Pachinko machine
By incorporating operation means that allow players to switch between different gaming states and production modes, the gaming machine enhances player interest and engagement, addressing the low interest issue in conventional machines.
Patent Information
- Application Number
- JP2021036972
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-09
- Publication Date
- 2025-05-30
- Estimated Expiration
- 2041-03-09
AI Technical Summary
Conventional gaming machines have low player interest due to lack of engaging game mechanics.
The gaming machine incorporates operation means such as production buttons and levers, allowing players to switch between different gaming states and production modes, with varying levels of advantage and interactive elements like vibration production, to enhance player engagement.
The solution effectively increases player interest by providing dynamic game states and modes that offer more opportunities for winning and interactive experiences.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In conventional gaming machines, based on determination information obtained based on the establishment of start conditions, it is determined whether to execute a special game advantageous to the player, and a game effect (variable effect) corresponding to the result of the determination is generally executed.
[0003] Among such gaming machines, those that execute effects using a predetermined effect device (effect button, movable member, lamp, image display device, etc.) are also known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, conventional gaming machines as described in the above patent documents have a problem of low interest in the game.
[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the interest in the game.
Means for Solving the Problems
[0007] In order to solve the above problems, according to the present invention, in a gaming machine capable of executing a special game (big win game) advantageous to a player, it is provided with operation means (production button, production lever) operable by the player, and is controllable between a first gaming state (for example, normal gaming state) and a second gaming state more advantageous to the player than the first gaming state (for example, time-saving gaming state, probability-variable gaming state), and is controllable between a first production mode (for example, production modes A to C) and a second production mode (for example, production modes D to H). Based on the determination of determination information (special drawing determination information) acquired by an acquisition means (start port detection switch, main control board 110), a variation production of a symbol (production symbol) can be executed, and the determination information before the variation production is not executed can be stored as hold memory, and hold information (hold icon) corresponding to each of the hold memories the determination information stored as can be displayed in a display area (hold icon display area). During the execution of the variation production, a change production (vibration production) that changes the operation means from a non-vibrating state to a vibrating state without generating an operation effective period can be executed. When the hold memory starts the variation production that becomes the predetermined number during the display of a specific number (for example, 4) of the hold information that is more than a predetermined number (for example, 1) by 3, the hold information of the predetermined number is displayed without displaying the hold information of a number less by 1 than the specific number (for example, 3). The ease of execution of the change production is different between the first production mode and the second production mode. The change production includes a first change production (for example, preview vibration production, vibration production at the time of step-up notice production) executed at a predetermined timing (start of variation production to high-speed variation period), and a second change production (for example, vibration production at the time of symbol alignment, vibration production at the time of c-symbol alignment, vibration production at the time of confirmation production) executed at a timing different from the first change production. It is possible to make the vibration mode in the first change production (weak vibration for 1 second in the case of preview vibration production or vibration production at the time of step-up notice production) different from the vibration mode in the second change production (strong vibration for 4 seconds in the case of vibration production at the time of symbol alignment, strong vibration for 1 second in the case of vibration production at the time of c-symbol alignment, strong vibration for 3 seconds in the case of vibration production at the time of confirmation production), and it is possible to execute the first change production and the second change production during the execution of the variation production so that their production periods do not overlap. The acquisition means includes a first acquisition means for acquiring determination information based on the establishment of a first acquisition condition (the ball entering the first starting port), and a second acquisition means for acquiring determination information based on the establishment of a second acquisition condition (the ball entering the second starting port). The variation production includesthe Based on the determination of the determination information acquired by the first acquisition means (the first start port detection switch, the main control board 110), a first variable effect, the Based on the determination of the determination information acquired by the second acquisition means (the second start port detection switch, the main control board 110), a second variable effect, and the display in the first variable effect can be executed with a first-mode symbol (for example, an effect symbol showing numbers from "1" to "9") and a second-mode symbol (for example, a pseudo symbol, a development symbol, etc.) displayed at a predetermined timing. In the first game state, a cooperation effect (for example, a pseudo cooperation effect, a development effect, etc.) that is more likely to be executed in cooperation with the appearance of the second-mode symbol than the first variable effect in the second game state is executed.
Advantages of the Invention
[0008] According to the present invention, it is possible to improve the interest of the game.
Brief Description of the Drawings
[0009]
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MODE FOR CARRYING OUT THE INVENTION
[0010] (First Embodiment) Hereinafter, the first embodiment of the present invention will be specifically described with reference to the drawings.
[0011] (Configuration of the gaming machine) First, the configuration of the gaming machine 1 will be described with reference to FIG. 1. FIG. 1 is an example of the front view of the gaming machine 1 in the present embodiment.
[0012] The gaming machine 1 is provided with an outer frame 2, a game board mounting frame 3 rotatably supported with respect to the outer frame 2, a glass frame 4 rotatably supported with respect to the game board mounting frame 3, and a game board 5 in which a game area 5a where game balls flow down is formed.
[0013] The outer frame 2 has a decorative plate 2b attached to the lower front surface of a rectangular base frame 2a with an opening in the center part in the front-rear direction, and is fixed to the island equipment in the game parlor via a fixing member (for example, nails, fasteners, etc.).
[0014] The game board mounting frame 3 has a mounting part (not shown in the figure) for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 via a first hinge mechanism part 6 on one end side in the horizontal direction, and is rotatably supported with the first hinge mechanism part 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated relative to the outer frame 2 like a door, the back side of the game board mounting frame 3 is exposed forward, so that maintenance of various devices provided on the back side of the game board mounting frame 3 can be performed.
[0015] The glass frame 4 is detachably connected to the front side of the game board mounting frame 3 so as to cover the front of the mounting part of the game board mounting frame 3 via a second hinge mechanism part 7 on one end side in the horizontal direction, and is rotatably supported with the second hinge mechanism part 7 as a fulcrum. Therefore, when the glass frame 4 is rotated relative to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front part of the game board mounting frame 3 can be opened and closed.
[0016] An opening 8 (window part) that opens in the front-rear direction is formed in a substantially central part near the upper part of the glass frame 4, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached so as to close the opening 8 from the rear, and the game area 5a of the game board 5 mounted on the mounting part of the game board mounting frame 3 can be visually recognized through the opening 8 and the transparent member 8a.
[0017] Around the opening 8 of the glass frame 4, there are provided an audio output device 9 composed of a speaker, a frame lighting device 10 having a plurality of decorative lamps (LEDs), an upper plate 11 for storing a plurality of game balls such as game balls paid out from a payout device 100 described later, a lower plate 12 for receiving and storing the game balls that have flowed into an overflow ball flow path described later without fitting into the upper plate 11, and a firing operation device 13 for performing a firing operation of the game balls.
[0018] The audio output device 9 is provided at two locations spaced apart at the upper part of the glass frame 4, and performs an effect by sound (music, voice) by outputting BGM (background music), SE (sound effect), etc. Further, a plurality of frame lighting devices 10 are provided around the opening 8, and perform an effect by lighting by changing the irradiation direction and emission color of the light of each lamp (LED). Further, the frame lighting device 10 includes a notification LED 10a that is controlled to light / flash when the glass frame 4 is opened or when a payout abnormality described later occurs.
[0019] The upper tray 11 has a bottom surface of the storage portion 11a of the game balls sloping downward toward the direction side (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage portion 11a of the upper tray 11 flow down and reach the ball feed solenoid 11b, the game balls are sent out one by one toward the game board mounting frame 3 side by the operation of the ball feed solenoid 11b.
[0020] Further, on the front side of the center of the upper tray 11, an effect button device 16 and a selection button device 18 (see FIG. 1), which function as input devices for performing determination operations and selection operations related to various effects described later, are provided side by side on the left and right.
[0021] The effect button device 16 is provided with an effect button 17 (not shown) capable of performing a determination operation or the like (operation input), an effect button detection switch 17a (see FIG. 9) for detecting an operation on the effect button 17, and a button drive device 17b (see FIG. 9) for driving the effect button 17, enabling a player to input predetermined information to the gaming machine 1.
[0022] The performance button 17 can perform performance lighting by lighting the performance button LED (full color), which is part of the frame lighting device 10 (see Fig. 9), in a predetermined light emission mode (for example, white, red, rainbow). Further, it can move vertically between a standby position (origin position) located below and a performance position located above by the driving force of a button driving motor that is part of the button driving device 17b, and it is detected by a button position detection sensor (not shown) that it is in the origin position. Furthermore, it can perform a performance operation by vibrating in a predetermined vibration mode by the driving force of a button vibration motor that is part of the button driving device 17b, and the performance button 17 can be operated even while the button vibration motor is vibrating.
[0023] The selection button device 18 is provided with a cross key 19 (not shown) capable of performing operations such as selection operations, and a cross key detection switch 19a (see Fig. 9) connected to the cross key 19 for detecting operations on the cross key 19, enabling a player to input predetermined information into the gaming machine 1.
[0024] Also, on the right side portion of the upper tray 11, a lending operation unit 20 is provided that can perform operations such as lending operations for game balls and returning operations for storage media such as cards storing remaining amounts. When the lending button of the lending operation unit 20 is operated, the remaining amount stored in the storage media received by a ball lending machine (not shown) provided in the gaming machine 1 is subtracted and game balls are lent out. When the return button of the lending operation unit 20 is operated, the storage media is returned from the ball lending machine (not shown).
[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed for receiving game balls that do not fit into the upper tray 11 and guiding them to the lower tray 12. Also, in the middle of the overflow ball flow path, a tray full detection switch 32a (see Fig. 9) for detecting that the lower tray 12 is full of game balls is provided, and the payout of game balls by a payout device 100 described later is stopped while the fullness of the lower tray 12 is detected by the tray full detection switch 32a.
[0026] The launch operation device 13 includes a base 14 fixed to the glass frame 4, a launch handle 15 rotatably provided on the base 14, a touch sensor 15a (see FIG. 9) for detecting that the hand of the player touches the launch handle 15, a launch volume 15b (see FIG. 9) composed of a variable resistor whose resistance value changes according to the rotation angle of the launch handle 15, and a plurality of handle LEDs (frame lighting device 10) for causing the launch handle 15 to emit light in a predetermined manner. When the touch sensor 15a detects that the hand of the player touches the launch handle 15, the ball feed solenoid 11b operates and the game balls are sent out one by one.
[0027] The game board mounting frame 3 is provided with a game board mounting portion 25 for mounting the game board 5, a launch device 26 for launching the game balls toward the game area 5a, a lock mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a for detecting the opening (opening and closing) of the glass frame 4.
[0028] The game board mounting portion 25 is formed in a recessed shape with an open front at approximately the center near the upper part of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-rear direction is provided at the inner part of the recess of the game board mounting portion 25, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.
[0029] The launch device 26 includes a hitting member 28 for launching the game balls, a launch solenoid 28b (see FIG. 9) for driving the hitting member 28, a launch rail 29 that slopes upward from the hitting member 28 toward the lower left end of the game board, and a stopper 30 for stopping the game ball A at the launch position that is the inclined lower end of the launch rail 29. When the game ball sent out by the ball feed solenoid 11b is received at the launch position, this game ball A is hit out toward the game area 5a by the operation of the hitting member 28.
[0030] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end portion of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. Then, when a dedicated key is inserted into the keyhole of the cylinder and rotated in one direction, the lock of the game board mounting frame 3 is released and the game board mounting frame 3 can be opened and closed. When rotated in the other direction, the lock of the glass frame 4 is released and the glass frame 4 can be opened and closed.
[0031] At a position near the outer edge of the game board 5, a curved inner rail 35, a curved outer rail 36 located outside the inner rail 35, and a guiding member 37 for guiding the game ball toward the center of the game area 5a are provided. And a launched ball guiding path 38 for guiding the game ball launched by the launching device 26 between the inner rail 35 and the outer rail 36 to the upstream portion of the game area 5a is formed. Also, at the most downstream portion of the game area 5a, an out port 39 for guiding the game ball flowing down to the outside of the game area (the collection portion of the game board mounting frame 3) is formed.
[0032] At approximately the center of the game area 5a, a frame-shaped decorative frame 40 called a so-called center case for restricting the entry of the game ball into the interior is provided, and a production space 40a is formed inside the decorative frame 40. Also, on the side portion of the decorative frame 40, a warp device 41 for introducing the game ball flowing down the game area 5a into the interior of the decorative frame 40 is provided. At the lower portion of the decorative frame 40, a stage portion 42 for rolling the game ball introduced into the interior of the decorative frame 40 by the warp device 41 and flowing it down below the decorative frame 40 is provided.
[0033] At the lower portion of the game area 5a, a plurality (four in this embodiment) of general winning ports 43 into which the game ball can always win (enter the ball) are provided at intervals. When the game ball that has won (entered the ball) into this general winning port 43 is detected by the general winning port detection switch 43a (see FIG. 9), a predetermined number (for example, 10) of game balls are paid out as prize balls from the payout device 100 (not shown) to the upper tray 11.
[0034] On both sides (left area and right area) of the gaming area 5a, there are respectively provided general drawing gates 44 (general drawing start area) through which game balls can pass. When a game ball passing through the general drawing gate 44 is detected by a gate detection switch 44a (see Fig. 9), a winning lottery for the general symbol (auxiliary game determination) is conducted. Note that the winning lottery for the general symbol will be described later.
[0035] Below the gaming area 5a and directly below the stage portion 42, there is provided a first start port 45 (specific drawing start area) through which game balls can always win (enter). When a game ball that has won (entered) the first start port 45 is detected by a first start port detection switch 45a (see Fig. 9), a predetermined number of game balls (for example, 3 balls) are paid out as prize balls from the payout device 100 to the upper tray 11. In addition to the payout of prize balls, a big win determination (special game determination) for the first special symbol (identification information) described later is conducted.
[0036] Below the first start port 45, there is provided a variable start portion 46 that is converted from a closed state (basic mode) in which it is impossible or difficult for a game ball to win (enter) based on the establishment of a predetermined condition (winning the winning lottery for the general symbol) to an open state (special mode) in which it is possible or easy for a game ball to win (enter).
[0037] The variable start portion 46 is provided with a second start port 47 (specific drawing start area) through which a game ball can win (enter), a second start port detection switch 47a (see Fig. 9) for detecting the winning (entry) of a game ball into the second start port 47, a movable member 48 for converting the second start port 47 between a closed state and an open state (variable), and a second start port opening / closing solenoid 48b (see Fig. 9) for opening / closing the conversion of the movable member 48. When the second start port 47 is in the closed state, it is impossible or difficult for a game ball to win, and when the second start port 47 is in the open state, it is possible or easy for a game ball to win (enter).
[0038] When a game ball that has won (entered) the second start port 47 is detected by the second start port detection switch 47a, a predetermined number of game balls (for example, three) are paid out from the payout device 100 as prize balls onto the upper tray 11. In addition to the payout of prize balls, a jackpot determination (special game determination) of a second special symbol (identification information), which will be described later, is performed.
[0039] Between the first start port 45 and the variable start section 46, there is a winning port lamp NR (not shown) for emitting light in a predetermined manner around the first start port 45 and the variable start section 46, and it is possible to perform a lighting effect by emitting light with a board lighting device 76 having a plurality of lamps (such as full-color LEDs).
[0040] Above the guiding member 37 and downstream of the right general gate 44 in the normal view, there is provided a variable winning section 49 that is converted from a closed state (basic mode) in which it is impossible for a game ball to win (enter) based on the establishment of predetermined conditions (winning a jackpot determination of a special symbol) to an open state (special mode) in which it is possible for a game ball to win (enter).
[0041] The variable winning section 49 is provided with a large winning port 50 into which a game ball can win (enter), a large winning port detection switch 50a (see FIG. 9) for detecting the winning (entry) of a game ball into the large winning port 50, an opening / closing member 51 for converting the large winning port 50 between a closed state and an open state (variable), and a large winning port opening / closing solenoid 51b for opening / closing the opening / closing member 51. When the large winning port 50 is in the closed state, it is impossible or difficult for a game ball to win, and when the large winning port 50 is in the open state, it is possible or easy for a game ball to win (enter).
[0042] When a game ball that has won (entered) the large winning port 50 is detected by the large winning port detection switch 50a, a predetermined number of game balls (for example, fifteen) are paid out from the payout device 100 as prize balls onto the upper tray 11.
[0043] On the back side of the game board 5, there are a general winning opening 43, a first start opening 45, a second start opening 47, and a large winning opening 50. When a game ball wins a prize through these openings, the general winning opening detection switch 43a, the first start opening detection switch 45a, the second start opening detection switch 47a, and the large winning opening detection switch 50a detect the game ball. An out ball flow path is provided to receive the game balls that flow into the out opening 39, collect them, and let them flow down while gathering them. An out ball detection switch 52a is provided at the most downstream part of the out ball flow path. The game balls that flow down through this out ball flow path and are detected by the out ball detection switch 52a are discharged from the discharge port on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).
[0044] Outside the game area 5a, there is a main information display device 59 composed of a first special symbol display 60, a second special symbol display 61, a normal symbol display 62, a first special symbol hold display 63, a second special symbol hold display 64, a normal symbol hold display 65, a round number display 66 (see Fig. 9) that displays the number of rounds when a big win game (special gaming state) described later is executed, a right hit display 67 (see Fig. 9) that prompts to launch a game ball toward the right area of the game area 5a during the big win game (special game) or in the time-saving game state, and a state confirmation display 68 (see Fig. 9) that indicates that the gaming machine 1 is set in a setting change mode or a setting confirmation mode described later.
[0045] Also, a winning probability display sticker is pasted near the main information display device 59 (not shown in the figure). The winning probability (1 / 285 - 1 / 300) and setting values (4 - 1) of the big win of the gaming machine 1 of this embodiment are printed on this winning probability display sticker. Note that the pasting position of this winning probability display sticker 200 is an example and is not limited to the vicinity of the main information display device 59, and it may be on the front (surface) of the gaming machine 1.
