number of winnings in the large winning openings 44, 45 is cleared (set to 0), and an opening / closing pattern for opening and closing the opening / closing plates 44b, 45b of the large winning openings 44, 45 is selected. The opening / closing pattern is determined based on the type of jackpot and the current number of rounds. Then, based on the selected opening / closing pattern, the drive control data for the large winning opening opening / closing solenoids 70, 71 is set. Furthermore, the maximum continuous opening time for opening the opening / closing plates 44b, 45b of the large winning openings 44, 45 is set in the special chart special electric timer.
[0418] Next, a special prize opening command is sent to the performance control unit 540. The special prize opening command includes information on the current number of rounds played, and when the performance control unit 540 receives this command, it executes a round performance according to the current round play, or updates the round number display that shows the number of rounds played. With the above, the process moves to the special electric device operation setting process.
[0419] In the special electric device operation setting process, the value of the special electric device winning number counter is monitored to see if it has reached the maximum number of winnings. If it is determined that a winning has occurred in the large winning port 44, 45, a large winning port winning command is sent to the performance control unit 540. The large winning port winning command includes information on the occurrence of winning and the number of winnings, and when the performance control unit 540 receives this command, it executes the winning performance associated with the occurrence of winning. Also, if the number of winnings exceeds the maximum number of winnings, it executes the over winning performance associated with the occurrence of over winning.
[0420] Then, when it is determined that the value of the separate electric device winning number counter has reached the maximum number of winnings, the setting is made to end the drive control of the large winning opening opening solenoids 70, 71 at that point, and the discharge waiting time until the game balls remaining in the large winning openings 44, 45 pass through the large winning opening switches 44a, 45a and are discharged is set in the special chart special electric timer. Also, even if the maximum number of winnings has not been reached, if the maximum continuous opening time set in the special chart special electric timer has elapsed, the same setting is made and the process transitions to the special electric device operation continuation process.
[0421] When the ejection waiting time has elapsed, the special electric device operation continuation process is executed, and the value of the round count counter is compared with the value of the maximum round count buffer. If it is determined that the maximum number of rounds has not been reached (continuation judgment), the round count counter is incremented (01H) in preparation for the execution of the next round of play, and the interval time between added rounds is set in the special chart special electric device timer in preparation for the execution of the first round.
[0422] Furthermore, it transmits an inter-round interval command to the performance control unit 540, and transitions to the special electric device operation start setting process again. The inter-round interval command includes round end information and information on the number of rounds, and when the performance control unit 540 receives this command, it executes the round end performance associated with the end of a round game, the inter-round performance performed between rounds, and the like.
[0423] On the other hand, if it is determined that the maximum number of rounds has been reached (end determination), the jackpot end interval time for ending the jackpot game is set in the special chart special electric timer. Furthermore, a jackpot end command is sent to the performance control unit 540, and the process proceeds to the special electric device operation end setting process. The jackpot end command includes information such as the jackpot type and game status, and when the performance control unit 540 receives this command, it executes the ending performance to be performed at the end of the jackpot.
[0424] When the jackpot end interval time has elapsed, a special electric device operation end setting process is executed, and a setting process is performed to generate a game state to be transitioned to after the jackpot end based on information such as the jackpot type. This determines the game state after the jackpot end. In addition, the information on the opening and closing pattern used in the current jackpot game, the jackpot game execution flag, and various counters are cleared, and a setting process is performed so that the start conditions for the next special symbol variation display can be established.
[0425] With the above processing, a series of processes related to the execution of the big win game by the special electric device management process (S1032) is completed. Also, here, the contents related to the execution of the big win game are mainly described, but when a small win game is executed, by its nature, round play is not performed consecutively, so it is not judged to continue by the special electric device operation continuation process, but otherwise, the processing related to the small win game is generally carried out in the same procedure as when the big win game is executed. (As for the big win start command and big win end command, when a small win occurs, a small win start command and a small win end command are sent.)
[0426] ((10) Error Management Processing) In the error management process (S1033), the ball count switch 23c, supply depletion detection switch 23d, frame open switches 35a, 35b, ball jam detection switch 36, magnetic sensor 73, radio wave sensor 74, vibration sensor 75, signal line disconnection, and detection of illegal winning are monitored, and if it is determined that an abnormality has occurred as a result of the monitoring, an error notification command capable of identifying the content of the abnormality is sent to the performance control unit 540. Also, if it is determined that the abnormality has been resolved, an error release command is sent to the performance control unit 540.