[0046] The first special symbol display 60 is a variable display for displaying (notifying) the result of the jackpot determination of the first special symbol, which is performed on the condition that a game ball wins (enters) the first start port 45. The second special symbol display 61 is a variable display for displaying (notifying) the result of the jackpot determination of the second special symbol, which is performed on the condition that a game ball wins (enters) the second start port 47. The normal symbol display 62 is a variable display for displaying (notifying) the result of the winning lottery of the normal symbol, which is performed on the condition that a game ball wins (enters) the general symbol gate 44.
[0047] The jackpot determination of the first special symbol corresponds to obtaining a jackpot determination random value or the like (first special symbol determination information) when a game ball wins (enters) the first start port 45, and comparing the obtained jackpot determination random value with the jackpot determination value to determine whether it is a "jackpot". When the jackpot determination of the first special symbol is performed, the first special symbol display 60 performs a variable display of the first special symbol, and after a predetermined time has elapsed, a stop display of the first special symbol indicating the lottery result is performed. That is, the stop display of the first special symbol serves as the notification of the lottery result.
[0048] The jackpot determination of the second special symbol corresponds to obtaining a jackpot determination random value or the like (second special symbol determination information) when a game ball wins (enters) the second start port 47, and comparing the obtained jackpot determination random value with the jackpot determination value to determine whether it is a "jackpot". When the jackpot determination of the second special symbol is performed, the second special symbol display 61 performs a variable display of the second special symbol, and after a predetermined time has elapsed, a stop display of the second special symbol indicating the lottery result is performed. That is, the stop display of the second special symbol serves as the notification of the lottery result.
[0049] Note that the first special symbol display 60 and the second special symbol display 61 are each composed of a plurality of LEDs, and in the variable display of each special symbol, the LEDs of the corresponding display blink at a predetermined interval or in a predetermined order. When the special symbol is stopped and displayed, the LEDs light up in a mode (jackpot mode, losing mode) indicating the result of each jackpot determination.
[0050] In this embodiment, "big win" refers to a state in which the right to execute a big win game (special game) is obtained in the big win determination (special game determination) of the first special symbol or the big win determination (special game determination) of the second special symbol. "Big win game" refers to a game state in which a round game in which the big winning opening 50 is opened in a predetermined mode is performed a predetermined number of times (for example, 4 times or 15 times).
[0051] Although the maximum number of openings and the maximum opening time of the big winning opening 50 in each round game are determined in advance, even before reaching the maximum number of openings and the maximum opening time, if a predetermined number of game balls (for example, 9 balls) enter the big winning opening 50 (enter the ball), one round game ends. That is, the "big win game (special game)" is a game state advantageous to a player who is likely to obtain prize balls. In this embodiment, any of a plurality of types of big win games with different degrees of advantage to the player can occur, which will be described in detail later.
[0052] The winning lottery of the normal symbol corresponds to obtaining a winning determination random value when a game ball passes through the general symbol gate 44, and comparing the obtained winning determination random value with the winning determination value to determine whether it is a "win". When the winning lottery of the normal symbol is performed, the normal symbol display 62 displays the variation of the normal symbol, and after a predetermined time elapses, the stop display of the normal symbol indicating the lottery result is performed. That is, the stop display of the normal symbol is a notification of the lottery result.
[0053] The normal symbol display 62 is composed of one or a plurality of LEDs, and the LEDs blink at a predetermined interval or order in the variation display of the normal symbol. When the normal symbol is stopped and displayed, the LEDs light up in a mode (winning mode or losing mode) indicating the result of the winning lottery.
[0054] In this embodiment, "winning" refers to the state of obtaining the right to execute a winning state (bonus game) in the winning lottery of the normal symbol. "Winning game (bonus game)" refers to the game state in which the second start port 47 is opened in a predetermined mode.
[0055] Note that the maximum number of openings and the maximum opening time of the second start port 47 in the winning game (bonus game) are predetermined. However, even before reaching the maximum number of openings or the maximum opening time, if a predetermined number of game balls (for example, 9 balls) win (enter the ball) in the second start port 47, the winning game (bonus game) ends. That is, the "winning game (bonus game)" is a game state in which the variable display of the second special symbol is likely to be executed (the start condition of the variable display is likely to be satisfied). In this embodiment, a plurality of types of winning games (bonus games) with different degrees of advantage for the player are provided, which will be described in detail later.
[0056] The first special symbol hold indicator 63 is composed of a plurality of LEDs and is for displaying the number of rights (first hold memory) for performing the jackpot determination (variable display of the first special symbol) of the first special symbol stored when a game ball wins (enters the ball) in the first start port 45, and lights up or blinks in a mode indicating the number of the first hold memory. Note that the first hold memory can store up to 4 at most, but it may be less than 4 or more than 4.
[0057] The second special symbol hold indicator 64 is composed of a plurality of LEDs and is for displaying the number of rights (second hold memory) for performing the jackpot determination (variable display of the second special symbol) of the second special symbol stored when a game ball wins (enters the ball) in the second start port 47, and lights up or blinks in a mode indicating the number of the second hold memory. Note that the second hold memory can store up to 4 at most, but it may be less than 4 or more than 4.
[0058] The normal symbol hold indicator 65 is composed of a plurality of LEDs and is for displaying the number of rights (normal symbol hold memory) for performing a winning lottery (variable display of normal symbols) of normal symbols stored when a game ball wins (passes through) the normal symbol gate 44, and lights up or blinks in a manner indicating the number of normal symbol hold memories. Although the normal symbol hold memory is configured to store up to 4 at most, it may be less than 4 or more than 4.
[0059] Note that the first special symbol display 60 and / or the second special symbol display 61 can also be composed of 7-segment LEDs. For example, when winning the jackpot determination of special symbols, "7" may be stopped and displayed, and when it is a loss, "-" may be stopped and displayed, and during variable display, it may be turned off and "-" may be repeated. Before the start of the variable display of special symbols, the stop result of the previous variable display is displayed by the lighting of the LEDs, so at the start of the variable display, it is easy to grasp that the variable display has started by starting from the extinguishing of the LEDs.
[0060] The round number display 66 is composed of a plurality of LEDs and is for displaying the round number when a jackpot state (special game state) occurs. At the start of the jackpot game, the lighting of the LEDs is started in a predetermined manner indicating the round number, the lighting of the LEDs is continued during the jackpot game, and the LEDs are turned off at the end of the jackpot game. For example, if it is a jackpot game with 2 rounds, only the fourth LED from the left lights up, and if it is a jackpot game with 16 rounds, all the LEDs light up.
[0061] The right shot indicator 67 is composed of one LED and is for displaying a right shot display prompting to shoot a game ball toward the right game area during a jackpot state (special game state) and during a time-saving game state (so-called right shot), and the LED lights up during a jackpot state (special game state) and during a time-saving game state.
[0062] The status confirmation indicator 68 is composed of one LED and is used to indicate that it is set to the setting change mode or the setting confirmation mode described later. When shifting to the setting change mode or the setting confirmation mode, the LED starts lighting, and when the setting change mode or the setting confirmation mode ends, the LED turns off. In this way, since the status confirmation indicator 68 indicating that it is set to the setting change mode or the setting confirmation mode is provided on the front (surface) of the gaming machine, it is possible to easily confirm whether it is set to the setting change mode or the setting confirmation mode.
[0063] Note that the installation position of the status confirmation indicator 68 is an example and is not limited to the installation position of the present embodiment, and it may be the front (surface) of the gaming machine 1.
[0064] Also, in the present embodiment, it was displayed in the same display mode (lighting display) regardless of whether it was set to the setting change mode or the setting confirmation mode, but it may be displayed so that it can be recognized which mode it is set to. For example, when it is set to the setting change mode, the status confirmation indicator 68 may be lit, and when it is set to the setting confirmation mode, the status confirmation indicator 68 may be blinked. Or when it is set to the setting change mode, either the status confirmation indicator 68 or a display of the second gaming information display device 69 may be lit, and when it is set to the setting confirmation mode, only the status confirmation indicator 68 may be lit.
[0065] Also, in the present embodiment, the status confirmation indicator 68 is provided as a dedicated display to indicate that it is set to the setting change mode or the setting confirmation mode, but it may be used in combination with other displays. For example, in the setting change mode and the setting confirmation mode, since the main information display device 59 and the second gaming information display device 69 described later are turned off, these display devices may be used. Specifically, one LED of either the main information display device 59 or the second gaming information display device 69 may be lit, or all the LEDs of the main information display device 59 and the second gaming information display device 69 may be lit.
[0066] In the lower right inside of the game area 5a, there is provided a sub-information display device 80 including a sub-first variable display 81, a sub-second variable display 82, a sub-first hold display 83, a sub-second hold display 84, a sub-ordinary pattern variable display 85, a sub-ordinary pattern hold display 86, and a sub-right hit display 87 that prompts the firing of a game ball toward the right area of the game area 5a (so-called right hit). Note that the sub-information display device 80 is not provided with a display indicating that it is set in a setting change mode or a setting confirmation mode such as the state confirmation display 68 described above.
[0067] The sub-first variable display 81 is for displaying (notifying) the result of the jackpot determination of the first special symbol, and the sub-second variable display 82 is for displaying (notifying) the result of the jackpot determination of the second special symbol. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined interval (the first lamp symbol LZ or the second lamp symbol LZ varies), and when the corresponding special symbol stops being displayed, the result of the jackpot determination (lit in the case of a jackpot, extinguished in the case of a miss) stops being displayed.
[0068] Note that in the sub-first variable display 81 and the sub-second variable display 82, it may blink during the variable display of the special symbol so that only whether the variable display of the special symbol is in progress can be grasped, and it lights up or goes out when the stop display is performed.
[0069] The sub-first hold display 83 is for displaying the number of first hold memories (hold number), and the sub-second hold display 84 is for displaying the number of second hold memories (hold number). Each is composed of two left and right LEDs. When the hold number is "0", the left and right LEDs go out. When the hold number is "1", the left LED lights up and the right LED goes out. When the hold number is "2", the left and right LEDs light up. When the hold number is "3", the left LED blinks and the right LED lights up. When the hold number is "4", the left and right LEDs blink.
[0070] The sub-ordinary symbol variation display 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. When the variation display of the ordinary symbol starts, the LED blinks (varies) at a predetermined interval. When the ordinary symbol stops being displayed, the mode indicating the result of the winning lottery (lights up in the case of a win and goes out in the case of a loss) stops being displayed.
[0071] Note that in the sub-ordinary symbol variation display 85, it may be configured to blink during the variation display of the ordinary symbol and light up or go out when the stop display is performed so that only whether the variation display of the ordinary symbol is in progress can be grasped.
[0072] The sub-ordinary symbol hold display 86 is for displaying the number of ordinary symbol holds (hold count), and is composed of two LEDs arranged side by side. When the ordinary symbol hold count is "0", both the left and right LEDs go out. When the ordinary symbol hold count is "1", the left LED lights up and the right LED goes out. When the ordinary symbol hold count is "2", the left LED blinks and the right LED lights up. When the ordinary symbol hold count is "4", both the left and right LEDs blink.
[0073] At the back of the production space 40a, a first image display device 70 (main liquid crystal) composed of a liquid crystal display is provided. In front of the first image display device 70 (main liquid crystal) at the lower part of the production space 40a, a second image display device 71 (sub liquid crystal) composed of a liquid crystal display with a smaller display area than the first image display device 70 (main liquid crystal) is provided. At the upper part of the production space 40a, a first movable member 73 imitating the face of a character is provided. At the right part of the production space 40a, a circular second movable member 74 is provided.
[0074] In the image display device composed of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), various production displays are performed according to the progress of the game. Examples of the production display include a customer waiting demo production executed during the customer waiting state (waiting state where the game is not in progress) when the variation display of the special symbol is not being performed, and a variation production accompanied by the variation display of the production symbol 70a executed during the variation display of the special symbol.
[0075] In the display unit (effective display area) of the first image display device 70 (main liquid crystal), three columns of variable display areas such as a left area, a central area, and a right area are formed, and the effect symbols 70a displayed in each variable display area are scrolled vertically (from top to bottom in this embodiment) to perform variable display of the effect symbols 70a. Further, a special symbol display area is formed at the lower right corner of the display unit of the first image display device 70 (main liquid crystal), and the special symbol TZ displayed in the special symbol display area is scrolled vertically (from top to bottom in this embodiment) corresponding to the variable display of the special symbol to perform variable display of the special symbol TZ.
[0076] Note that the effect symbols 70a and the special symbol TZ are constituted by symbols indicating numbers from "1" to "9", for example, and the variable display of the effect symbols 70a is performed corresponding to (synchronized with) the variable display of the special symbol executed by the first special symbol display 60 and the second special symbol display 61. That is, the variable display of the effect symbols 70a is started corresponding to the start of the variable display of the special symbol, the effect symbols 70a are temporarily stopped and displayed (oscillated) before the stop of the variable display of the special symbol, and the variable display of the effect symbols 70a is stopped and displayed (stationary display) corresponding to the stop display of the variable display of the special symbol. Note that, as the effect symbols 70a, symbols indicating alphabets from "A" to "F" may be provided in addition to the symbols indicating numbers.
[0077] Note that the "temporary stop display" refers to a state in which the effect symbols 70a slightly swing or the effect symbols 70a slightly deform, making the player seem as if the effect symbols 70a have stopped (not completely stopped).
[0078] In the stop display of the effect symbol 70a, the effect symbol 70a stops for a predetermined time (e.g., 0.5 seconds) in a predetermined manner (a losing manner, a big win manner, etc.) indicating the result of the big win determination. The big win manner (special result manner) is a combination of the same effect symbols such as "777" or a combination of effect symbols with regularity such as "357", and the losing manner is other manners. Note that the mode of the variable display of the effect symbol 70a is not limited to this, and it may scroll in the left-right direction or may rotate (spin) in place.
[0079] Also, during the variable display of the effect symbol 70a, according to the result of the big win determination, various effect images and movies such as a reach effect, a background image, and a character are displayed on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), so as to enhance the player's sense of expectation (hereinafter referred to as "big win winning expectation") for the execution of the big win (special game).
[0080] Here, the "reach effect" means a variable mode that makes the player expect the execution of a big win game, in which a part of the combination of the effect symbols 70a that notify the big win temporarily stops and the other effect symbols 70a fluctuate. For example, when the combination of the effect symbols 70a that notify the big win (big win result mode) is set as a combination of three-digit effect symbols 70a of "777", it refers to a mode in which two effect symbols 70a in the left area and the right area temporarily stop at "7" and the remaining effect symbols 70a in the central area fluctuate.
[0081] Also, in this embodiment, there are seven types of reach effects, namely, "normal reach effect", "SP reach effect", "SPSP reach effect", "SPSP '7' reach effect", "full rotation reach effect", and "special SP reach".
[0082] The "Normal Reach Effect" is a reach effect that is performed in a state where the background image before the reach is being displayed, with two effect symbols 70a temporarily stopped in the left and right regions, and the remaining one effect symbol 70a fluctuating in the central region, forming a reach state.
[0083] The "SP Reach Effect" is a reach effect that is executed after the normal reach effect. In this effect, the effect symbol 70a in the reach state is displayed in a reduced size at the corner of the screen, and a reach effect with a higher effect (higher expectation of a big win) than the normal reach effect is performed.
[0084] The "SPSP Reach Effect" is a reach effect that is executed after the normal reach effect or the SP reach effect, and a reach effect with a higher effect (higher expectation of a big win) than the normal reach effect or the SP reach effect is performed.
[0085] The "Full Rotation Reach Effect" is a reach effect in which a combination of multiple effect symbols 70a that notify a big win fluctuates at a low speed in a state where all are aligned. In this embodiment, it is a reach effect that is executed only when a win is determined in the big win determination.
[0086] The "Special SP Reach" is a reach effect that is executed after the normal reach effect. In this effect, the effect symbol 70a in the reach state is displayed in a reduced size at the corner of the screen, and a reach effect with a higher effect (higher expectation of a big win) than the normal reach effect is performed, and a different effect from the normal SP reach is performed.
[0087] In this embodiment, as the expectation level of winning the big win related to the reach effect, it increases in the order of normal reach effect < SP reach effect < SPSP reach effect < full rotation reach effect (big win confirmed), and it increases in the order of normal reach effect < special SP reach effect.
[0088] Further, at the lower part of the display unit of the first image display device 70 (main liquid crystal), there are formed a first hold icon display area 70B for displaying a number of first hold icons corresponding to the first special figure hold number (U1), which is the current number of first hold memories in the normal game state, a second hold icon display area 70D for displaying a number of second hold icons corresponding to the second special figure hold number (U2), which is the current number of second hold memories in the specific game state, and an icon display area 70C for displaying the relevant icon corresponding to the variable display of the special symbol (effect symbol 70a) being executed in the normal game state and the specific game state.
[0089] The first hold icon display area 70B is partitioned in the form of a first display unit 70B1, a second display unit 70B2, a third display unit 70B3, a fourth display unit 70B4, etc. from the side closer to the icon display area 70C. In each of the display units 70B1 to 70B4, a number of first hold icons corresponding to the first special figure hold number (U1) are displayed. That is, the number of first hold icons increases or decreases corresponding to the increase or decrease of the first special figure hold number (U1).
[0090] Specifically, in the first display unit 70B1, a first hold icon H11 indicating the first hold memory in which the variable display of the first special symbol is first executed is displayed, in the second display unit 70B2, a first hold icon H12 indicating the first hold memory in which the variable display of the first special symbol is second executed is displayed, in the third display unit 70B3, a first hold icon H13 indicating the first hold memory in which the variable display of the first special symbol is third executed is displayed, and in the fourth display unit 70B4, a first hold icon H14 indicating the first hold memory in which the variable display of the first special symbol is fourth executed is displayed.
[0091] The second hold icon display area 70D is partitioned in the form of a first display unit 70D1, a second display unit 70D2, a third display unit 70D3, a fourth display unit 70D4, etc. from the side closer to the icon display area 70C. In each of the display units 70D1 to 70D4, a number of second hold icons corresponding to the second special figure hold number (U2) are displayed. That is, the number of second hold icons increases or decreases corresponding to the increase or decrease of the second special figure hold number (U2).
[0092] Specifically, on the first display unit 70D1, a second hold icon H21 indicating a second hold memory in which the variable display of the second special symbol is first executed is displayed. On the second display unit 70D2, a second hold icon H22 indicating a second hold memory in which the variable display of the second special symbol is secondarily executed is displayed. On the third display unit 70D3, a second hold icon H23 indicating a second hold memory in which the variable display of the second special symbol is tertially executed is displayed. On the fourth display unit 70D4, a second hold icon H24 indicating a second hold memory in which the variable display of the second special symbol is quaternarily executed is displayed. In this embodiment, the "first special symbol hold number" may be referred to as the "first hold number", and the "second special symbol hold number" may be referred to as the "second hold number".
[0093] The icon display area 70C is displayed with the icon TI when the first hold icon displayed on the first display unit 70B1 of the first hold icon display area 70B or the second hold icon displayed on the first display unit 70D1 of the second hold icon display area 70D moves (shifts) in response to the start of the variable display of the special symbol (effect symbol 70a), and the icon TI disappears (is erased) at the end of the variable display of the special symbol (effect symbol 70a). Note that the icon may be made to disappear during the variable display of the special symbol (effect symbol 70a). In this embodiment, the "first hold icon", the "second hold icon", and the "said icon" may be collectively referred to as the "icon".
[0094] In addition, on the left side of the display unit of the first image display device 70 (main liquid crystal), there are formed a first special symbol hold number display area 70E for displaying a first hold number indicating the number of current first special symbol hold numbers (U1) in the normal game state and the specific game state, and a second special symbol hold number display area 70F for displaying a second hold number indicating the number of current second special symbol hold numbers (U2) in the normal game state and the specific game state.
[0095] The first movable member 73 can perform effect lighting by lighting the first movable member LED (full color), which is a part of the board lighting device 76 (see FIG. 9), in a predetermined light emission mode. The first movable member can perform an effect operation by moving vertically between a standby position (home position) located above and an effect position located below by the driving force of the first movable member drive motor, which is a part of the board drive device 75 (see FIG. 9). It is detected by the first position detection sensor (not shown) that the first movable member is at the home position.
[0096] The second movable member 74 can perform effect lighting by lighting the second movable member LED (full color), which is a part of the board lighting device 76 (see FIG. 9), in a predetermined light emission mode. The second movable member can perform an effect operation by moving diagonally up and down between a standby position (home position) located in the upper right and an effect position located in the lower left by the driving force of the second movable member drive motor, which is a part of the board drive device 75 (see FIG. 9). It is detected by the second position detection sensor (not shown) that the second movable member is at the home position.
[0097] Since the effect positions of the first movable member 73 and the second movable member 74 partially overlap each other, basically, the first movable member 73 and the second movable member 74 do not collide with each other by not operating simultaneously.
[0098] If the first movable member 73 and the second movable member 74 do not collide with each other, after one movable member moves to the effect position and then returns to a position that does not overlap with the effect position of the other movable member, the other movable member may be moved to the effect position.
[0099] On the back side of the game board mounting frame 3 and the game board 5, there are a payout device 100 for paying out game balls based on the establishment of predetermined payout conditions (bonus balls, ball loans), a game ball storage section (not shown) that stores game balls supplied from island facilities etc. and supplies them to the payout device 100, a main control device 110A (not shown) incorporating a main control board 110 that comprehensively controls the progress of the game, a payout control device 120A (not shown) incorporating a payout control board 120 that controls the payout device 100 in response to a payout control command from the main control board 110, an effect control device 130A (not shown) incorporating an effect control board 130 that controls effects in response to an effect control command from the main control board 110, a power supply device 160A (not shown) incorporating a power supply board 160 that supplies a power voltage to various control devices, and a game information output terminal board 90 (see FIG. 9) for outputting game information (game signals) to the outside of the gaming machine.
[0100] Also, an opening and closing door - type cover member is provided on the left - right one - side with a rotation axis set so that the upper part of the main control device 110A and the whole of the effect control device 130A are covered from the rear, and the left - right other side opens and closes in the left - right direction. The effect control device 130A is provided with a change - over switch 22 (see FIG. 9) for switching an adjustment mode related to adjusting the volume of the effect sound output from the sound output device 9, the light amounts of the display devices (the first image display device 70, the second image display device 71), and various lighting devices (the frame lighting device 10, the board lighting device 76) so as to be covered by the cover member.
[0101] On the surface side of the main control board 110, there are mounted a main control section 110m composed of a one - chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the stored content of the main RAM 110c of the main control section 110m or update a set value that is a stage of the advantage degree of the game (varying the advantage degree of the game), a setting key switch 112a for inputting a signal to shift to a state where the set value can be changed or a state where the set value can be confirmed by an operation using a setting key, an information display 113 for displaying performance information and set values that enable grasping of the actual performance of the gaming machine 1, etc.
[0102] The information display 113 is for displaying set values and performance information (normal base values described later), and is configured by arranging four 7-segment displays having decimal points DP in a horizontal arrangement. And, identification segments for displaying identification information indicating the type of performance information (data type) are configured on two 7-segment displays corresponding to the upper two digits, and numerical segments for displaying numerical information indicating the set value and the numerical value of the performance information are configured on two 7-segment displays corresponding to the lower two digits.
[0103] (Configuration of the back side of the game board) Next, the configuration of the back side of the game board will be described with reference to FIGS. 2 to 3. FIG. 2 is a rear view showing a state in which each unit is assembled to the base frame, and FIG. 3 is a partially exploded perspective view of FIG. 2.
[0104] As shown in FIGS. 2 to 3 and the like, on the back (rear surface) of the game board 5, a base frame 170 (liquid crystal base frame) having an opening penetrating in the front-rear direction is assembled, and an image display unit (first image display device 70 and image display cover 185) 180 is assembled on the back side (rear surface side) of the base frame 170 so as to close the opening. A lamp relay board 186 is assembled on the back (rear surface) of the image display cover 185 (liquid crystal cover), and a main control device 110A (main board case 200 housing the main control board 110) is attached to the lower back part of the image display cover 185 below the lamp relay board 186.
[0105] The base frame 170 (liquid crystal base) is a substantially rectangular annular body having an opening penetrating in the front-rear direction, and the annular front surface 171 is attached and fixed to the back of the game board 5. There is a space for arranging various circuit boards and components on the back of the base frame 170. On the back side of the image display unit 180 (liquid crystal unit) fixed to the back surface of the base frame 170, an effect control circuit board 130 is arranged. The image display unit 180 is configured to be slidably mounted from the side (left - right direction), up - down direction, or diagonal direction of the base frame into a gap (accommodation space) for accommodating the image display unit provided in front of the effect control circuit board. Various circuit boards arranged on the back surface of the base frame are covered by a lid member 190.
[0106] As shown in FIG. 2, on the back side of the main circuit board case 200, at least the RWM clear switch 111a and the setting key switch 112a provided on the main control circuit board 110 are exposed. Also, through the transparent main circuit board case 200, the information display 113 provided on the main control circuit board 110 is visible. Staff of the game parlor etc. can open the door of the gaming machine, operate the RWM clear switch 111a and the setting key switch 112a while visually recognizing the information display 113 on the back of the gaming machine, and perform operations such as RWM clear, setting change, setting confirmation, and confirmation of the performance information of the gaming machine.
[0107] The RWM clear switch 111a on the main control circuit board 110 is not directly exposed, and an operation member 685 that can be operated by staff of the game parlor etc. protrudes from an opening provided at the corresponding position of the RWM clear switch 111a in the main circuit board case 200. When the staff etc. press - down the operation member 685, the RWM clear switch 111a is pressed by the pressed operation member 685. Thereby, the operation of the RWM clear switch 111a is performed.
[0108] The setting key switch 112a is provided with a keyhole for inserting a key at the end face of a cylindrical member protruding from the main control circuit board 110. And the end face of the setting key switch 112a provided with the keyhole is exposed from an opening provided in the main circuit board case 200. Staff of the game parlor etc. can insert a key into the keyhole of the setting key switch 112a and perform operations.
[0109] (Main board case) Next, the configuration of the main board case 200 according to the present embodiment will be described with reference to FIGS. 4 to 6. In the present embodiment, the front direction is the direction of the pachinko game board 5 side with respect to the main board case 200, and the rear direction is the direction opposite to the pachinko game board 5 side. Therefore, the left-right direction in the figure is the left-right direction when the main board case 200 is viewed from the side opposite to the pachinko game board 5.
[0110] FIG. 4 is a diagram for explaining the main board case 200, FIG. 5 is an exploded perspective view including the pedestal of the main board case 200, and FIG. 6 is a rear perspective view when the main board case 200 is disassembled. The main board case 200 of the present embodiment is assembled to the back surface of a gaming machine such as a pachinko gaming machine via a pedestal 280 in a state where the main control board 110 on which electronic components are mounted is housed inside.
[0111] The pedestal 280 is a connecting means for attaching the main board case 200 to a gaming machine side holding portion (in this embodiment, the lamp relay board 186) provided on the back side of the gaming machine body. The main board case 200 housing the main control board is assembled in a state where the lower case piece 210 is attached to the back surface of a pachinko game board or the like via the pedestal 280, so that the electronic components mounted on the main control board 110 inside can be visually recognized from the back side of the game board through the upper case piece 220.
[0112] The pedestal 280 is a component used to attach the main board case 200 to the rear side of the pachinko game board 5. As shown in FIG. 5, the pedestal 280 is formed in a substantially rectangular shape in which two sides along the left-right direction are longer than two sides along the up-down direction, and is provided with a pair of shaft portions 281 near both left and right ends of the lower side, and is provided with a plate shape at the center in the left-right direction of the upper side. The axial direction of the shaft portion 281 coincides with the left-right direction.
[0113] The main board case 200 is provided with a pair of hook portions 249 to be engaged with the respective shaft portions 281. The pair of hook portions 249 are provided on the lower side of the upper case piece 220 described later. The hook portion 249 is formed in a U shape convex toward the front side.
[0114] When attaching the main board case 200 to the pedestal 280, the main board case 200 is arranged in a state where the hook portion 249 protrudes toward the back side. Then, since the hook portion 249 can be engaged with the shaft portion 281, the main board case 200 is brought closer to the pedestal 280, and each hook portion 249 is engaged with each shaft portion 281.
[0115] And when the hook portion 249 is engaged with the shaft portion 281, the free end side of the main board case 200 is rotated upward about the shaft portion 281, and the main board case 200 is superposed on the pedestal 280. At this time, the plate-shaped hook 282 provided on the upper side of the pedestal 280 is caught in the recess D provided on the upper side of the main board case 200. Therefore, the main board case 200 is fixed to the pedestal 280 by the engagement between the hook portion 249 and the shaft portion 281 and the engagement between the plate-shaped hook 282 and the main board case 200.
[0116] Thereafter, the protective cover 229 is attached to the main board case 200. The protective cover 229 covers the lower portion of the main board case 200 including the hook portion 249. In this way, the main control device 110A is attached to the rear side of the game board 5.
[0117] The main board case 200 houses therein a transparent resin-made two case pieces (lower case piece 210, upper case piece 220) sandwiching a single-sided mounting type main control board 110 (printed board) having electronic components arranged only on one surface, a cutting member 230 for cutting an opening prohibition seal sandwiched and held between the edges of the lower case piece 210 and the upper case piece 220, and a cap 240 detachably attached to a sealing base portion 310 of the main board case 200 to which an opening prohibition seal 250 described later is adhered.
[0118] The main board case 200 encloses the main control board 110 with a plurality of connectors 771 to 776 mounted on the main control board 110 exposed. The main board case 200 is formed of a member having light transmissibility such as transparent plastic, for example.
[0119] The lower case piece 210 and the upper case piece 220 constitute the main board case body (sealing body 300). At the lower part of the upper case piece 220, a protection cover 229 covering the connection part between the internal connector provided on the internal main control board 110 and the external connector is arranged. In this embodiment, the lower case piece 210 is fixed to the upper case piece 220 by caulking members with the main control board 110 interposed therebetween.
[0120] At appropriate positions along the edge of the main board case 200, caulking fastening parts 291 using caulking members are arranged. By driving (locking) a caulking member (locking member) into the caulking fastening holes (sealing parts) provided in the caulking fastening parts 291, the lower case piece 210 and the upper case piece 220 are locked in a closed state. By removing (breaking) the caulking member driven into the caulking fastening hole, the lower case piece 210 and the upper case piece 220 can be opened, closed, and detached.
[0121] In the caulking fastening part 291 of the main board case 200 of this embodiment, two caulking fastening holes are provided (caulking fastening holes 291A, 291B). Each of the caulking fastening holes 291A, 291B is formed by the lower case side fastening hole 292 provided in the lower case piece 210 and the upper case side fastening hole 293 provided in the upper case piece 220 communicating with each other.
[0122] Note that only one caulking fastening hole is used for one-time fastening of the lower case piece 210 and the upper case piece 220. When re-fastening after removing (breaking) the caulking member to release the fastening (after opening the main board case 200), drive the caulking member into the remaining other caulking fastening hole to perform the fastening. That is, the main board case of this embodiment can be opened up to two times.
[0123] The lower case piece 210 forms an enclosing portion 581 for enclosing the main control board 110 in combination with the upper case piece 220. The upper case piece 220 is provided on the rear side, which is the side of the main control unit 110m, in the main board case 200. The lower case piece 210 is provided on the front side, which is the side opposite to the main control unit 110m side, in the main board case 200.
[0124] The lower case piece 210 and the upper case piece 220 each include a control board housing portion 211, 221 for housing the main control board 110, and a sealing portion 212, 222 that constitutes a sealing base portion 310 described later. The control board housing portions 211, 221 are each formed in a shape having a plate portion 211a, 221a formed in a substantially rectangular shape, and a flange portion 211b, 221b protruding from the peripheral edge portions of these plate portions 211a, 221a and surrounding one surface of each of the plate portions 211a, 221a.
[0125] In addition, a cylindrical portion 565 extending rearward, which is on the side of the main control board 110, is provided at the left portion of the plate portion 211a of the lower case piece 210. A hole portion 566 extending in the front-rear direction is formed in the cylindrical portion 565. A screw thread is formed inside the hole portion 566. A hole portion 567 is provided at a position on the main control board 110 facing the cylindrical portion 565.
[0126] The main control board 110 is fixed to the lower case piece 210. More specifically, the hole portion 567 of the main control board 110 is disposed behind the cylindrical portion 565 of the lower case piece 210. The shaft portion of a screw for fixing the main control board 110 is inserted from the rear side of the main control board 110 through the hole portion 567 into the hole portion 566 of the cylindrical portion 565. The screw thread provided on the shaft portion of the screw is combined with the screw thread formed in the hole portion 566 of the cylindrical portion 565. As a result, the main control board 110 is sandwiched between the head of the screw and the rear surface of the cylindrical portion 565, and the main control board 110 is in a state of being fixed to the lower case piece 210. That is, the main control board 110 is screwed to the lower case piece 210 side.
[0127] Among the flange portions 211b of the control board housing portion 211, in the portions (hereinafter referred to as "male portions") protruding from the plate portion 211a along the two long sides of the plate portion 211a, three hook pieces 211c formed in an L shape are respectively formed. On the other hand, among the flange portions 221b of the control board housing portion 221, the portions protruding from the plate portion 221a along the two long sides of the plate portion 221a (hereinafter referred to as "female portions") are formed in a double-wall shape, and an insertion groove portion 221c into which the male portion of the control board housing portion 211 can be inserted is provided between the walls forming the double walls. Further, a hook piece 221d is formed in each insertion groove portion 221c.
[0128] When the lower case piece 210 to which the main control board 110 is screwed and the upper case piece 220 are combined, the male portion of the flange portion 211b is inserted into the female portion of the flange portion 221b. Then, the control board housing portions 211 and 221 are slid relative to each other in the direction of arrow α in FIG. 6 along the left-right direction. Then, since the hook piece 211c provided on the male portion engages with the hook piece 221d, the lower case piece 210 and the upper case piece 220 are combined so as not to come off unless they move relative to each other in the direction opposite to arrow α.
[0129] When combined in this way, the control board housing portions 211 and 221 form a box-shaped inner containing portion 581 shielded from the outside inside. Since the main control board 110 is housed in the inner containing portion 581, it is possible to suppress the possibility that the main control board 110 and the main control unit 110m, etc. are illegally replaced, etc.
[0130] The main control board 110 is attached inside the control board housing part 221 before the control board housing parts 211 and 221 are combined. At this time, ICs and the like mounted on the main control board 110 are attached so as to face the plate part 221a of the control board housing part 221. This is because since the plate part 221a is also formed of transparent plastic, even when the main control board 110 is housed in the main board case 200, it is possible to check from the outside through the plate part 221a whether the electronic components such as the main control unit 110m mounted on the main control board 110 have been illegally replaced. In the present embodiment, when the main control device 110A including the main board case 200 is attached to the game board 5, the electronic components mounted on the main control board 110 in the main board case 200 can be visually recognized from the back side of the gaming machine 1 through the upper case piece 220.