[0427] Here, a predetermined error judgment time is provided for the detection of the magnetic sensor 73, the detection of the radio wave sensor 74, the detection of the vibration sensor 75, and the detection of the illegal winning, and it is configured to judge that an abnormality has occurred if the abnormality is detected for a predetermined time. Therefore, even if a signal from each sensor is temporarily detected due to noise, etc., it is not judged that an abnormality has occurred.
[0428] In addition, the error determination time is measured by each detection timer (radio error detection timer, magnetic error detection timer, vibration error detection timer, and prize slot error detection timer), and these are configured to be updated within the timer management process (S1025).
[0429] In addition, if an abnormality occurs, an error notification command is sent to the performance control unit 540, and each notification timer (radio error notification timer, magnetic error notification timer, vibration error notification timer, prize slot notification timer, and fraudulent information timer) is set to measure the error notification time (e.g., 30 seconds).
[0430] In the error management process (S1033), even if the event that is determined to be an abnormality (e.g., abnormality detection of magnetic sensor 73) is resolved, an error reset command is not sent to performance control unit 540 at that point, and after the event is resolved, if the value of the set notification timer becomes 0, an error reset command is sent to performance control unit 540. As a result, when performance control unit 540 receives an error notification command and starts an error notification, it is configured to continue the error notification until a predetermined error notification time has elapsed and an error reset command is received.
[0431] Also, if an event that is determined to be an abnormality continues to occur, the error notification time is set in each notification timer. Therefore, even if the event itself has not been resolved, the value of the error notification timer will not become 0, and a specified error notification time will always be set while the event is occurring, and no error release command will be sent.
[0432] ((11) Game Information Notification Management Processing) In the game information notification management process (S1034), the current game state is determined, and if it is determined that the game state is favorable for right-hitting (low probability high base state, high probability high base state, jackpot game state, small jackpot game state), LED data for lighting is created to light up the right-hit display LED 76g of the pattern display device 76.
[0433] In addition, if it is determined that the game state is favorable for left-handed hits (low probability low base state, high probability low base state), LED data for turning off the right-handed hit display LED 76g of the pattern display device 76 is created.
[0434] ((12) External terminal management processing) In the external terminal management process (S1035), the creation of external output information to be output to the hall computer as an external terminal signal is executed. Here, the external output information created includes the following (External Output Information 1) to (External Output Information 10). (External output information 1) Special pattern confirmation count information (output for 100 ms from the stop of fluctuation of special pattern fluctuation display 1 and special pattern fluctuation display 2) (External output information 2) Start port information (output for 100 ms from the time when the special pattern 1 start port switch 38a or the special pattern 2 start port switch 39a detects the game ball) (External output information 3) Jackpot and fluctuation shortening information (output during the fluctuation shortening function operation and during the jackpot) (External output information 4) Jackpot information (output during jackpot play) (External output information 5) Special symbol 1 start port information (output for 100 ms from the time the special symbol 1 start port switch 38a detects the passage of the game ball) (External output information 6) Special symbol 2 start port information (output for 100 ms from the time the special symbol 2 start port switch 39a detects the passage of the game ball) (External output information 7) Special pattern 1 confirmation count information (output for 100 ms from the stop of the special pattern 1 fluctuation display) (External output information 8) Normal winning port information (output for 100 ms from the time the right gate switch 46a detects the passage of the game ball) (External output information 9) Main prize ball information (outputs the prize ball schedule signal) (External output information 10) Security information (output when a specific error occurs) The external terminal management process (S1035) is configured to create these external output information when necessary and store them in the serial communication output buffer as external terminal signals.
[0435] ((13) Solenoid Management Processing) In the solenoid management process (S1036), based on the drive control data of the special symbol 2 start port opening / closing solenoid 72 set in the normal electric accessory management process (S1030) and the drive control data of the large prize port opening / closing solenoids 70, 71 set in the special electric accessory management process (S1032), output processing of drive signals is performed for each solenoid 70, 71, 72. This realizes the opening and closing operation of the movable piece 39b of the special symbol 2 start port 39 and the opening and closing plates 44b, 45b of the large prize ports 44, 45.
[0436] ((14) LED management processing) In the LED management process (S1037), the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i constituting the pattern display device 76 and the LEDs constituting the performance display LED 521 are managed by a dynamic lighting method. The details are described below.
[0437] When the LED management process (S1037) starts, first the value of the port output counter is incremented (+01H).Then, by referring to the LED common output selection table, the common data corresponding to the value of the port output counter is selected and stored in the serial communication output buffer.