[0131] Sealing parts 212 and 222 are provided at the right end parts of the lower case piece 210 and the upper case piece 220. As shown in FIG. 34, on the lower case piece 210 and the upper case piece 220, first screw fixing pieces 91 and second screw fixing pieces 92 are provided above the sealing parts 212 and 222. When the control board housing parts 211 and 221 are slid and combined, a sealing base part 310 is formed by the sealing parts 212 and 222 at the longitudinal end parts of the combined sealing body 300. Then, when a cap 240 is attached to the sealing body 300 covering the sealing base part 310, in addition to the first screw fixing piece 91 and the second screw fixing piece 92, a third screw fixing piece 393 provided on the cap 240 overlaps at the longitudinal end parts of the sealing body 300, constituting a screw fixing part 390 for screwing.
[0132] The sealing portions 212 and 222 project rightward from the right end portions of the control board accommodating portions 211 and 221. The sealing portions 212 and 222 have the same height along the left - right direction and are formed with the same width in the up - down direction. In each of the sealing portions 212 and 222, elongated groove portions 212a and 222a are formed along the left - right direction. In the sealing portion 222, two groove portions 222a parallel to each other are formed at a predetermined interval along the left - right direction, and in the sealing portion 212, one groove portion 212a is formed along the left - right direction. When the lower case piece 210 and the upper case piece 220 are combined, the sealing portions 212 and 222 form a sealing base portion 310 at the right part of the combined control board accommodating portions 211 and 221. In the sealing base portion 310, the sealing portions 212 and 222 are arranged in parallel with a certain interval therebetween, and an insertion / extraction space is formed between the surfaces of the sealing portions 212 and 222 facing each other.
[0133] The opening - prohibition seal 250 is used as a means for sealing the main board case 200 and proves that it is an authentic product issued by an organization or the like having authentication qualifications. The opening - prohibition seal 250 is provided with an adhesive surface on one surface of a material that is easy to cut, such as paper, considering its cut - ability, and a plurality of cuts are formed. As will be described later, for example, a hologram and a QR code (registered trademark) are printed on the opening - prohibition seal 250. Also, the characters "Opening Prohibited" are printed on the opening - prohibition seal 250. The cutting member 230 is formed in a shape having a base portion 230a, a pair of gripping portions 361, and a cutting portion 364. The base portion 230a serving as the base of the cutting member 230 is formed in a substantially rectangular shape. Of the two long sides of the base portion 230a, a cutting portion 364 is formed on one side. The cutting portion 364 is a portion where the tip of the base portion 230a is formed in a blade shape. The gripping portions 361 are provided at both ends in the longitudinal direction of the base portion 230a and are formed in a shape bent like the Chinese character "く" as a whole. The left end portion of the gripping portion 361 is referred to as a free end portion 361a.
[0134] The cap 240 is formed to have a size that can cover the sealing base portion 310 and cover the entire sealing base portion 310, and is formed to be detachable from the sealing base portion 310. The cap 240 includes a cap body 241 formed in a bowl shape that covers the sealing base portion 310, and a third screw piece 393 formed at one end side in the longitudinal direction of the cap body 241. On the inner surface of the cap body 241, a protrusion 382 is provided at a position where the free end 361a of the extraction portion 361 of the cutting member 230 inserted into the insertion / extraction space 310a is caught when the cap 240 is attached to the sealing base portion 310. Further, a groove portion 386 is formed on the inner surface of the cap body 241.
[0135] The cutting member 230 is inserted into the insertion / extraction space of the sealing base portion 310. Thereafter, the opening prohibition seal 250 is attached. Further, when the cap 240 is put on the sealing base portion 310, the groove portion 386 fits into a part of the cutting member 230 inserted into the insertion / extraction space 310a. Also, the protrusion 382 engages with the free end 361a of the extraction portion 361 of the cutting member 230.
[0136] When the cap 240 is put on the sealing base portion 310, the third screw piece 393 overlaps with the combination of the first screw piece 91 of the lower case piece 210 and the second screw piece 92 of the upper case piece 220, and constitutes a screwing portion 390 for screwing. When a caulking member 94 is driven into the screwing portion 390, the lower case piece 210, the upper case piece 220, and the cap 240 are fixed to each other.
[0137] When unsealing the main board case 200, the caulking member 94 is removed and the cap 240 is removed from the sealing base portion 310. The same applies when the seal of the main board case 200 is illegally unsealed. The cutting member 230 and the cap 240 are integrated. Therefore, when the cap 240 is removed from the sealing base portion 310, the cutting member 230 is also removed from the sealing base portion 310 at the same time. Then, the opening prohibition seal 250 is damaged irreparably by the cutting portion 364 or the like.
[0138] (Main control board) Next, the configuration of the main control board 110 according to this embodiment will be described with reference to FIG. 7. FIG. 7 is a diagram for explaining the structure of the main control board. On the main control board 110 that controls the game, there are a main control unit 110m, an RWM clear switch 111a, a setting key switch 112a, an information display 113, a plurality of electronic components 595 (ICs, resistors, connectors, capacitors, coils, etc.) different from the main control unit 110m, and a plurality of connectors 771, 772, 773, 774, 775, 776, etc. are mounted.
[0139] The main control unit 110m stores the storage content used for game control. Also, the main control unit 110m stores the storage content that affects the game results. In addition, the main control unit 110m is a one-chip microcomputer that integrates the main CPU 110a, the main ROM 110b, and the main RAM 110c described later. The plurality of connectors 771 to 776 are arranged in order from left to right at the lower part of the main control board 110. The plurality of connectors 771 to 776 are arranged inside six openings 779 provided at the lower part of the upper case piece 220 of the main board case 200.
[0140] Among the plurality of connectors 771 to 776, two connectors 774 and 775 are referred to as detection signal connectors 774 and 775. Signals from at least a part of the first start port detection switch 45a, the second start port detection switch 47a, the general winning port detection switch 43a, and the big winning port detection switch 50a that detect that a game ball has won are input to the detection signal connectors 774 and 775. In this embodiment, it is assumed that all signals of the first start port detection switch 45a, the second start port detection switch 47a, the general winning port detection switch 43a, and the big winning port detection switch 50a that detect that a game ball has won are input to the detection signal connectors 774 and 775. The detection signal connectors 774 and 775 are a different color from the other connectors 771, 772, 773, 776. In this embodiment, the detection signal connectors 774 and 775 are fluorescent colors, and the other connectors 771, 772, 773, 776 are colors different from the fluorescent color.
[0141] The main control unit 110m includes a plate-shaped main body portion extending in the left-right direction, and a plurality of signal pins (first signal pins) extending downward from the lower end portion of the main body portion and electrically connected to the main control board 110. The signal pins (first signal pins) are mounted (soldered) to the main control board 110 in a visible manner via the main board case 200. The plurality of electronic components 595 each include signal pins (second signal pins) provided for each of the plurality of electronic components. The signal pins (second signal pins) are mounted (soldered) to the main control board 110 in a visible manner via the main board case 200.
[0142] The RWM clear switch 111a will be described. As shown in FIGS. 4 and 8, the RWM clear switch 111a on the main control board 110 is not directly exposed. A recess 688 is provided inside the upper case piece 220 of the board case 200, and an opening 687 is provided inside the recess 688. Also, as can be seen from FIG. 5, the operation member 685 is provided at a corresponding position of the RWM clear switch 111a. When a staff member or the like presses down the operation member 685, the RWM clear switch 111a is pressed by the pressed operation member 685. Thereby, the operation of the RWM clear switch 111a is performed. A cover member 686 is provided inside the recess 688. The cover member 686 is pivotally supported inside the recess 688 so as to be rotatable between a first position where the operation member 685 is blocked and made inoperable, and a second position where the operation member 685 is opened and made operable. By moving the operation member 685 to the second position described above, the RWM clear switch 111a can be operated. By doing so, it is only necessary to provide the board case 200 with an opening 687 large enough to insert the operation member 685. Also, the operation member 685 cannot be operated unless the cover member 686 is opened. Therefore, unauthorized access to the inside of the board case 200 can be prevented. The RWM clear switch 111a may have its end exposed from the opening 687 so that it can be directly operated without using the operation member 685.
[0143] The setting key switch 112a is provided with a keyhole for inserting a key into the end face of a cylindrical member protruding from the main control board 110. Then, the end face of the setting key switch 112a provided with the keyhole is exposed from the opening 661 provided in the upper case piece 220 of the board case 200, but is slightly lower than the surface of the board case 200. Staff and the like can insert a key into the keyhole of the setting key switch 112a to perform operations.
[0144] (Identification display) The identification display 520 will be described. As shown in FIG. 5, the identification display 520 is attached to the main control board 110, the main control unit 110m, the lower case piece 210, the upper case piece 220, and the cap 240. The identification display 520 is a display that includes information about the gaming machine 1. In the following description, the identification display 520 provided on the main control board 110 is referred to as the identification display 521, and the identification display 520 provided on the main control unit 110m is referred to as the identification display 522. The identification display 520 provided on the upper case piece 220 is referred to as the identification display 523, the identification display 520 provided on the lower case piece 210 is referred to as the identification display 524, and the identification display 520 provided on the cap 240 is referred to as the identification display 525.
[0145] As shown in FIG. 5, the identification display 521 is displayed by silk printing on the upper part of the back surface of the main control board 110. The identification display 521 is an information identification part for displaying specific information. The identification display 522 is attached to the main control unit 110m by engraving. The identification display 522 is an information identification part for displaying specific information. The identification displays 523, 524, and 525 attached to the main board case 200 are information identification parts for displaying specific information. The identification display 524 is formed by engraving with a mold for manufacturing the lower case piece 210 in the upper right part of the front surface of the lower case piece 210 (see FIG. 33). The identification display 525 is formed by engraving on the back surface of the cap 240 with a die used to manufacture the cap 240. The display mode of the identification display 523 will be described later.
[0146] The identification displays 521 to 525 are related to each other and include at least the same identification display 529. In the present embodiment, as an example, the identification display 521 is a character string of "ABCD01", the identification display 522 is a character string of "ABCD02", the identification display 523 is a character string of "ABCD03", the identification display 524 is a character string of "ABCD04", and the identification display 525 is a character string of "ABCD05". The same identification display 529 in the identification displays 521 to 525 is "ABCD". The identification display 529 is, for example, a display corresponding to a manufacturer name, a model name, etc. In the present embodiment, as an example, among "ABCD", it is assumed that "AB" represents the manufacturer name and "CD" represents the model name.
[0147] Note that in the identification displays 521 to 525, instead of displaying the manufacturer name with "AB" included in "ABCD", the manufacturer name itself may be displayed. Also, instead of displaying the model name with "CD" included in "ABCD", the model name itself may be displayed. Further, the type of the gaming machine may be displayed in the identification displays 521 to 525.
[0148] (Sealing member) The sealing member will be described. As shown in FIGS. 5 and 8, the sealing members 1560 and 1561 are attached to the outer surface 531 of the upper case piece 220 of the main board case 200.
[0149] The sealing member 1560 is attached to the position display portion 561 provided at the lower part on the left side in the left - right direction of the upper case piece 220, and the sealing member 1561 is attached to the position display portion 561 provided at the upper - right part of the upper case piece 220. Both the sealing members 1560 and 1561 are formed of a material having light - transmissivity. In the present embodiment, as an example, it is assumed to be transparent (made of a transparent material). The seal members 1560 and 1561 are respectively arranged across a plurality of electronic components 595 (see FIG. 8). In FIG. 5, illustrations of various electronic components such as a plurality of electronic components 595 located on the front side of the seal members 1560 and 1561 are omitted.
[0150] The seal member 1560 is a seal for main board management. In this example, a forgery-preventing watermark is provided on the seal member body 1560A (base portion) of the seal member 1560. That is, the seal member 1560 (unsealing person display seal) is a processed seal in which a watermark process is performed on the seal member body 1560A. The "watermark" is, for example, a display that looks different depending on the viewing angle, and various types such as those using a hologram and those that look different depending on the physical shape can be applied. However, the seal member body 1560A is transparent while being subjected to a predetermined process (perforation process). That is, it has at least high light transmittance and ensures a certain degree of visibility.
[0151] On the seal member body 1560A, the seal member 1560 is provided with a white writing area 1570 (writing column), a code portion 1572, and an information display portion 1573 within a frame marked in black with a title such as "main board management number". The writing area 1570, the code portion 1572, the information display portion 1573, and the character displays described later associated with these areas are each a non-light-transmitting portion with low light transmittance because the transparent material of the seal member body 1560A is not exposed. The seal member 1560 includes a plurality of non-light-transmitting portions, and through these non-light-transmitting portions, it is difficult to view the main control board 110 within the main board case 200. The code portion 1572, the information display portion 1573, and the writing area 1570 as non-light-transmitting portions are provided at positions on the seal member body 1560A that do not overlap with the main control unit 110m and the information display 113.
[0152] On one hand, in the seal member body 1560A, the entry area 1570, the code part 1572, the information display part 1573, and the areas other than the character display described later associated with these areas are a light-transmitting part 1574 where the transparent material of the seal member body 1560A is exposed and has high light transmittance. The light-transmitting part 1574 is the above-mentioned peeking part through which the electronic component 595 on the main control board 110 in the main board case 200 can be peeked through and confirmed through the transparent material.
[0153] In the main board case 200, the main control board 110 can be visually recognized through the seal member 1560 and the main board case 200. Therefore, the inspector can easily confirm the main control board 110. Therefore, the inspector can confirm the main control board 110 through the seal member 1560 and can easily determine whether any fraud is being committed. Thus, the player can play the game with confidence. Therefore, the player's interest is improved.
[0154] Also, regardless of the presence or absence of the light-transmitting part and the non-light-transmitting part, the seal member 1560 is attached at a position where the seal member 1562 attached to the main control part 110m on the main control board 110 can be visually recognized from any angle. Also, regardless of the presence or absence of the light-transmitting part and the non-light-transmitting part, the seal member 1560 is provided such that the entire seal member 1560, including the entry area 1570, the code part 1572, and the information display part 1573, does not overlap with the main control part 110m from any angle. Therefore, when the main board case 200 is viewed from the front, the main control part 110m can always be visually recognized through the main board case 200. Therefore, the inspector can easily confirm the main control part 110m. Therefore, the inspector can confirm the main control part 110m and can easily determine whether any fraud is being committed. Thus, the player can play the game with confidence. Therefore, the player's interest is improved. Regardless of the presence or absence of the light-transmitting part and the non-light-transmitting part, the seal member 1560 is provided such that the entire seal member 1560, including the entry area 1570, the code part 1572, and the information display part 1573, does not overlap with the information display 113 from any angle. Therefore, when the main board case 200 is viewed from the front, the information display 113 can be visually recognized through the main board case 200.
[0155] Although in FIG. 8, it cannot be said that the seal member 1560 and the information display 113 are in a nearby position, as long as all the conditions that the seal member 1560 does not overlap with the main control unit 110m and the information display 113, the information display 113 is sufficiently separated from the connectors 771 to 776, and the seal member 1561 does not overlap with the information display 113 are satisfied, the seal member 1560 and the information display 113 may be in nearby positions to each other.
[0156] The display content of the seal member 1560 will be described in detail below. The entry area 1570 is an area for entering the opener and the opening date of the main board case 200. The entry area 1570 is a white base formed on a transparent material and can be written with a pen or the like. As an example, a total of six entry areas 1570 are provided in three rows in the vertical direction and two columns in the horizontal direction, and three sets of "opener" and "opening date" can be entered. The entry area 1570 is printed with a rectangular colored (white in this embodiment) base.
[0157] Above the entry area 1570, headings such as "opener" and "opening date" are printed in black, and on the left side of each entry area, circled numbers indicating the number of the entry area are printed. That is, above the upper left entry area 1570, "opener" is printed in black. Above the upper right entry area 1570, "opening date" is printed in black. On the left of the upper left entry area 1570, "circle 1" is printed. On the left of the entry area 1570 at the vertical center in the left side, "circle 2" is printed. On the left of the lower left entry area 1570, "circle 3" is printed.
[0158] For example, when the inspector unseals the main board case 200, the inspector writes their name in the left entry area 1570 and writes the date of unsealing the main board case 200 in the right entry area 1570. Note that the inspector may also write in the entry area 1570 the date of checking whether any irregularities were committed on the main control board 110, etc.
[0159] The code part 1572 is provided at the upper left part of the seal member 1560. The code part 1572 contains predetermined information. The code part 1572 is a part where information is read by other devices. For example, in a rectangular colored (white in this embodiment) area, a QR code (registered trademark), a bar code, etc. are printed in black. In this embodiment, as an example, the code part 1572 includes a QR code (registered trademark).
[0160] The code part 1572 is associated with, for example, information indicating the destination of supply of the main control board 110, which is stored in a device different from the gaming machine 1 (hereinafter referred to as "other device"). For example, a URL (Uniform Resource Locator), which is the information included in the code part 1572, is read by a camera provided in an information portable terminal or the like. The information portable terminal uses the URL to access other devices via a network. As a result of accessing other devices, the information displayed on the information portable terminal includes information such as the destination of supply of the main control board 110 (for example, the name of the store where the gaming machine 1 was supplied) and whether the gaming machine 1 has been discarded or not. Thus, the inspector can easily confirm the information indicating the destination of supply of the main control board 110 and information such as whether the gaming machine 1 has been discarded or not. Therefore, the inspector can easily determine whether any irregularities have been committed, such as the main control board 110 with a different destination of supply being installed. Thus, the player can play the game with confidence. Therefore, the player's interest is improved.
[0161] The information display unit 1573 contains various information. The information display unit 1573 may contain, for example, information similar to the identification display 529. In this embodiment, as an example, the information display unit 1573 has a string "EF001" printed in a rectangular colored (white in this embodiment) area. This string is, for example, the management number of the main control board 110. Based on this management number, the inspector can check information such as the delivery destination of the gaming machine 1 and whether the gaming machine 1 has been discarded from the information associated with the management number held by the manufacturer. Note that the string in the information display unit 1573 may contain information corresponding to the manufacturer name, model name, model number, etc. Also, the rectangular area of the information display unit 1573 and the rectangular basin area of the code unit 1572 are connected in the left - right direction.