[0438] The LED output selection table is set with common information to be output. Specifically, the first common information designates the LED 76a (total of 8) for special pattern 1 variation display of the pattern display device 76, the second common information designates the LED 76b (total of 8) for special pattern 2 variation display of the pattern display device 76, the third common information designates the LED 76c for special pattern 1 memory display of the pattern display device 76, the LED 76d for special pattern 2 memory display, the LED 76f for normal pattern memory display, the LED 76i for status display, and the LED 76j (total of 8) for normal pattern variation display and the LED 76 for right hit display. g, fourth common information specifying the round display LED 76h (8 in total), fifth common information specifying the LED of 7-segment display unit 1 (8 in total) among the multiple 7-segment displays of the performance display LED 521, sixth common information specifying the LED of 7-segment display unit 2 (8 in total) among the multiple 7-segment displays of the performance display LED 521, seventh common information specifying the LED of 7-segment display unit 3 (8 in total) among the multiple 7-segment displays of the performance display LED 521, and eighth common information specifying the LED of 7-segment display unit 4 (8 in total) among the multiple 7-segment displays of the performance display LED 521 are set.
[0439] Furthermore, the LED output selection table is configured to select the first common information to the eighth common information by dividing them into four common data, and specifically, the first common data specifying the first common information and the fifth common information, the second common data specifying the second common information and the sixth common information, the third common data specifying the third common information and the seventh common information, and the fourth common data specifying the fourth common information and the eighth common information can be selected. For example, if the common data selected this time is the first common data, the LEDs 76a (total of eight) for displaying the special pattern 1 variation of the pattern display device 76 and the LEDs (total of eight) of the seven-segment display device 1 among the multiple seven-segment displays of the performance display LED 521 become the control targets.
[0440] In this embodiment, each time the LED management process (S1037) is executed, the first common data to the fourth common data are cyclically selected according to the updated value of the port output counter (first common data → second common data → third common data → fourth common data → first common data → second common data →...). This allows the common data to be output to be switched every predetermined period (the 4 ms period when the timer interrupt process (S1024 to S045) is executed), thereby achieving dynamic lighting at a predetermined period (4 ms period).
[0441] Once the common data has been stored in the serial communication output buffer, the lighting data is then selected and stored in the serial communication output buffer. When selecting the lighting data, the LED output selection lighting table is again referenced to select the lighting data that corresponds to the previously selected common data.
[0442] In the LED output selection table, in addition to the common data, the lighting data to be output is set. Two types of lighting data are set for each type of common data, specifically, 1-1 lighting data and 1-2 lighting data corresponding to the first common data, 2-1 lighting data and 2-2 lighting data corresponding to the second common data, 3-1 lighting data and 3-2 lighting data corresponding to the third common data, and 4-1 lighting data and 4-2 lighting data corresponding to the fourth common data are set. For example, if the common data selected this time is the first common data, one of the lighting data is selected from the 1-1 lighting data and the 1-2 lighting data.
[0443] In this embodiment, each time the LED management process (S1037) is executed, the lighting data corresponding to the currently selected common data is selected from the first lighting data table (1-1 lighting data, 2-1 lighting data, 3-1 lighting data, 4-1 lighting data) according to the updated port output counter value, and the lighting data corresponding to the currently selected common data is selected from the second lighting data table (1-2 lighting data, 2-2 lighting data, 3-2 lighting data, 4-2 lighting data) in a predetermined cycle (128 ms cycle). This makes it possible to realize a blinking display with a predetermined cycle (128 ms), for example, by arranging lighting data in the first lighting data table and turning off data in the second lighting data table.
[0444] In this way, when the storage of the common data and lighting data in the serial communication output buffer is completed, the LED management process (S1037) ends.
[0445] Incidentally, in this embodiment, all the lighting data set in the LED output selection table is data related to the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that constitute the pattern display device 76, and data related to the LEDs that constitute the performance display LED 521 is not set. Therefore, all the lighting data stored in the serial communication output buffer in the LED management process (S1037) is data related to the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that constitute the pattern display device 76, and data related to the LEDs that constitute the performance display LED 521 is not selected here. Data related to the LEDs that constitute the performance display LED 521 is selected in the out-of-area program after the LED management process (S1037) is completed, and is configured to be stored in the serial communication output buffer. In the LED management process (S1037), by selecting common data (any of the first common data to the fourth common data), the 7-segment display to be controlled this time is simply selected from among the multiple 7-segment displays (7-segment display 1 to 7-segment display 4) of the performance display LED 521.