[0162] Describe the light - transmitting part 1574 (peeking part) provided in the seal member 1560. The light - transmitting part 1574 is an area in the seal member body 1560A other than the entry area 1570, the code part 1572, the information display part 1573, the notation of "main board management number", the frame, the opener, the notation of the opening date, and the notation of circles 1 - 3. The light - transmitting part 1574 is, for example, an area extending in the left - right direction existing between the entry areas 1570 in three rows in the up - down direction. The light - transmitting part 1574 is also an area extending in the left - right direction existing between the code part 1572 and the information display part 1573 arranged side - by - side on the left and right and the two upper entry areas 1570. The light - transmitting part 1574 is also an area extending in the up - down direction between the entry areas 1570 in two columns in the left - right direction. The inspector can check the electronic component 595 (see Fig. 62(a)) through the light - transmitting part 1574. Therefore, compared with the case where the light - transmitting part 1574 is not provided, the inspector can easily check whether any fraud has been committed against the electronic component 595. Thus, the possibility of fraud can be reduced, and the player can play the game with confidence. Therefore, the player's interest is improved.
[0163] Describe the seal member 1561. The seal member 1561 is attached to the main control unit 110m on the main control board 110 at a position where it can be visually recognized from any angle. The seal member 1561 is provided at a position where it does not overlap with the main control unit 110m from any angle. Therefore, when the main board case 200 is viewed from the front, the main control unit 110m can always be visually recognized through the main board case 200. The seal member 1561 is provided at a position where it does not overlap with the information display 113 from any angle. Therefore, when the main board case 200 is viewed from the front, the information display 113 can be visually recognized through the main board case 200.
[0164] Also, the seal member 1561 is an information identification part for displaying specific information. For example, as specific information, at least one of the model name, manufacturer name, rated voltage, and total capacity is printed. In this embodiment, as an example, the model name "CR ABC GH101" and the manufacturer name "AA Co., Ltd." are printed. In this embodiment, the part where these information are printed is also referred to as the printing part 1563. Also, the specific information displayed on the seal member 1561 is referred to as the identification display 1595. In this embodiment, the identification display 1595 is the model name "CR ABC GH101" including the model type, the manufacturer name "AA Co., Ltd.", the rated voltage, and the total capacity (AC24V ± 5%, 250VA). Also, for the part where the model name is displayed, a prominent color such as red or yellow is used to form a background on the transparent material, and the model name is displayed in white letters on the background.
[0165] Also, a seal member 1562 is attached to the main control unit 110m. The seal member 1562 is an information identification part for displaying specific information. For example, at least one of the model name and the manufacturer name is printed as the specific information. In this embodiment, as an example, on the seal member 1562, the model name "CRあいうGH101" and the manufacturer name "Company AA" are printed as the predetermined information. Also, the specific information displayed on the seal member 1562 is referred to as the identification display 1596. In this embodiment, the identification display 1595 is the model name "CRあいうGH101" and the manufacturer name "Company AA". A QR code (registered trademark) indicating the information specified by the identification display 1596 may be displayed on the seal member 1562. Also, the seal member 1561 and the seal member 1562 are displayed including at least the same identification displays 1595 and 1596. In this embodiment, the model name "CRあいう", the model "GH101", and the manufacturer name "Company AA" in the identification displays 1595 and 1596 are all the same, but it is sufficient if some of them are the same. Note that the identification displays 1595 and 1596 are attached to the main board case 200 and the main control unit 110m, but they may be attached to other members. For example, the main control board 110 may be displayed including the same identification displays as 1595 and 1596.
[0166] As described above, in this embodiment, since the seal members 1560 and 1561 are arranged across at least a part of the plurality of electronic components 595 (see FIG. 8), for example, by checking the positional relationship between the seal members 1560 and 1561 and the electronic components 595, the inspector can determine whether any fraud has been committed on the main control board 110. Therefore, the possibility of fraud can be reduced, and the player can play the game with confidence. Thus, the player's interest is enhanced.
[0167] In addition, since the region 1575 is provided in the seal member 1560, the inspector can enter the inspector's name and the date of opening the main board case 200 in the region 1575 (more specifically, the entry region 1570). Further, the inspector can also enter in the region 1575 the date when it was confirmed whether any irregularity was committed on the main control board 110 or the like. Also, since the light-transmitting portion 1574 (peeping portion) is provided between the regions 1575, the region 1575 is more conspicuous compared to the case where only the region 1575 is provided. For this reason, it becomes easier for the inspector to confirm the characters and the like entered in the region 1575. Therefore, the possibility of irregularities can be reduced, and the player can play the game with confidence. Thus, the player's interest is enhanced.
[0168] In addition, since the light-transmitting portion 1574 (peeping portion) is provided in the seal member 1560, the inspector can confirm the electronic component 595 through the light-transmitting portion 1574 (peeping portion). Therefore, compared to the case where the light-transmitting portion 1574 (peeping portion) is not provided, the inspector can easily confirm whether any irregularity has been committed on the electronic component 595. Therefore, the possibility of irregularities can be reduced, and the player can play the game with confidence. Thus, the player's interest is enhanced. Also, the cord portion 1572 is provided at a position that does not overlap with the main control unit 110m. For this reason, the inspector can easily confirm the main control unit 110m. For this reason, the inspector can confirm the main control unit 110m and can easily determine whether any irregularity has been committed. Therefore, the player can play the game with confidence. Thus, the player's interest is enhanced.
[0169] Also, the cord portion 1572 is associated with information indicating the destination of delivery of the main control board 110 stored in a device different from the gaming machine 1. Thereby, the inspector can easily confirm the information indicating the destination of delivery of the main control board 110 using the cord portion 1572. For this reason, the inspector can confirm the delivery destination information and can easily determine whether any irregularity has been committed such that a main control board 110 with a different delivery destination is installed. Therefore, the player can play the game with confidence. Thus, the player's interest is enhanced. In addition, a seal member 1562 is attached to the main control unit 110m, and predetermined information is displayed on the seal member 1562. Therefore, by checking the seal member 1562, an inspector can easily confirm whether the main control unit 110m has been illegally replaced. Thus, the possibility of illegal acts can be reduced, and players can play games with confidence. Therefore, the players' interest is enhanced. In addition, since at least one of the model name and the manufacturer name is printed on the seal member 1561, an inspector can easily grasp at least one of the model name and the manufacturer name. Therefore, the inspector can check at least one of the model name and the manufacturer name and easily determine whether any illegal act has been committed. Thus, players can play games with confidence. Therefore, the players' interest is enhanced.
[0170] Note that various information displayed on the seal members 1560 and 1561 may be displayed at an angle that allows the mounting position of the main control unit 110m to be visible. The upper case piece 220 of the main board case 200, in particular, does not have ventilation holes. Date marks are formed on the lower case piece 210 and the upper case piece 220 of the main board case 200. The date mark is a lot management mark added during the manufacture (molding) of a case that is a plastic molded product. As a feature of this embodiment, components having a height that makes the seal member 1562 invisible are not provided in the vicinity of the main control unit 110m.
[0171] As described above, the main control board 110 is mounted with a main control unit 110m that controls the game, an information display 113 that displays the performance of the gaming machine, and other electronic components 595 different from these. A seal member 1560 having transparency is attached to the main control board 110. Thereby, the other electronic components 595 can be visually recognized through the transparent seal member 1560 and the main board case 200. Also, the main control unit 110m and the information display 113 can be directly visually recognized through the main board case 200.
[0172] By perforating the transparent part of the sealing member 1560 having a transparent part and a plurality of non-transparent parts that need to be pasted on the main substrate case 200, it is possible to prevent the duplication of the sealing member 1560. Also, by attaching the sealing member 1560 at a position that does not overlap with the main control unit 110m and the information display 113, it is possible to surely ensure the visibility of the main control unit 110m, which is an important board component, and the information display 113 that needs to be accurately read without being affected by the perforation or the plurality of non-transparent parts.
[0173] Regarding the electronic component 595 with a lower importance level than the main control unit 110m and the information display 113, the state can be confirmed through perforation from the gaps between the plurality of non-transparent parts or the surrounding transparent parts 1574 (peeking parts). Even if there are a plurality of non-transparent parts, the visibility of the board components can be ensured by the transparent parts. Also, on the non-transparent parts, it is possible to display predetermined information, such as information necessary to identify the main control unit 110m. Different information can be displayed or entered on each of the plurality of non-transparent parts.
[0174] Note that the information display 113 may be arranged on the lower end side instead of the upper end side of the main control board 110. In that case, it is desirable that the connectors 771 to 776 be arranged on the upper end side (opposite side) of the information display 113. The information display 113 may be arranged on the left end side or the right end side of the main control board 110. In that case, it is desirable that the connectors 771 to 776 be arranged at the end part (opposite side) of the information display 113. Also, as described above, the information display 113 may be arranged inside instead of at the end part of the main control board 110. Even in that case, it must be arranged at a position that does not overlap with the cables, harnesses, sealing member 1560, etc. extending from the connectors 771 to 776.
[0175] In this embodiment, the RWM clear switch 111a has been described as being arranged on the main control board 110. However, it is not limited thereto and may be provided for the payout control board 120. Further, in this embodiment, the setting key switch 112a has been described as being arranged on the main control board 110. However, it is not limited thereto. The setting key switch 112a can be arranged at another position separated from the main control board 110 as long as it is electrically connected to the main control board 110.
[0176] (Control Configuration of Pachinko Machine 1) Next, the control configuration of the pachinko machine 1 will be specifically described with reference to FIG. 9. FIG. 9 is an overall block diagram of the pachinko machine 1 in this embodiment.
[0177] The main control board 110 comprehensively controls the progress (basic operation) of the game. The main control board 110 includes a main control unit 110m as a one-chip microcomputer having a main CPU 110a that performs arithmetic processing, a main ROM 110b storing a game control program and the like, and a main RAM 110c serving as a work area during arithmetic processing, and an input port for main control, an output port, and the like. The main CPU 110a receives an operation clock from a crystal oscillator, reads out a program stored in the main ROM 110b, and performs arithmetic processing related to the game while using the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays), or transmitting a predetermined command based on the result of the arithmetic processing to the payout control board 120, the effect control board 130, and the like.
[0178] Here, the communication between the main control board 110 and the payout control board 120 is configured to be able to communicate commands (data) in both directions, and the communication between the main control board 110 and the effect control board 130 is configured to be able to communicate commands (data) only in one direction from the main control board 110 to the effect control board 130.
[0179] Connected to the input port of the main control board 110 are a general winning port detection switch 43a, a gate detection switch 44a, a first start port detection switch 45a, a second start port detection switch 47a, a big winning port detection switch 50a, an out ball detection switch 52a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, a payout control board 120, etc. When detection signals etc. from various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing corresponding to the detection signals is performed.
[0180] Connected to the output port of the main control board 110 are a second start port opening / closing solenoid 48b, a big winning port opening / closing solenoid 51b, a main information display device 59, a game information output terminal board 90, a payout control board 120, an effect control board 130, etc. Via the output port, drive control signals for controlling various solenoids, display control signals for controlling various displays, and game information etc. to be notified to the outside of the gaming machine (such as a hall computer) from the game information output terminal board are output.
[0181] The payout control board 120 controls the payout of game balls based on the reception of a payout command from the main control board 110 and also serves as a slave control board for controlling the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives a payout device 100 to control the payout of game balls and a launch control unit 122 that drives a launch device 26 to control the launch of game balls.
[0182] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, an output port, and the like. The payout CPU 121a receives an operation clock from a crystal oscillator (not shown), reads out the payout control program stored in the payout ROM 121b, performs arithmetic processing related to the payout of game balls while using the payout RAM 121c as a work area, controls the payout device 100, and transmits a predetermined command based on the result of the arithmetic processing to the main control board 110, the effect control board 130, and the like.
[0183] Connected to the input port of the payout control unit 121 are an open detection switch 31a, a tray full detection switch 32a, a payout ball detection switch 100a provided in the payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit. Connected to the output port of the payout control unit 121 is a payout motor 100b provided in the payout device 100.
[0184] When the payout control unit 121 receives a payout command from the main control board 110, it controls the payout motor 100b provided in the payout device 100 to drive and payout a predetermined number of game balls. When the payout ball detection switch 100a detects the payout of a predetermined number of game balls, the control to payout game balls is terminated.
[0185] The launch control unit 122 includes a control circuit (not shown), an input port, an output port, and the like. Connected to the input port of the launch control unit 122 are a touch sensor 15a and a launch volume 15b. Connected to the output port of the launch control unit 122 are a ball feed solenoid 11b, a launch solenoid 28b, and the like.
[0186] When the emission control unit 122 detects that the player's hand touches the emission handle 15 based on the touch signal input from the touch sensor 15a, it allows energization of the ball feed solenoid 11b and the emission solenoid 28b. When it detects that the rotation angle of the emission handle 15 has changed based on the detection signal from the emission volume 15b, it drives the ball feed solenoid 11b and drives the emission solenoid 28b so as to have an emission intensity corresponding to the rotation angle of the emission handle 15 to emit the game ball.
[0187] The emission solenoid 28b is composed of a rotary solenoid, and a hitting member 28 is directly connected to the rotation shaft. When the rotation shaft rotates, the hitting member 28 rotates to hit the game ball A. The operation of the emission solenoid 28b is set to approximately 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided in the emission control unit 122. Therefore, the number of game balls emitted per minute is approximately 99.9 (pieces / minute). That is, the game balls are emitted approximately every 0.6 seconds.
[0188] The effect control board 130 is a slave control board (slave control means) that controls effects related to the game (performed on the gaming machine 1) based on the reception of effect commands from the main control board 110. The effect control board 130 includes an effect control unit 130m having a sub CPU 130a that performs arithmetic processing, a sub ROM 130b storing an effect control program, and a sub RAM 130c serving as a work area during arithmetic processing, a display control unit 140 that controls the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the audio output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board drive device 75, the board lighting device 76, etc., and input ports, output ports, etc. for effect control.
[0189] The sub-CPU 130a receives the operating clock from the crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the effects while utilizing the sub-RAM 130c as a work area. Thus, in response to the commands received from the main control board 110 and the input signals from the effect button detection switch 17a and the cross key detection switch 19a, it performs control (outputs data and commands) to cause various control units (the display control unit 140 and the lamp control unit 150) to execute various effects.
[0190] Connected to the input port of the effect control board 130 are an effect button detection switch 17a, a cross key detection switch 19a, and a button position detection sensor (not shown). When an effect button detection signal indicating that the effect button 17 has been operated is input from the effect button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the effect control board 130 performs processing for executing an effect corresponding to the detection signal.
[0191] The display control unit 140 receives a command from the effect control unit 130m and performs control to display a predetermined image on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), or performs control to output a predetermined sound to the audio output device 9.
[0192] The display control unit 140 includes a general control unit 141 that comprehensively controls image display and audio output based on the reception of an effect control command from the effect control unit 130m, an image control unit 145 (VDP) that controls the first image display device 70 and the second image display device 71 based on the reception of a display control command (display list) from the general control unit 141, a CGROM 146 in which image data and the like are stored, an audio control unit 148 (audio LSI) that controls the audio output device 9 based on the reception of an audio control command from the general control unit 141, and an audio ROM 149 in which audio data and the like are stored.
[0193] The overall control unit 141 includes an overall CPU 141a that performs arithmetic processing, an overall ROM 141b that stores the overall control program, an overall RAM 141c that serves as a work area during arithmetic processing, and an input / output port to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.
[0194] The overall CPU 141a receives the operation clock from the crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the production while using the overall RAM 141c as a work area. Thereby, control processing for generating a display control command (display list) that instructs the production image to be displayed on the first image display device 70 and the second image display device 71 and transmitting it to the display control unit 140, control processing for generating an audio control command that instructs the production sound to be output from the audio output device 9 and transmitting it to the audio control unit 148 (audio LSI), etc. are performed.
[0195] The VRAM 143 provided in the image control unit 145 (VDP) has a display list storage area that temporarily stores the display list output from the overall control unit 141 (overall CPU 142a), frame buffer areas corresponding to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), etc.
[0196] This frame buffer area is a storage area for drawing or displaying an image, and further has a first frame buffer area and a second frame buffer area. The first frame buffer area and the second frame buffer area alternately switch between the "drawing frame buffer" and the "display frame buffer" every time drawing starts.
[0197] Therefore, based on the instructions (display lists) from the overall control unit 141, the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 on the "drawing frame buffer" in the frame buffer area of the VRAM 147, reads the drawing data from the "display frame buffer" in the frame buffer area, generates a video signal (RGB signal, etc.) based on the read drawing data, and outputs it to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display various images.
[0198] Note that an operation clock is supplied to the image control unit 145 (VDP) from a crystal oscillator. By dividing this operation clock, synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) are generated and output to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30fps (1 / 30 second = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60fps (1 / 60 second = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.
[0199] The audio control unit 148 is connected to the audio output device 9, and based on various production data (including commands) transmitted from the production control unit 130m, controls the audio output device 9 to output audio data, music data (BGM, SE), etc. in accordance with the displays of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal).
[0200] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports, etc.
[0201] The lamp CPU 150a receives the operation clock from the crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs arithmetic processing related to the effect while utilizing the lamp RAM 150c as a work area, so as to perform control (output data and commands) for causing a predetermined effect to be performed on controlled devices such as various lighting devices and various drive devices according to the effect instruction commands and the like received from the effect control unit 130m.