[0446] ((15) Area transition processing & timer interrupt area out processing) In the area transfer process (S1038 to S1042), first, all registers are saved to the stack area, and the table pointer register, which is the reference address for specifying the RWM area, is saved to the stack area (S1038 to S1039). After that, the timer interrupt outside area process (S1040) arranged in the outside area program is called and executed.
[0447] In the timer interrupt outside area processing (S1040), display processing for displaying the base value on the performance display LED 521, processing related to the creation and output of the test firing test signal, etc. After the timer interrupt outside area processing (S1040) is executed, the table pointer register is restored and all registers are restored (S1040 to S1041), and the process proceeds to the next process.
[0448] (Timer interrupt out-of-area processing) Here, the timer interrupt area outside processing (S1040) will be described with reference to Fig. 2-5. Fig. 2-5 shows a flowchart of the timer interrupt area outside processing (S1040). The timer interrupt area outside processing (S1040) is called and executed during execution of the timer interrupt processing (S1024 to S1045).
[0449] When the timer interrupt outside area processing (S1040) is called, first the stack pointer of the area in use is saved, and a stack pointer outside the area in use is set (S1050).
[0450] Next, a performance display LED display content update process (S1051) is executed. This performance display LED display content update process (S1051) performs processes such as an operation confirmation display (full flashing) in which the performance display LED 521 repeats full lighting and full flashing for a predetermined time (about 5 seconds) and a process for cyclically switching and displaying multiple types of base values (real-time base value, first cumulative base value, second cumulative base value, third cumulative base value) in a predetermined order.
[0451] Here, when the operation check display is executed, the operation check display timer is referenced. The operation check display timer stores the execution time of the operation check display. In the performance display LED display content update process (S1051), the display is controlled by switching between an all-on display pattern and an all-off display pattern at predetermined time intervals until the value of the operation check display timer reaches a predetermined value (0). This realizes the operation check display by the performance display LED 521.
[0452] In addition, when displaying the base value, the ratio buffer of the RWM outside the used area is referenced. The calculated base value is stored in the ratio buffer. In the performance display LED display content update process (S1051), a lighting display pattern according to the value of the ratio buffer is selected from the lighting display pattern table to control the display of the base value. This allows the performance display LED 521 to display the base value.
[0453] Also, when the value of the ratio buffer is equal to or greater than a predetermined value (100), a specific display pattern ("99.") is selected as the lighting display pattern. This is because the number of digits of the base value that can be displayed by the performance display LED 521 is two digits (two ratio segments).
[0454] In the performance display LED display content update process (S1051), a lighting pattern according to the operation confirmation display, a lighting pattern according to the value of the discrimination ratio buffer (base value), and a lighting pattern according to the display content of the discrimination segment indicating the type of base value ("bL.", "b1.", "b2.", "b3.") are selected, and the selected lighting pattern is stored in the performance display output buffer. The lighting pattern stored in the performance display output buffer is stored in the serial communication output buffer in the outside-usage-area LED update process (S1052), and is output by processing within the timer interrupt, so that the selected lighting pattern is displayed on the performance display LED 521.
[0455] Next, an outside-usage-area LED update process (S1052) is executed. In the outside-usage-area LED update process (S1052), the lighting pattern stored in the performance display output buffer is stored in the serial communication output buffer. The performance display output buffers are provided in the number (four) of 7-segment displays constituting the performance display LED 521, and are configured to select the performance display output buffer to be the current output target according to the value of the port output counter updated in the LED management process (S1037) in the timer interrupt process (S1024 to S1045). The lighting pattern of the performance display output buffer selected here is configured to be output to the 7-segment display (one of the 7-segment display 1 to 7-segment display 4) of the performance display LED 521 that is the target by the common data (one of the first common data to the fourth common data) selected in the LED management process (S1037).
[0456] Next, the normal state determination process (S1053) is executed. In the normal state determination process (S1053), it is determined whether the current gaming state is a low probability and low base state. Here, only when it is determined that the state is a low probability and low base state, by configuring to count the number of prize balls and the number of outs (the detection count of the out switch 47a) associated with winning at each winning port 38, 39, 40, 41, 42, 43, 44, 45, it is possible to display the base value in the low probability and low base state ((the payout number in the low probability and low base state ÷ the number of outs in the low probability and low base state) × 100).
[0457] Next, the test shot signal update process (S1054) is executed. In the test shot signal update process (S1054), a process for outputting information necessary for the type test of the gaming machine is performed.
[0458] Finally, the stack pointer outside the usage area is restored (S1055), and the process outside the timer interrupt area (S1040) is terminated.