[0202] Connected to the input / output ports of the lamp control unit are the frame lighting device 10, the button drive device 17b, the panel lighting device 76, and the sub-information display device 80. Based on various effect data (including commands) transmitted from the effect control unit 130m (sub-CPU 130a), lighting control of various LEDs of the frame lighting device 10, the panel lighting device 76, and the sub-information display device 80 is performed, or drive control of drive sources such as motors and solenoids of the button drive device 17b and the panel drive device 75 is performed.
[0203] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine 1 from the power supply supplied from the outside of the gaming machine 1 and supplies it to the gaming machine 1 (main control board 110, payout control board 120, effect control board 130, and various electronic components). The power supply board 160 is provided with a power-off detection circuit 162 that detects whether a power-off (power failure) has occurred and outputs a power-off detection signal to the main control board 110 based on the occurrence of the power-off (power failure), and a backup power supply circuit 163 for supplying a backup power supply to the main control board 110 when a power-off (power failure) occurs.
[0204] In addition, the power supply board 160 is provided with a power switch that can be operated by a store clerk of the game parlor to switch between an ON state in which the main power supply to the gaming machine 1 (main control board 110, payout control board 120, effect control board 130, and various electronic components) is supplied and an OFF state in which it stops. When the power switch is turned to the ON state, the supply of the main power supply is started and the operation of the gaming machine 1 is started. Note that the supply of the backup power supply to the main control board 110 is maintained even when the power switch is in the OFF state.
[0205] The power failure detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and outputs a power failure detection signal to the main control board 110 when the power supply voltage becomes equal to or lower than a predetermined value. More specifically, the main CPU 110a for which the power failure detection signal becomes high level becomes an operable state, and the main CPU 110a becomes an operation stop state when the power failure detection signal becomes low level.
[0206] The backup power supply circuit 163 includes a capacitor that stores electricity when the gaming machine is powered on, and supplies the backup power supply voltage stored in the capacitor to the main RAM 110c of the main control board 110 when a power failure (blackout) occurs. As a result, the stored contents of the main RAM 110c and the payout RAM 121c are retained even during a power failure (blackout), and the control state of the game can be restored to the state before the power failure (blackout) after recovery from the power failure (blackout). Note that the backup power supply may be supplied to the payout control board 120 and the effect control board 130.
[0207] (Explanation of game states) Next, the game states when the game progresses will be described. In the present embodiment, there are a "low probability state" and a "high probability state" as states related to the determination of a big hit of a special symbol, and a "non-time shortening state" and a "time shortening state" as states related to the movable member 48 of the second start port 47.
[0208] In the present embodiment, the following three game states are provided. (1) Normal game state (low probability non-time shortening game state) that is "low probability state" and "non-time shortening state" (2) Time shortening game state (low probability time shortening game state) that is "low probability state" and "time shortening state" (3) Probability variation game state (high probability time shortening game state) that is "high probability state" and "time shortening state"
[0209] Note that the game state at the start of the game, i.e., the initial game state of the gaming machine 1, is set to the "low probability non-time shortening game state". In this embodiment, since the "low probability time shortening game state" and the "high probability time shortening game state" are game states more advantageous to the player than the normal game state, they may be referred to as "specific game states".
[0210] In this embodiment, the "low probability state" means, for example, when the set value (the jackpot probability in the jackpot determination) of the degree of advantage of the game is "1", and in the jackpot determination of the special symbol performed on the condition that a game ball enters the first start port 45 or the second start port 47, it refers to a game state in which the winning probability of the jackpot is set as low as about 1 / 300. On the other hand, the "high probability state" refers to a game state in which the winning probability of the jackpot is improved compared to the low probability state, and when the set value is "1", the winning probability of the jackpot is set as high as about 1 / 60.
[0211] Specifically, there are four types of set values from "1" to "4". When the set value is "1", the winning probability of the jackpot in the low probability state is about 1 / 300, and the winning probability of the jackpot in the high probability state is about 1 / 60. When the set value is "2", the winning probability of the jackpot in the low probability state is about 1 / 295, and the winning probability of the jackpot in the high probability state is about 1 / 59. When the set value is "3", the winning probability of the jackpot in the low probability state is about 1 / 290, and the winning probability of the jackpot in the high probability state is about 1 / 58. When the set value is "4", the winning probability of the jackpot in the low probability state is about 1 / 285, and the winning probability of the jackpot in the high probability state is about 1 / 57.
[0212] Therefore, in the "high probability state", it is easier to win the jackpot than in the "low probability state". Also, the change from the low probability state to the high probability state occurs after the end of the jackpot game described later. Therefore, in this embodiment, the jackpot that triggers the transition to the high probability state is called the "probability change jackpot". Also, the jackpot that triggers the transition to the low probability state is called the "normal jackpot".
[0213] In this embodiment, the "non-time-reduced state" refers to a gaming state in which, in the winning lottery of the normal symbols conducted on the condition that the game ball has passed through the normal symbol gate 44, the average variation time of the normal symbols corresponding to the lottery result is set to be longer than that in the "time-reduced state", and the opening time of the second start port 47 when winning is likely to be set shorter. For example, when the game ball passes through the normal symbol gate 44, a winning lottery of the normal symbols is conducted, and the normal symbols are variably displayed on the normal symbol display 62. However, after the variable display of the normal symbols starts, for example, it stops displaying after 30 seconds. And when the lottery result is a win, after the normal symbols stop displaying, the second start port 47 is controlled to be in an open state for, example, 0.2 seconds.
[0214] On the other hand, the "time-reduced state" refers to a gaming state in which, in the winning lottery of the normal symbols conducted on the condition that the game ball has passed through the normal symbol gate 44, the average variation time of the normal symbols corresponding to the lottery result is set to be shorter than 0.5 seconds and shorter than that in the "non-time-reduced state", and the opening time of the second start port 47 when winning is set to be longer than that in the "non-time-reduced state", for example, 2.5 seconds. Furthermore, in the "non-time-reduced state", the winning probability in the winning lottery of the normal symbols is set low, for example, 1 / 128, and in the "time-reduced state", the winning probability in the normal symbol lottery is set high, for example, 127 / 128. Therefore, in the "time-reduced state", when the game ball passes through the normal symbol gate 44, it is easier for the second start port 47 to be controlled to be in an open state than in the "non-time-reduced state". As a result, in the "time-reduced state", it becomes possible for the player to advantageously progress the game in a state where it is difficult to consume the game balls.
[0215] And in the "time-reduced gaming state", there are set a normal time-reduced gaming state controlled after the end of a big win game (via the big win game) to be described later, and a special time-reduced gaming state controlled when the number of times of the losing variable display of the special symbols executed from the fulfillment of predetermined conditions (executing RWM clear, 0 clear of the number of variations based on the end of the big win game) reaches the specified number of times (900 times in this embodiment) (without going through the big win game).
[0216] In the embodiment, the "time-saving state" is set such that the variation time of the normal symbol, the opening time of the second start port 47, and the winning probability of the normal symbol lottery are more advantageous than those in the "non-time-saving state". However, the "time-saving state" may be set such that only any one of the variation time of the normal symbol, the opening time of the second start port 47, and the winning probability of the normal symbol lottery becomes more advantageous. Also, in the non-time-saving state, the probability of winning a hit in the normal symbol hit lottery may be set to, for example, 0 / 128.
[0217] In this embodiment, the probability of winning a big hit in the high-probability state is five times (common regardless of the set value) the probability of winning a big hit in the low-probability state. The probability determined as a big hit is not limited to five times, and may be set to any value such as three times or eight times as long as it is a value of 10 times or less.
[0218] In this embodiment, in the big hit determination, it is designed not to win a small hit that is less advantageous than a big hit for those more advantageous than a big hit. However, for example, it may be set to win a small hit with a probability of about 1 / 100. In this case, the small hit probability may be made the same regardless of whether the set value is any of "1" to "4".
[0219] Also, although the set value becomes more advantageous (higher big hit probability) for the player as it increases, conversely, it may be set such that the set value becomes more advantageous (higher big hit probability) for the player as it decreases.
[0220] Also, the probability determined as a big hit in the low-probability state and / or the high-probability state may be made the same for all set values (1 to 4), or for example, the probability determined as a big hit in the low-probability state and / or the high-probability state may be made the same for two or three set values (1 and 2, 1 to 3, etc.). Also, the set values in this embodiment are in four levels from 1 to 4, but are not limited to four levels, and may be more than four levels or less than four levels (for example, it may be one level).
[0221] In addition, a normal time-saving game state and a special time-saving game state are provided as time-saving game states. However, when winning a special loss different from a normal loss as a result of the jackpot determination process, and in response to the special loss special symbol being stopped and displayed as a result of the variable display of the special symbol, a specific time-saving game state may be generated over a predetermined period (for example, until 100 variable displays of the special symbol are executed). Regarding various controls in the specific time-saving game state, it is advisable to conform to the special time-saving game state.
[0222] Next, with reference to FIGS. 10 to 15, details of various tables stored in the main ROM 110b will be described.
[0223] (Jackpot Determination Table) FIG. 10(a) is a jackpot determination table for the first special symbol for determining (jackpot determination) the special symbol determination information obtained based on the winning (ball entry) of the game ball into the first start port 45, and FIG. 10(b) is a jackpot determination table for the second special symbol for determining (jackpot determination) the special symbol determination information obtained based on the winning (ball entry) of the game ball into the second start port 47.
[0224] As shown in FIGS. 10(a) to 10(b), in the jackpot determination table, the current setting value, the current probability state, the jackpot determination random number value, and the jackpot determination result (jackpot, loss) are associated with each other, and the approximate winning probability when it is "jackpot" is described in the rightmost column for reference.
[0225] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in FIG. 10(a) or the jackpot determination table for the second special symbol shown in FIG. 10(b), and determines whether it is a "jackpot" or a "loss" based on the current setting value, probability state, and jackpot determination random number value.
[0226] For example, according to the jackpot determination table for the first special symbol shown in FIG. 10(a), when the set value is "1" and it is in the normal game state, 200 jackpot determination random number values from "100" to "299" are determined as "jackpot". And the jackpot determination random number values other than those determined as jackpot are determined as "loss".
[0227] Note that the special symbol determination information obtained based on the winning of the game ball into the first start port 45 is stored in the first special symbol determination information holding and storage area of the main RAM 110c, and the special symbol determination information obtained based on the winning of the game ball into the second start port 47 is stored in the second special symbol determination information holding and storage area of the main RAM 110c. And when performing the jackpot determination, the special symbol determination information stored in the first special symbol determination information holding and storage area or the second special symbol determination information holding and storage area is shifted to the corresponding storage area of the special symbol determination information in the main RAM 110c, and the jackpot determination is performed using the shifted special symbol determination information.
[0228] Also, the first special symbol determination information holding and storage area is divided into a first storage unit to a fourth storage unit, and the holding icons corresponding to the special symbol determination information stored in these first to fourth storage units are respectively displayed on the first display unit 70B1 to the fourth display unit 70B4 of the first holding icon display area 70B. The second special symbol determination information holding and storage area is divided into a first storage unit to a fourth storage unit, and the holding icons corresponding to the special symbol determination information stored in these first to fourth storage units are respectively displayed on the first display unit 70D1 to the fourth display unit 70D4 of the second holding icon display area 70D.
[0229] (Special symbol determination table) FIG. 11(a) is a jackpot special symbol determination table for determining the type of special symbol when determined as jackpot, and FIG. 11(b) is a loss special symbol determination table for determining the type of special symbol when determined as loss.
[0230] As shown in FIGS. 11(a) to 11(b), in the special symbol determination table, the type of the special symbol to be stopped and displayed, the random value for special symbol determination, the determination result of the special symbol, the stop special symbol data corresponding to the determination result, and the special symbol designation command corresponding to the determination result are associated with each other.
[0231] The special symbols "00" and "10" are losing special symbols in which the jackpot game is not executed. The special symbols "01" and "04" are jackpot special symbols for executing the first jackpot game, the special symbols "02" and "05" are jackpot symbols for executing the second jackpot game, and the special symbol "03" is a jackpot symbol for executing the third jackpot game.
[0232] In the "first jackpot game", a round game in which the big winning opening 50 is opened for up to 29.5 seconds and then the big winning opening 50 is closed for 2 seconds is executed up to 6 times. In the round game, even before the elapse of the opening time, if a specified number (for example, 10) of game balls win in the big winning opening 50, one round game ends. Further, after the end of the first jackpot game, the normal short game state (low probability non-short game state) is set until the variable display of the second special symbol is performed 50 times or 100 times.
[0233] In the "second jackpot game", a round game in which the big winning opening 50 is opened for up to 29.5 seconds and then the big winning opening is closed for 2 seconds is executed up to 10 times. Further, after the end of the second jackpot game, the probability variable game state (high probability short game state) is set until the variable display of the second special symbol is performed 10,000 times. Therefore, from the jackpot winning probability in the high probability game state, the next jackpot is almost certain to be determined.
[0234] In the "Third Jackpot Game", a round game is executed up to 4 times, in which the second large winning opening 56 is opened for up to 29.5 seconds and then the large winning opening is closed for 2 seconds. Also, after the end of the third jackpot game, the variable display of the second special symbol is set to the sure-win game state (high-probability short game state) until it is performed 10,000 times. Therefore, from the jackpot winning probability in the high-probability game state, it is almost certain that the next jackpot will be determined.
[0235] Note that one losing special symbol is associated with each of the first special symbol and the second special symbol, but a plurality of losing special symbols may be associated with at least one of the first special symbol and the second special symbol.
[0236] The main CPU 110a refers to the special symbol determination table shown in any of FIGS. 11(a) to (b), determines the type of the special symbol to be stopped and displayed, the special symbol determination random value, the type of the special symbol, the stop special symbol data, and the special symbol designation command, and transmits the special symbol designation command to the effect control board 130.
[0237] As the first feature of the special symbol determination table shown in FIG. 11, the type of the jackpot special symbol and the type of the losing special symbol are the same without changing according to the set value. By doing so, it is possible for the player to play the game with confidence without making the game complicated.
[0238] As the second feature of the special symbol determination table shown in FIG. 11, the selection ratio of various jackpot special symbols and the selection ratio of various losing symbols are constant without changing according to the set value. By doing so, the degree of advantage for the player does not change extremely according to the set value, and it is possible for the player to play the game with confidence.
[0239] (Normal special symbol variation pattern determination table) FIG. 12 is a diagram showing an example of a normal special symbol variation pattern determination table referred to when determining the variation pattern of the special symbol in the normal game state.
[0240] Specifically, FIG. 12(a) is a normal special symbol variation pattern determination table 1 referred to when executing the basic special symbol variation display in the normal game state, and FIG. 12(b) is a normal special symbol variation pattern determination table 2 referred to when executing the variation display corresponding to the remaining hold count of the second special symbol at the end of the special short-time state when transitioning from the special short-time game state to the normal game state.
[0241] (Special symbol variation pattern determination table for probability variation / normal short-time) FIG. 13 is a diagram showing an example of a special symbol variation pattern determination table for probability variation / normal short-time referred to when determining the special symbol variation pattern in the probability variation game state or the normal short-time game state.
[0242] Specifically, FIG. 13(a) is a special symbol variation pattern determination table 1 for probability variation / normal short-time referred to when executing the basic special symbol variation display in the probability variation game state or the normal short-time game state, and FIG. 13(b) is a special symbol variation pattern determination table 2 for normal short-time referred to when executing the variation display of the special symbol that is the last round in the normal short-time game state.
[0243] (Special symbol variation pattern determination table for special short-time) FIG. 14 is a diagram showing an example of a special symbol variation pattern determination table for special short-time referred to when determining the special symbol variation pattern in the special short-time game state.
[0244] Specifically, FIG. 14(a) is a special short-time specific symbol variation pattern determination table 1 that is referred to when performing the variable display of the special symbol when there is no jackpot history information in the main RAM 110c. FIG. 14(b) is a special short-time specific symbol variation pattern determination table 2 that is referred to when performing the variable display of the special symbol at the beginning of the special short-time game state when there is jackpot history information in the main RAM 110c. FIG. 14(c) is a special short-time specific symbol variation pattern determination table 3 that is referred to when performing the variable display of the special symbol before the end of the special short-time game state when there is jackpot history information in the main RAM 110c. FIG. 14(d) is a special short-time specific symbol variation pattern determination table 4 that is referred to when performing the variable display of the special symbol in the final round of the special short-time game state when there is jackpot history information in the main RAM 110c.
[0245] As shown in FIGS. 12 to 14, in the specific symbol variation pattern determination table, the type of the special symbol (start port) for performing the variable display, the jackpot determination result, the determination result of the special symbol (stop specific symbol data), the reach determination random value, the first specific symbol retention number (U1) or the second specific symbol retention number (U2), the specific symbol variation pattern determination random value, the specific symbol variation pattern as the determination result, the variation time of the special symbol, and the specific symbol variation pattern designation command indicating the specific symbol variation pattern are associated with each other.
[0246] Therefore, it can be said that the "specific symbol variation pattern" can specify the type of the special symbol, the jackpot determination result, the type of the special symbol, and the variation time of the special symbol.
[0247] The main CPU 110a refers to the specific symbol variation pattern determination table shown in FIGS. 12 to 14, determines the specific symbol variation pattern based on the jackpot determination result, the special symbol determination result (stop specific symbol data), the reach determination random value, the first specific symbol retention number (U1) or the second specific symbol retention number (U2), and the specific symbol variation pattern determination random value, and transmits a specific symbol variation pattern designation command corresponding to the specific symbol variation pattern to the effect control board 130.
[0248] Also, on the effect control board 130, as will be described later, according to a variation pattern designation command (big win determination result, special symbol determination result, etc.), the content (effect mode) of the variation effect involving the variable display of the effect symbol 70a is determined. Therefore, in the rightmost column of the special figure pattern determination table shown in FIGS. 12 to 14, the effect content that can be executed in the variation effect is described for reference.