[0459] ((16) Out command transmission process) In the out command transmission process (S1043), when the out switch 47a detects a game ball, an out command (CD71H) indicating the detection information of the out switch 47a is transmitted to the effect control unit 540. When the effect control unit 540 receives the out command (CD71H), the counting counter for counting the number of outs is incremented. Thus, the total number of outs is measured. Also, not limited to this, it may be configured to execute effects related to the number of outs and the detection of the out switch 47a.
[0460] ((17) SPI communication start) After the processes (1) to (16) in the timer interrupt process are performed, SPI (Serial Peripheral Interface) communication is started (S1044). Here, a process is performed to output data stored in a serial communication output buffer for storing data for serial communication to an output port. The serial communication output buffer stores external output information in an external terminal management process (S1035), common data of the pattern display device 76 and the performance display LED 521, and lighting data for the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that constitute the pattern display device 76 in an LED management process (S1037), and lighting data for the LEDs that constitute the performance display LED 521 in an outside-usage-area LED update process (S1052). In this way, this process is configured to output different types of serial data at the same timing.
[0461] In this way, by standardizing the output timing of serial data for different output targets such as the pattern display device 76 and the performance display LED 521, for example, the display timing (lighting timing of each LED) of the pattern display device 76 and the performance display LED 521 is synchronized, making it possible to execute display control that does not feel unnatural.
[0462] In addition, by standardizing the output timing of serial data not only for the pattern display device 76 and performance display LED 521 but also for external output information, it is possible to reduce the program capacity compared to specifying individual programs for output processing.
[0463] ((18) WDT Clear Processing) At the end of the timer interrupt process, the WDT is cleared (S1045). This ends the timer interrupt process (S1024 to S1045), and the main loop process (S1017 to S1023) is executed until the next timer interrupt process (S1024 to S1045) starts.
[0464] FIG. 3-1 shows a flowchart of the system setting process executed by the performance control unit 540 when the power is turned on.
[0465] (Performance control system settings) When the system setting process starts, the bus state controller is first set (S2000). The bus state controller functions based on the settings of the control register, and optimizes the communication between the performance control CPU 540 and various functional units (VDP circuit 541, motor circuit, RTC circuit), various ICs (IC 530 for movable objects, IC 531 for audio), and various memory devices (ROM 542 for control, ROM 560 for performance, DRAM). By initializing the bus state controller, it becomes possible for the performance control CPU 540 to access it.
[0466] Next, a process (S2001) is performed to wait for the start of the VDP circuit 541. The performance control CPU 540 acquires the value of a specific VDP register in which the device code of the VDP circuit 541 is stored, and judges whether or not the value is a normal value (device code). If the value is normal, it is judged that the VDP circuit 541 can accept commands from the performance control CPU 540, and if the value is not normal (the device code cannot be acquired normally), it is judged that the VDP circuit 541 itself has not yet completed the hardware reset operation, and this process is repeated until a normal value is acquired.
[0467] When it is determined that the startup of the VDP circuit 541 is complete, various bus settings (S2002) are performed. Specifically, the data bus width is set (set to 32 bits) when the performance control CPU 540 accesses the VDP circuit 541, and bus addresses are set to control various functional units (VDP circuit 541, motor circuit, RTC circuit), various ICs (IC 530 for movable objects, IC 531 for sound), and various memory devices (control ROM 542, performance ROM 560, DRAM).
[0468] Next, the memory section is initialized (S2003). Of the programs and data stored in advance in the control ROM 542, the interrupt processing program (S2029-S2033), the main processing program (S2004), variables with initial values, constant data, etc. are transferred to the external DRAM and the RWM built into the performance control unit 540. This makes it possible to avoid access to the ROM (control ROM 542) which has a slower access speed, and to speed up the processing of the performance control CPU.
[0469] In addition, when initializing this memory section (S2003), a DMAC circuit (Direct Memory Access Controller) that can realize data transfer without going through the performance control CPU is used. This reduces the load on the performance control CPU and shortens the data transfer time. In addition, this DMAC circuit is configured to be usable not only for initializing the memory section (S2003), but also for transferring lamp data, sound data, motor data, and display lists. In this embodiment, the DMAC circuit is used when transferring a display list from the performance control CPU to the preloader circuit (finally the VDP circuit), but it is not limited to this and may be configured to be used when transferring lamp data, sound data, and motor data.
[0470] The processing up to this point is realized by executing the initial setting program (S2000-S2003) stored in the control ROM 542, and the main processing (S2004) is called at the end of this initial setting program. This main processing (S2004) is a main processing program (S2004) transferred to the RWM built in the performance control unit 540, and the subsequent processing is realized by reading out the main processing program (S2004) from the RWM built in the performance control unit 540 and executing it.
[0471] FIG. 3-2 shows a flowchart of the main performance control process executed by the performance control unit 540.
[0472] (Main processing for performance control) When the performance control main process (S2004) starts, first, the hardware setup is set (S2005). This initializes the internal circuits of the performance control unit 540, such as various ICs (IC 530 for movable objects, IC 531 for audio), VDP circuit 541, WDT circuit, and interrupt controller that generates performance control timer interrupt process (S2029 to S2033), by software processing. In addition, various schedulers (image scheduler, performance scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are initialized, and the return operation of movable objects (center push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)) to their initial positions (origin positions) is executed.
[0473] Next, in order to permit the occurrence of performance control timer interrupt processing (S2029 to S2033), an interrupt permission setting value is written to the interrupt permission register, and the interrupt permission state is set (S2006).
[0474] When the processing up to this point is completed, the performance control loop processing (S2007 to S2028) is executed repeatedly, during which the performance control timer interrupt processing (S2029 to S2033) occurs at predetermined intervals (1 ms intervals).
[0475] In this embodiment, the performance control loop process (S2007 to S2028) is configured to complete a cycle of 33.3 ms. The performance control loop process (S2007 to S2028) monitors the V blank signal of the image display means 31, which occurs every 16.6 ms, and is designed to update the frame of the image data displayed on the image display means 31 in response to two occurrences of the V blank signal, so that the update cycle for one frame is 33.3 ms. In addition, in the performance control loop process (S2007 to S2028), updates of various schedulers (image scheduler, performance scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are executed during this one frame update cycle period (33.3 ms), making it possible to update the various schedulers in synchronization with the frame update cycle of the image data.
[0476] The contents of this performance control loop process (S2007 to S2028) will be described in detail below.
[0477] In the performance control loop process (S2007 to S2028), first, a frame update flag determination process is performed (S2007). The frame update flag is a flag for determining whether or not the process required for updating the frame of image data of the image display means 31 has been executed. If the process has been executed, the determination is ON and the process moves to S2016, but since the process has not been executed at the start of the performance control loop process (S2007 to S2028), the determination is OFF and the process moves to S2008.
[0478] If the frame update flag determination process (S2007) determines that the flag is OFF, then a display list buffer initialization process (S2008) is performed. The display list buffer is a storage area provided in the RWM for storing created display lists. Here, the display list buffer is initialized in advance in preparation for storing a newly created display list. This is because there is a possibility that information from the previously stored display list remains.
[0479] Once the display list buffer has been initialized, the frame buffer is set (S2009). The frame buffer is an area for temporarily storing image data to be displayed on the image display means 31 provided in the built-in VRAM, and one frame's worth of image data is drawn here by the VDP circuit 541 based on the contents of the display list. In this embodiment, a double buffer structure is adopted which is divided into a drawing area and a read area, and the pair of frame buffers are used alternately for different purposes.
[0480] The settings made here use environment setting commands such as the SETDAVR command and the SETDAVF command to specify the drawing area for drawing the image data to be actually displayed on the image display means 31. Specifically, by setting the base address to a specific coordinate (0,0), the start position of the frame buffer is utilized as valid drawing data. This links the drawing area of the frame buffer with the valid display area of the display circuit.
[0481] Once the frame buffer settings are complete, the image scheduler is executed (S2010).
[0482] In the image scheduler execution process (S2010), the scenario timer of the image scheduler (not shown) is updated. The image scheduler manages the execution of video playback scenarios for multiple video data for each playback channel, and the scenario timer is a timer for managing the progress of each video playback scenario.
[0483] Here, after this process ends, the frame update flag is set to ON in S2015, and the process moves to S2016 in the subsequent S2007, where it is determined to be ON. Therefore, in the subsequent performance control loop process (S2007 to S2028), the processes of S2008 to S2015, including this process (S2010), are configured to be avoided. The processes of S2008 to S2015 are executed again when the frame update flag is set to OFF in S2028. That is, in the performance control loop process (S2007 to S2028) configured to complete one cycle in 33.3 ms, each of S2008 to S2015, including this process (S2010), is executed only once.
[0484] The scenario timer is updated once (once every 33.3 ms) each time this process (S2010) is executed, so that each video playback scenario is configured to progress in a 33.3 ms cycle. In this way, the scenario timer is configured to be updated according to the update cycle of one frame (33.3 ms).