[0249] As the effect content shown in the variation pattern determination table shown in FIGS. 12 to 14, "normal variation", "shortened variation", and "ultra-shortened variation" mean that the three effect symbols 70a vary rapidly separately and stop without reaching a reach.
[0250] Also, "reach" means a variation mode that makes the player expect that a big win game is being executed, in which part of the combination of the effect symbols 70a for notifying a big win temporarily stops and the other effect symbols 70a vary. For example, when the combination of three effect symbols 70a of "777" is set as the combination of the effect symbols 70a for notifying a big win, the same effect symbol 70a temporarily stops at "7" in the left area and the right area, and the remaining effect symbol 70a varies in the central area.
[0251] Note that "temporary stop" means a mode in which the effect symbol 70a sways slightly or the effect symbol 70a is slightly deformed, making it seem to the player that the effect symbol 70a has stopped (not completely stopped).
[0252] Also, "normal reach" means a reach effect in which the same effect symbol 70a temporarily stops in the left area and the right area, and the remaining one effect symbol 70a varies in the central area, and it is the reach effect with the lowest big win expectancy.
[0253] In addition, "SP Reach" and "Special SP Reach" are super reach effects with a higher expectation of a big win than normal reach. A development effect is executed from the normal reach effect and then followed. For example, two effect symbols 70a are reduced and move to the corner of the first image display device 70, and a special reach effect is performed using almost the entire display area of the first image display device 70. Note that for "Special SP Reach", an effect more special than "SP Reach" is executed.
[0254] In addition, "SPSP Reach" and "SPSP '7' Reach" are special reach effects with a higher expectation of a big win than super reach, and are executed after the normal reach effect or the super reach effect. For example, a development effect is executed from the normal reach effect, and then three effect symbols 70a are reduced and move to the corner of the first image display device 70, and a reach effect more special than "SP Reach" is performed using almost the entire display area of the first image display device 70. Note that for "SPSP Reach", the reach effect is executed with effect symbols 70a other than '7', and for "SPSP '7' Reach", the reach effect is executed with the symbol '7'.
[0255] In addition, "Full Rotation Reach" is a reach that determines a big win and is executed after the normal reach effect. For example, a development effect is executed from the normal reach effect, and then three effect symbols 70a all become the same and fluctuate slowly, and a reach effect (a reach effect that determines a big win) more special than "SPSP Reach" and "SPSP '7' Reach" is performed using almost the entire display area of the first image display device 70.
[0256] In addition, "Revival Variation (Win)" is an effect in which a revival effect suggesting revival to a specific gaming state that is a big win and advantageous to the player is performed, and it is executed without going through a reach after an end notification effect suggesting the end of a specific gaming state advantageous to the player after transitioning from the special short-time gaming state to the normal gaming state is performed.
[0257] The "Chance Performance Variation (Win)" is a variation performance in which a chance performance suggesting that it is a chance for a jackpot game to be executed is executed, and it is executed without going through a reach. For example, after a character image of "Approaching Chance" is displayed on the first image display device 70, an effect is performed in which three effect symbols 70a are displayed in an aligned state.
[0258] The "Result Variation" is an effect in which, in the final variation display in the normal short game state, a result display that shows the result of the game in a series of advantageous periods in which the short game state continues with a jackpot game from the normal game state, which is so-called a first win, as an opportunity. Note that instead of starting from a first win, the result display may be performed in a series of advantageous periods in which an advantageous state continues for the player.
[0259] The "Result Revival Variation (Win)" is an effect in which a revival effect suggesting that the player revives to a specific game state that is advantageous as a jackpot is performed, and it is executed without going through a reach after a result display is performed in the final variation display in the normal short game state.
[0260] The "(Dash)~Variation" indicates that when it is the first variation in the special short game state, a short entry effect that suggests entry into the special short game state in a relatively short time (for example, 2 seconds) is performed, and when it is not the first variation in the special short game state, no short entry effect is performed.
[0261] The "Long Entry Performance Variation" is such that in the first variation of the special short game state, a long entry effect that suggests entry into the special short game state in a relatively long time (for example, 6 seconds) is performed, and it has a dedicated variation pattern for the first variation of the special short game state in a state with a jackpot history.
[0262] The "Instant Win Variation (Win)" is an effect in which a result (jackpot) that is advantageous to the player is notified without going through a reach, and finally an effect is performed in which three effect symbols 70a are displayed in an aligned state.
[0263] The "ending suggestion variation" is an effect in which an ending notification effect indicating the end of the special short game state is performed, and it is executed in the variation display of the last round of the special short game state with a jackpot history.
[0264] The "ending suggestion revival variation (win)" is an effect in which a revival effect indicating revival to a specific game state that is a jackpot and advantageous to the player is performed, and it is executed without going through a reach after the ending notification effect is started in the variation display of the last round of the special short game state.
[0265] Note that although the "instant win variation" is not executed when the variation display of the first special symbol is performed in the normal game state, it may be executed even when the variation display of the first special symbol is performed.
[0266] As the first feature of the special symbol variation pattern determination table shown in FIGS. 12 to 14, there is a point that a variation effect in which a result display is performed is executed during the variation display that is the last round of the normal short game state (a series of advantageous periods). By doing so, it is possible to allow the player to confirm the result of the game during the series of advantageous periods, and it becomes possible to improve the interest of the game.
[0267] As the second feature of the special symbol variation pattern determination table shown in FIGS. 12 to 14, there is a point that an ending notification effect is performed without a result display during the variation display that is the last round of the special short game state. By doing so, it is possible to prevent the player's dissatisfaction from increasing due to the display of the result of the game during the series of advantageous periods even though the jackpot game is not being executed, and it becomes possible to improve the interest of the game.
[0268] As the third feature of the special figure variation pattern determination table shown in FIGS. 12 to 14, it is possible to use different special figure variation pattern determination tables for the normal short game state and the special short game state. By doing so, even in the same short game state, the production contents of the normal short game state and the special short game state can be made different, and it becomes possible to improve the interest of the game.
[0269] As the fourth feature of the special figure variation pattern determination table shown in FIGS. 12 to 14, in the variable display during the special short game state, it is possible to use different special figure variation pattern determination tables depending on the presence or absence of a jackpot history (RWM clear). By doing so, it becomes possible to make the production contents during the variable display in the special short game state different depending on the presence or absence of a jackpot history, and it becomes possible to improve the interest of the game.
[0270] As the fifth feature of the special figure variation pattern determination table shown in FIGS. 12 to 14, in the first variation during the special short game state, it is possible to use different special figure variation pattern determination tables depending on the presence or absence of a jackpot history (RWM clear). By doing so, it becomes possible to make the production contents during the first variable display in the special short game state different depending on the presence or absence of a jackpot history, and it becomes possible to improve the interest of the game.
[0271] As the sixth feature of the special figure variation pattern determination table shown in FIGS. 12 to 14, in the first variation during the special short game state, the number of special figure variation patterns determined when there is no jackpot history is larger than the number of special figure variation patterns when there is a jackpot history (RWM clear). By doing so, it becomes possible to make the production contents during the first variable display in the special short game state different depending on the presence or absence of a jackpot history, and it becomes possible to improve the interest of the game.
[0272] As the seventh feature of the special symbol variation pattern determination table shown in FIGS. 12 to 14, when the first variation during a special short game state with a jackpot history (RWM clear) results in a loss, a dedicated special symbol variation pattern is determined for the first time. By doing so, a dedicated effect (long entry effect) can be performed during the first variation in the special short game state, and it becomes possible to enhance the interest of the game.
[0273] As the eighth feature of the special symbol variation pattern determination table shown in FIGS. 12 to 14, during the final variation in the special short game state, different special symbol variation pattern determination tables are used depending on the presence or absence of a jackpot history (RWM clear). By doing so, the effect content during the final variation display in the special short game state can be made different depending on the presence or absence of a jackpot history, and it becomes possible to enhance the interest of the game.
[0274] As the ninth feature of the special symbol variation pattern determination table shown in FIGS. 12 to 14, during the final variation in the special short game state, the number of special symbol variation patterns determined when there is no jackpot history is larger than the number of special symbol variation patterns when there is a jackpot history (RWM clear). By doing so, the effect content during the final variation display in the special short game state can be made different depending on the presence or absence of a jackpot history, and it becomes possible to enhance the interest of the game.
[0275] As the tenth feature of the special symbol variation pattern determination table shown in FIGS. 12 to 14, when the final variation during a special short game state with a jackpot history (RWM clear) results in a loss, a dedicated special symbol variation pattern is determined for the final time. By doing so, a dedicated effect (ending suggestion effect) can be performed during the final variation in the special short game state, and it becomes possible to enhance the interest of the game.
[0276] As the 11th feature of the special figure variation pattern determination table shown in FIGS. 12 to 14, when in the special short game state, the number of types of special figure variation patterns (variation performance patterns) determined (executed) is larger when the losing variation display (first variation performance) of the first special symbol is executed than when the losing variation display (second variation performance) of the second special symbol is executed. By doing so, the player can be directed to perform the variation display of the second special symbol, which is advantageous to the player, in the special short game state, and the interest of the game can be improved.
[0277] As the 12th feature of the special figure variation pattern determination table shown in FIGS. 12 to 14, the average variation time of the special symbols (mainly the second special symbol) during the short game state is longer than the average variation time of the normal symbols during the short game state. By doing so, even in the short game state where the average variation time of the special symbols is shorter than that in the normal game state, the second hold memory is likely to accumulate, and by executing the variation display of the special symbols quickly, the interest of the game can be improved.
[0278] (Pre-judgment table) FIG. 15(a) is a diagram showing an example of a pre-judgment table for non-short state for pre-judging (pre-reading) the special figure determination information obtained based on the winning of a game ball into the first start port 45 during the non-short state, and FIG. 15(b) is a diagram showing an example of a pre-judgment table for short state for pre-judging (pre-reading) the special figure determination information obtained based on the winning of a game ball into the second start port 47 during the short state.
[0279] As shown in FIG. 15, in the pre-judgment table, the type of special symbol (start port), the jackpot determination result, the special symbol determination result, the random number value for reach determination, the random number value for special figure variation pattern determination, the special figure planned variation pattern as the determination result, and the pre-reading designation command indicating the special figure planned variation pattern are associated with each other.
[0280] Therefore, it can be said that the "special drawing scheduled variation pattern" can identify the type of special symbol, the determination result of the big win determination, the type of special symbol, and the special drawing variation pattern scheduled to be executed.
[0281] The main CPU 110a refers to the pre-determination table shown in FIG. 15, determines the special drawing scheduled variation pattern based on the random number value for big win determination, the random number value for special symbol determination, the random number value for reach determination, and the random number value for special drawing variation pattern determination, and transmits a pre-reading designated command corresponding to the special drawing scheduled variation pattern to the effect control board 130.
[0282] (Game state setting table) FIG. 16 is a diagram showing an example of a game state setting table for setting the game state after the end of the big win game.
[0283] As shown in FIG. 16, in the game state setting table, there are the stop special drawing data of the big win special symbol, the game state information at the time of big win winning, the set game state flags (the time shortening flag indicating that it is the time shortening state, the high probability flag indicating that it is the high probability state), the first time shortening count (J1) which is the number of times of the variable display of the first special symbol for ending the time shortening game state, the second time shortening count (J2) which is the number of times of the variable display of the second special symbol for ending the time shortening game state, and the third time shortening count (J3) which is the total number of times of the variable display of the first special symbol and the second special symbol for ending the time shortening game state, which are associated with each other.
[0284] As the first feature of the game state setting table shown in FIG. 16, there is a big win game (the first big win game) in which the second time shortening count (J2) set when executed in the time shortening state is larger than the second time shortening count (J2) set when executed in the normal game state. By doing so, it is possible to vary the second time shortening count (J2) set according to the type of big win game, and it is possible to improve the game property and the interest of the game.
[0285] As the second feature of the game state setting table shown in FIG. 16, three types of time shortening counts are set. Thus, regardless of whether the variable display of the first special symbol or the variable display of the second special symbol is executed during the time shortening state, the time shortening state ends at an appropriate number of times, so that a fair time shortening state can be provided among players and the interest of the game can be improved.
[0286] Next, the progress of the game in the gaming machine 1 will be described using a flowchart.
[0287] (Main processing of the main control board) The main processing of the main control board 110 will be described with reference to FIG. 17. FIG. 17 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset generated by the supply of a power voltage from the power supply board 160 is input to the main CPU 110a.
[0288] First, in step S1, the main CPU 110a prohibits all interrupts. In step S2, it performs initial settings of the CPU such as setting internal registers. In step S3, it performs a startup waiting process for other boards. Specifically, it waits for 1 second for the payout control board 120 and the effect control board 130 to start up so that there is no omission of commands from the main control board 110.
[0289] In step S4, the main CPU 110a permits access to the RWM area of the main RAM 110c. In step S5, it transmits a launch permission designation command to the payout control board 120. As a result, processing for permitting the launch of the game ball by the launch device 26 by the payout control unit 121 will be performed.
[0290] In step S6, main CPU 110a determines whether a backup flag indicating power recovery is saved in the game RWM area of main RAM 110c. If the backup flag is saved, the process proceeds to step S7 assuming power recovery, and if the backup flag is not saved, the process proceeds to step S8 assuming the first power-on.
[0291] In step S7, main CPU 110a calculates the checksum (abnormality determination data) of the game RWM area (excluding the set value area) of main RAM 110c.
[0292] In step S8, main CPU 110a determines whether there has been a setting change operation. Specifically, it determines whether setting key switch 112a and RWM clear switch 111a are in the ON state. If there has been a setting change operation, the process proceeds to step S9 to enter the setting change mode, and if there has been no setting change operation, the process proceeds to step S10.
[0293] In step S9, main CPU 110a performs setting change processing. Specifically, it displays a status confirmation display indicating that setting change or setting confirmation is in progress on status confirmation display 68, displays the current set value saved in the set value area of the game RWM area on one 7-segment LED of information display 113, and transmits a setting change command to effect control board 130.
[0294] Furthermore, each time there is an operation of RWM clear switch 111a, the set value is changed (updated) within the range of "1" to "4", the updated set value is displayed on the 7-segment LED, and when there is a setting confirmation operation in which setting key switch 112a changes from the ON state to the OFF state, the changed (updated) set value is saved in the set value area to confirm the set value, the display of the set value on information display 113 is terminated, the status confirmation display on status confirmation display 68 is terminated, and processing for terminating the setting change mode is performed.
[0295] In the effect control board 130 that has received the setting change designation command, a process for executing a setting change notification for notifying that the setting value is being changed will be performed. Specifically, a setting change in progress screen indicating that the setting value is being changed is displayed on the image display devices 70 and 71, or the frame lighting device 10 and the panel lighting device 76 are fully lit in a predetermined emission color (for example, white) during the setting change. Note that a setting change notification sound ("The setting is being changed") indicating that the setting is being changed may be output from the audio output device 9.
[0296] In step S10, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the game RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the game RWM area), the process proceeds to step S11. If the checksum is not normal (there is an abnormality in the data in the game RWM area), the process proceeds to step S12 on the assumption that the control state before power-off cannot be restored normally.
[0297] Note that when the backup flag is not saved, that is, in the case of the first power-on, it is determined that the checksum is abnormal.
[0298] In step S11, the main CPU 110a determines whether the setting value in the setting value area is within an appropriate range (here, 1 to 4). If it is determined that the setting value in the setting value area is within the appropriate range, the process proceeds to step S13. If it is determined that the setting value in the setting value area is not within the appropriate range, the process proceeds to step S12.
[0299] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, transmits an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt inhibition to inhibit timer interruption, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and performs a process of waiting until the power supply is completely cut off. As a result, the performance control board 130 performs a process for executing an irrecoverable error notification.
[0300] An "irrecoverable error" is an error state in which game control is no longer performed (there is no transition to game control), and is designed to not be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error will not be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without a setting change operation, and the power switch must be turned ON with a setting change operation. During an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.
[0301] In addition, the "irrecoverable error" is not cleared unless a setting change process is performed, but it may also be cleared when an RWM clear is performed without a setting change process.
[0302] An "irrecoverable error notification" is a notification to make the user aware that an irrecoverable error has occurred, and involves displaying an irrecoverable error screen on the image display devices 70, 71 ("This is an irrecoverable error. Please change the settings"), lighting the frame lighting device 10 and the board lighting device 76 in a specified light color (for example, red) until the power is turned off, and outputting an irrecoverable error sound from the audio output device 9 ("This is an irrecoverable error" + buzzer sound) indicating that an irrecoverable error has occurred until the power is turned off. Note that the voice output device 9, the frame lighting device 10, the image display devices 70 and 71, and the panel lighting device 76 may be collectively referred to as an "effect device".
[0303] In step S13, the main CPU 110a determines whether there has been an RWM clear operation. Specifically, it determines whether the RWM clear switch 111a is in the ON state. If there has been an RWM clear operation, the process proceeds to step S14 assuming that the RWM clear is to be executed, and if there has been no RWM clear operation, the process proceeds to step S16.
[0304] In step S14, the main CPU 110a performs the RWM clear process. Specifically, it performs a process for initializing the control state of the game (initializing areas other than the set value area of the game RWM area).
[0305] In step S15, the main CPU 110a transmits a power-on designation command indicating that the control state of the game has been initialized and the current game state (here, the low-probability non-time-reduced game state as the normal game state) to the payout control board 120 and the effect control board 130, and the process proceeds to step S21. As a result, in the effect control board 130, a process for executing a power-on notification is performed.
[0306] The "power-on notification" is a notification for recognizing that the control state of the game has been initialized, such as displaying an initial screen (background image and initial effect symbol "135") at the time of power-on on the image display devices 70 and 71, lighting up the frame lighting device 10 and the panel lighting device 76 in a predetermined emission color (for example, red) for a predetermined period (for example, 60 seconds), or outputting a power-on notification sound ( "The RWM has been cleared" + buzzer sound) indicating that the RWM area has been initialized from the voice output device 9 for a predetermined period (for example, 30 seconds). Note that in the power-on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display for notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.