[0485] The video playback scenario registered in the image scheduler includes information about video data for each frame, and information about one frame of video data to be drawn at this time is obtained from the video playback scenario in response to an update of the scenario timer. In this way, information about video data based on the video playback scenario is obtained for each frame in sequence in response to an update of the scenario timer, and ultimately a series of videos based on the video playback scenario is displayed on the image display means 31.
[0486] Then, based on the information of one frame of moving image data acquired here, a display list is created (S2011).
[0487] The display list specifies the image data that the display circuit should output to the image display means 31. More specifically, it is composed of a series of instruction commands for specifying the image data of one frame of the image display means 31. The series of instruction commands includes commands for reading and decoding image data from the effect ROM 560 (CGROM), commands for specifying the area of the VRAM to be decoded, commands for arranging the decoded image data in the frame buffer, etc., and commands for instructing the drawing operation to the VDP circuit 541.
[0488] When creating the display list in S2011, the above-mentioned instruction commands are listed in an appropriate order, and in order to specify the image data to be read from the effect ROM 560 (CGROM), the information regarding the moving image data of one frame of each moving image playback scenario obtained in the image scheduler execution process (S2010) is referred to. Then, the display list is completed by listing a series of instruction commands in the display list buffer.
[0489] Also, the display list is created by adjusting it so that the data size is always 256 bytes. This is to correspond to the data transfer size when transferring the display list to the VDP circuit 541, thereby improving the transfer efficiency. For adjusting the data size, NOP (No Operation) commands are used, and the insufficient area (unused area) of the display list buffer is filled with NOP commands so that the data size of the display list becomes a constant size (256 bytes) each time.
[0490] When the display list is completed, the lamp data creation process (S2012) is then performed. The lamp data created here is lighting data for transmission to the LED drivers that actually drive each of the LEDs 63a and 64a based on the information of the lamp scenario registered in the lamp scheduler described later. Incidentally, the lamp data created here includes lighting information (including lighting color and luminance information) and extinguishing information, and creation is performed not only for the lighting information of the LEDs to be lit but also for the lighting information of the LEDs to be extinguished. In other words, here, lamp data for all the LEDs is created and stored in the lamp data buffer. The lamp data stored in the lamp data buffer is output to each LED driver in the lamp data transmission process (S2027) described later.
[0491] When the lamp data creation process (S2012) is completed, preloading of the display list is started (S2013). Here, by transferring the completed display list in the display list buffer to the preloader circuit, the preloading operation by the preloader circuit is executed. When the preloading operation is executed, the image data described in the display list is read from the production control ROM 560 (CGROM) to the DRAM prior to the actual drawing operation (drawing to the frame buffer by the VDP circuit 541). As a result, the image data (compressed CG data) necessary for drawing is pre-read into the DRAM, which has a faster access speed than the production control ROM 560 (CGROM), which is a NAND-type flash memory, and it becomes possible to improve the processing speed when the VDP circuit 541 draws the image data to the frame buffer. Therefore, the drawing speed is improved compared to the case where the VDP circuit 541 directly acquires the image data from the production control ROM 560 (CGROM) without executing the preloading operation.
[0492] Furthermore, when the preloader circuit reads image data written in the display list from the performance control ROM 560 (CGROM) to the DRAM, it issues a rewritten display list in which the reference destination of the image data is rewritten to an address on the DRAM that is the transfer destination, to the VDP circuit 560. As a result, when the VDP circuit 560 executes drawing to the frame buffer, the contents of the rewritten display list are referenced, and the image data required for drawing is obtained from the DRAM.
[0493] After starting the display list preload process, the scheduler update flag is set to the OFF state (S2014). The scheduler update flag is a flag for determining whether or not the performance scenario scheduler execution process (S2021), sound scheduler execution process (S2022), and lamp scheduler execution process (S2023), which will be described later, have been executed, and at this point, they have not yet been executed, so the scheduler update flag is set to the OFF state.
[0494] Incidentally, when the scheduler update flag is set to ON in S2020, the processes of S2020 to S2023 are avoided in the subsequent performance control loop processing (S2007 to S2028). In this way, by switching the scheduler update flag, the processes of S2020 to S2023 are each executed only once in one performance control loop processing (S2007 to S2028). As a result, each scenario of each scheduler updated in S2021 to S2023 is configured to proceed in synchronization with the update period of one frame (33.3 ms).
[0495] Next, the frame update flag is set to ON (S2015), and the process returns to the frame update flag determination process (S2007). As the frame update flag is set to ON in S2015, the next frame update flag determination process (S2007) determines that the flag is ON, and the process moves to S2016. Therefore, in the subsequent performance control loop process (S2007 to S2028), the processes of S2008 to S2015 are avoided until the frame update flag is set to OFF in S2028.
[0496] In S2016, it is determined whether or not the frame processing elapsed time is 26 ms or more. The frame processing elapsed time is the time elapsed since the image of the current frame (first frame) was displayed on the image display means 31. When the frame processing elapsed time reaches 33.3 ms, a second V blank signal is generated and the image is updated to the next frame (second frame).
[0497] Here, if the frame processing elapsed time is less than 26 ms, it is determined in S2017 whether or not a command has been received from the main control unit 520, and if a received command exists, a command analysis process (S2018) is performed. In this embodiment, if it is determined in S2024 that the second V blank signal has not occurred, the process returns to S2016. Therefore, the command analysis process (S2018) can be repeatedly executed until the frame processing elapsed time reaches 26 ms. This is because, if the frame processing elapsed time is less than 26 ms, there is still a grace period until the second V blank signal occurs (until 33.3 ms has elapsed), and there is sufficient processing time remaining to perform the command analysis process (S2018).
[0498] On the other hand, if the frame processing time has elapsed for 26 ms or more, the process proceeds to S2024, where it is determined whether or not a second V blank signal has occurred. In this case, regardless of the presence or absence of a received command, the command analysis process (S2018) is not performed. This is because, in consideration of the processing time required for the command analysis process (S2018), if the command analysis process (S2018) is performed in a situation in which the frame processing time has already elapsed for 26 ms or more, the frame processing time may exceed 33.3 ms, causing a frame delay. Therefore, in this embodiment, in order to prevent such a frame delay from occurring, a certain time limit is set, and if the frame processing time has elapsed for 26 ms or more, only monitoring for the occurrence of the second V blank signal (S2024) is performed.
[0499] Next, the contents of S2017 and S2018 will be described. In S2017, it is determined whether or not an unread performance control command is stored in the command reception buffer for storing the performance control command transmitted from the main control unit 520. If an unread performance control command exists, the process proceeds to command analysis processing (S2018).
[0500] In the command analysis process (S2018), the performance control command transmitted from the main control unit 520 is analyzed, and a process corresponding to the type of command is executed. The performance control commands include power-on command 1, power-on command 2, chip code, setting change start command, RWM error command, initialize command, RWM clear command, setting check start command, backup return command, power off command 1, power off command 2, main board error command switch pass command, over winning command, special symbol reserved addition command, special symbol reserved subtraction command, special symbol change pattern command, symbol designation command, symbol stop command, big win start command, big win opening command, big win opening winning command, round interval command, big win end command, small win start command, small win end command, error notification command, error release command, out command, etc., and the process corresponding to the received command is executed.
[0501] For example, when a special symbol variation pattern command or a symbol designation command is received, a process is executed to perform a decorative symbol variation game in which a variation display is executed by a plurality of decorative symbols 100, 101, and 102. Specifically, a notice lottery process is executed to select a notice performance (such as a pseudo consecutive notice, a step-up notice, or a background change notice) to be executed in t...
Claims
[Claim 1] A determination means for determining whether or not to generate a special game based on random number information acquired when a symbol start condition is established; a favorable game state transition means for transitioning from a normal game state to a favorable game state which is more favorable to a player than the normal game state when the stopped pattern after the transition is in a specific mode, in accordance with the determination by the determination means; A decorative pattern variation execution means for displaying a decorative pattern consisting of a plurality of pattern rows on an image display means in a variable manner in response to the variable display of the pattern; Equipped with In the advantageous game state, when the symbols are displayed variably for a predetermined variation time, The previously stopped decorative pattern which was stopped and displayed in the previous display of the decorative pattern is erased from the image display means after starting to change with the start of the predetermined change time for the current display of the decorative pattern, and the currently stopped decorative pattern of the decorative pattern in the current display of the decorative pattern is displayed on the image display means and then stopped. The predetermined fluctuation time is a minimum fluctuation time in the advantageous gaming state, The decorative pattern change display during the predetermined change time is changed by changing only the previously stopped decorative pattern and the currently stopped decorative pattern, The previous pattern erasing time from when the previous stopped decorative pattern, which was stopped and displayed in the previous variable display of the decorative pattern, starts to vary with the start of the predetermined variable time for the current variable display of the decorative pattern, until it is erased from the image display means, is configured to be longer than the current pattern displaying time from when the current stopped decorative pattern of the decorative pattern in the current variable display is displayed on the image display means until it is stopped and displayed. A gaming machine characterized by:
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