[0307] In step S16, main CPU 110a determines whether there is a setting confirmation operation. Specifically, it determines whether setting key switch 112a is in the ON state. If there is a setting confirmation operation, the process proceeds to step S17 to enter the setting confirmation mode. If there is no setting confirmation operation, the process proceeds to step S18 to restore the game control state to the state before power-off.
[0308] In step S17, main CPU 110a performs setting confirmation processing. Specifically, it displays a status confirmation display indicating that the settings are being changed or confirmed on status confirmation display 68, displays the current setting value saved in the setting value area of the game RWM area on one 7-segment LED of information display 113, and transmits a setting confirmation command to effect control board 130.
[0309] Furthermore, when there is a confirmation end operation in which setting key switch 112a changes from the ON state to the OFF state, the display of the setting value on information display 113 is terminated, the status confirmation display on status confirmation display 68 is terminated, and processing for terminating the setting confirmation mode is performed.
[0310] In effect control board 130 that has received the setting confirmation command, processing for executing a setting confirmation notification for notifying that setting confirmation is being performed will be carried out. Specifically, a setting confirmation screen indicating that setting confirmation is in progress is displayed on image display devices 70 and 71, or frame lighting device 10 and panel lighting device 76 are fully lit in a predetermined emission color (for example, white) throughout the setting confirmation. Note that a setting confirmation notification sound ("Confirming setting values") indicating that setting confirmation is in progress may be output from audio output device 9.
[0311] In step S18, main CPU 110a clears (sets to 0) the backup flag and checksum saved in the game RWM area, and sets the game RWM area at power recovery. As a result, the progress state (control state) of the game returns (recovers) to the state before the power cut, so it becomes possible to resume the game from the state before the power cut.
[0312] In step S19, main CPU 110a transmits a power recovery designation command indicating that the control state of the game has recovered and the game state before the power failure to the effect control board 130. As a result, the effect control board 130 will perform processing to end the setting confirmation notification and the like and execute the power recovery notification, which will be described later.
[0313] The "power recovery notification" is a notification for recognizing that the control state of the game has returned to the state before the power cut. For example, the initial screen (background image and initial effect symbol "135") at power recovery is displayed on the image display devices 70 and 71, or the frame lighting device 10 and the board lighting device 76 are fully lit in a predetermined emission color (for example, blue) for a predetermined period (for example, 60 seconds), or a power recovery notification sound ( "The power has been restored" + buzzer sound) indicating that the power has been restored (from the power failure) is output from the audio output device 9 for a predetermined period (for example, 30 seconds). Note that in the power recovery notification, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the power has been restored may be displayed on the image display devices 70 and 71.
[0314] In step S20, main CPU 110a transmits other commands (a special drawing reservation number designation command indicating the first special drawing reservation number (U1) and the second special drawing reservation number (U2), a general drawing reservation number designation command indicating the general drawing reservation number (G), etc.) to the effect control board 130. As a result, the effect control board 130 can grasp the special drawing reservation number and the general drawing reservation number, and processing for displaying the first reservation icon and the second reservation icon on the first image display device 70 will be performed.
[0315] In step S21, the main CPU 110a transmits a setting value specifying command to the effect control board 130. As a result, the effect control board 130 can grasp the current setting value. Note that this setting value specifying command may be transmitted to the effect control board 130 even before a power-on specifying command or a power recovery specifying command is transmitted. Also, the setting value specifying command may be transmitted each time the variable display of the special symbol starts, or may be transmitted each time a big win game starts.
[0316] In step S22, the main CPU 110a activates a CTC (counter timer circuit) for generating a timer interrupt (4 milliseconds), and in step S23, permits all interrupts.
[0317] In step S24, the main CPU 110a performs a process of updating a reach determination random number value for determining the variation mode (variation time) of the special symbol and a special symbol determination random number value, and in step S25, performs an initial value random number value update process of updating an initial value random number value for big win determination, an initial value random number value for special symbol determination, an initial value random number value for hit determination, and an initial value random number value for normal symbol determination.
[0318] Next, in step S26, the main CPU 110a determines whether a power-off (power failure) has occurred. Specifically, it determines whether a power-off detection signal has been input from the power-off detection circuit of the power supply board 160. If the power-off detection signal has not been input, it proceeds to step S24, and if the power-off detection signal has been input, it proceeds to step S27.
[0319] In step S27, the main CPU 110a sets an interrupt prohibition that prohibits timer interrupts. In step S28, it performs a process of clearing the output port. In step S29, it calculates the checksum (abnormality determination data) of the game RWM area (excluding the set value area) of the main RAM 110c and saves it in the game RWM area. In step S30, it performs a process of saving a backup flag in the game RWM area of the main RAM 110c. In step S31, it performs a process of prohibiting RAM access and waits until the supply of the power voltage is completely cut off.
[0320] In this way, regarding the setting change operation, since a plurality of conditions (operations) are set, it is not possible to easily perform a setting change, so illegal acts can be suppressed, and it becomes possible to improve the security of the gaming machine.
[0321] Also, since the number of conditions (operations) set for the setting change operation is larger than the number of conditions (operations) set for the RWM clear operation and the setting confirmation operation, it is possible to enhance the security of the setting change, which is the event most prone to illegal acts, and effectively prevent illegal acts.
[0322] Also, when the checksum is abnormal, an irrecoverable error process is executed to stop the progress of the game. This prevents the gaming machine from performing unexpected operations and causing trouble to the game parlor and players, and it becomes possible to improve the reliability of the gaming machine.
[0323] Also, when the value in the set value area is not within the appropriate range, that is, when there is a possibility that the previous power-off occurred during a setting change, even if the checksum is normal, an irrecoverable error process is executed to stop the progress of the game. This prevents the game from proceeding with an unintended set value set by the game parlor side and makes it possible to improve the reliability of the gaming machine.
[0324] Also, during setting changes (in the setting change mode) or during setting confirmation (in the setting confirmation mode), on the front (surface) of the gaming machine 1, it is possible to recognize that setting changes are in progress by checking the status confirmation display 68, the image display devices 70, 71, the frame lighting device 10, and the panel lighting device 76. On the back (rear surface), it is possible to recognize that setting changes are in progress by checking the information display 113. That is, it is possible to grasp whether setting changes are in progress from either the front (surface) or the back (rear surface) of the gaming machine 1.
[0325] In addition, regarding the setting change operation, the RWM clear operation, and the setting confirmation operation, the condition may include that the release detection switch 31a is in the ON state. By doing so, since the conditions increase, it is possible to suppress improper acts and further improve the security of the gaming machine.
[0326] Also, when it is determined that there is no backup flag (it is the first power-on) and it is determined that there has been no setting change operation, if it is determined that the checksum is abnormal in the subsequent step S10, an irrecoverable error process is executed. However, when it is determined that there is no backup flag, the gaming program may initialize (clear to 0) the gaming RWM area and save the initial value "1" in the set value area, and then transfer the process to step S13.
[0327] Also, when it is determined that there is a backup flag (power recovery) and it is determined that there has been no setting change operation, if it is determined that the checksum is abnormal in the subsequent step S10, an irrecoverable error process is executed. However, when it is determined that the checksum is abnormal, the gaming program may initialize (clear to 0) the gaming RWM area and save the initial value "1" in the set value area, and then transfer the process to step S13.
[0328] In addition, although the power-on specified command and the power recovery specified command are transmitted including information indicating the current game state, after transmitting the power-on specified command or the power recovery specified command, a game state specified command indicating the current game state may be transmitted.
[0329] In addition, when power-off occurs or power is turned on, the game program calculates the checksum of the game RWM area (excluding the set value area) of the main RAM 110c, but the information program may calculate the checksum. In this case, it is preferable to save the calculated checksum in the information RWM area.
[0330] In addition, when power-off occurs or power is turned on, the checksum of the game RWM area (excluding the set value area) is calculated, but the checksum of the entire RWM area may be calculated, or the checksum of the game RWM area and the checksum of the information RWM area may be calculated separately, and when either one of the checksums is abnormal, the process may shift to non-recoverable error processing.
[0331] In addition, a setting change specified command is transmitted at the start of the setting change process, and a power-on specified command is transmitted after the setting change process is completed. However, a setting change start specified command may be transmitted instead of the setting change specified command, and a setting change end specified command may be transmitted instead of the power-on specified command. In this case, the setting change end specified command may be transmitted at the end of the setting change process, or may be transmitted after the setting change process is completed.
[0332] In addition, when a setting change is made, an RWM clear process is performed after the setting change is made, but the RWM clear process may be performed before the setting change is made.
[0333] (Timer interrupt processing of the main control board) Using FIG. 18, the timer interrupt process of the main control board 110 will be described. FIG. 18 is a flowchart showing the timer interrupt process executed every predetermined period (4 milliseconds) in the main control board 110.
[0334] First, in step S100, the main CPU 110a saves the information stored in the register in the stack area. In step S110, it performs time control processing to update various timer counters, such as the update process of the special symbol time counter, the update process of the special game timer counter such as the release time of the special electric accessory, the update process of the normal symbol time counter, and the update process of the opening and closing time of the movable member 48. Specifically, it performs a process of subtracting 1 from counters such as the special symbol time counter, the special game timer counter, the normal symbol time counter, the start port opening timer counter, and the start port closing timer counter.
[0335] In step S120, the main CPU 110a performs a specific random number update process to update the jackpot determination random number value, the special symbol determination random number value, the special pattern variation pattern determination random number value, the hit determination random number value, the normal symbol determination random number value, and the normal pattern variation pattern determination random number value. Specifically, it updates each random number value and the random number counter by adding 1. When the added random number counter exceeds the maximum value of the random number range (when the random number counter makes one full cycle), the random number counter is reset to 0. When the random number counter returns to the initial value of the cycle, the corresponding initial value random number value is set as the new initial value of the cycle to newly update the random number value.
[0336] In step S130, similar to step S30, the main CPU 110a performs an initial value random number value update process to update the initial value random number value for jackpot determination, the initial value random number value for special symbol determination, the initial value random number value for hit determination, and the initial value random number value for normal symbol determination.
[0337] In step S200, the main CPU 110a determines whether there is an input to various switches such as the general winning opening detection switch 43a, the big winning opening detection switch 50a, the first start opening detection switch 45a, the second start opening detection switch 47a, the gate detection switch 44a, and the out ball detection switch 52a, and performs an input control process of setting predetermined data when there is an input. Specifically, it will be described later with reference to FIG. 19.
[0338] In step S300, the main CPU 110a performs a special drawing and special power control process for performing special drawing remaining number determination (such as jackpot determination), display control of special symbols, opening and closing control of the big winning opening 50 (opening and closing member 51), control of the game state, etc. Note that the details of the special drawing and special power control process will be described later.
[0339] In step S400, the main CPU 110a performs a general drawing and general power control process for performing general drawing stored number determination (such as winning determination), display control of general symbols, opening and closing control of the second start opening 47 (movable member 48), etc.
[0340] Note that the types of winning general symbols and losing general symbols determined as the determination results of the general drawing determination information performed in the general drawing and general power control process are the same without changing according to the set values. By doing so, the game playability does not become overly complex, and it becomes possible for the player to play the game with confidence.
[0341] Also, the selection ratios of various winning general symbols and the selection ratios of various losing general symbols determined as the determination results of the general drawing determination information performed in the general drawing and general power control process are constant without changing according to the set values. By doing so, the degree of advantage for the player does not change extremely according to the set value, and it becomes possible for the player to play the game with confidence.
[0342] Next, in step S500, the main CPU 110a transmits a payout status confirmation command for checking the payout status of the payout control board 120 to the payout control board 120, or performs a payout control process for referring to the later-described bonus ball counters (3-bonus ball counter, 10-bonus ball counter, 15-bonus ball counter) and transmitting a payout number specification command corresponding to each winning port to the payout control board 120. Thereby, the payout control board 120 executes control for paying out bonus balls from the payout device 100.
[0343] In step S600, the main CPU 110a determines the occurrence of a magnetic anomaly or a radio wave anomaly based on the input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs a magnetic / radio wave anomaly determination process for transmitting a magnetic anomaly error specification command or a radio wave anomaly error specification command to the effect control board 130. Note that when the effect control board 130 receives a magnetic anomaly error specification command or a radio wave anomaly error specification command, it performs control for performing a magnetic anomaly error notification or a radio wave anomaly error notification.
[0344] In step S700, the main CPU 110a performs a data creation process for creating data such as external information data (game information) output from the game information output terminal board 90, start port opening / closing data output to the second start port opening / closing solenoid 48b, big winning port opening / closing data output to the big winning port opening / closing solenoid 51b, special symbol display data output to the first special symbol display 60 and the second special symbol display 61, normal symbol display data output to the normal symbol display 62, special symbol hold display data output to the first special symbol hold display 63 and the second special symbol hold display 64, and normal symbol hold display data output to the normal symbol hold display 65.
[0345] In step S750, the main CPU 110a performs output control processing that includes port output processing for outputting signals such as the external information data, start port opening / closing data, and big winning port opening / closing data created in step S700, display output processing for outputting signals such as special symbol display data, normal symbol display data, special symbol hold display data, and normal symbol hold display data, payout command transmission processing for transmitting commands set in the payout transmission data storage area of the main RAM 110c to the payout control board 120, and effect command transmission processing for transmitting commands set in the effect transmission data storage area of the main RAM 110c to the effect control board 130.
[0346] In step S800, the main CPU 110a performs processing for calling an information program. Specifically, after disabling interrupts, it saves the flag register to the game RWM area and performs processing for calling the target information program using a CALL instruction.
[0347] In step S810, the main CPU 110a performs game ball counting processing (information program). Specifically, it performs processing for counting the total number of balls out, which is the number of game balls detected by the out ball detection switch 52a regardless of the game state, the number of balls out during normal play, which is the number of prize balls paid out based on the winning of game balls at various winning ports (general winning port, big winning port, start port) during normal game play, and the number of balls out during normal play.
[0348] Note that since the total number of balls out, the number of balls paid out during normal play, and the number of balls out during normal play are game information that is not affected (independent of the set value) even if the set value is changed, it is possible to calculate performance information (normal base value described later) that excludes the influence of the set value by counting these, and this can be used to understand the performance of the gaming machine 1.
[0349] In step S830, main CPU 110a performs performance information calculation processing (information program). Specifically, it calculates the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number, and performs a process of saving the normal base value rounded to the first decimal place in the first area of the base storage area set in the information RWM area.
[0350] Note that the game section is updated every time the total out number reaches 60,000. The base storage area is provided with a first area for storing the normal base value in the current game section, a second area for storing the normal base value in the previous game section, a third area for storing the normal base value in the game section two times before, and a fourth area for storing the normal base value in the game section three times before. The base values for four game sections including the current one are saved in their respective areas.
[0351] In step S850, main CPU 110a performs performance display data setting processing (information program). Specifically, it performs a process of setting performance display data for causing the information display 113 to display while switching the normal base values (performance information) for four game sections calculated in the performance information calculation processing and saved in the base storage area every 5 seconds.
[0352] In step S870, main CPU 110a performs test data creation processing (information program). Specifically, it performs a process of creating test data (test information) to be output to the test equipment used when conducting the test of the gaming machine 1.
[0353] In step S880, main CPU 110a performs output control processing (information program). Specifically, it performs a display output process of outputting signals such as the performance display data (performance information) set in step S850 to various displays, and a process of outputting signals such as the test data created in step S870.
[0354] In step S890, the main CPU 110a performs the process for returning to the gaming program. Specifically, it returns the flag register from the gaming RWM area, enables interrupts, and performs the process for returning to the gaming program.
[0355] In step S900, the main CPU 110a returns the information saved in step S100 to the registers of the main CPU 110a and ends the current timer interrupt process.
[0356] As described above, since timer interrupts are not executed during the setting change process, the RWM clear process, and the setting confirmation process, the counting of the payout number and the out number, the calculation of the performance information of the gaming machine, and the display of the performance information of the gaming machine are not performed, so it is possible to reduce the control load on the main control board 110.
[0357] Although the performance information calculation process was performed in the timer interrupt process of the main control board 110, it may be performed in the main process of the main control board 110. Also, the gaming ball counting process may be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.
[0358] (Input Control Process of Main Control Board) Using FIG. 19, the input control process of the main control board 110 will be described. FIG. 19 is a flowchart showing the input control process in the main control board 110.
[0359] In step S210, the main CPU 110a performs the general winning port detection switch input process. In this general winning port detection switch input process, it determines whether a detection signal is input from the general winning port detection switch 43a, that is, whether a gaming ball has won in the general winning port 43. If no detection signal is input from the general winning port detection switch 43a, the process proceeds to step S220.
[0360] When a detection signal is input from the general winning opening detection switch 43a, data indicating five prize balls is added to and updated in the prize ball counter for the general winning opening (five-prize ball counter) used for prize balls, and "1" is added to and updated in the winning ball counter (D) indicating the number of game balls that have entered the winning opening (D ← D + 1). After that, the general winning opening detection switch input process ends.
[0361] In step S220, the main CPU 110a performs a big winning opening detection switch input process. In this big winning opening detection switch input process, it is determined whether a detection signal is input from the big winning opening detection switch 50a, that is, whether a game ball has won in the big winning opening 50. If no detection signal is input from the big winning opening detection switch 50a, the process proceeds to step S230.
[0362] When a detection signal is input from the big winning opening detection switch 50a, data indicating 15 prize balls is added to and updated in the prize ball counter for the big winning opening (15-prize ball counter) used for prize balls, and "1" is added to and updated in the winning ball counter (D) indicating the number of game balls that have entered the winning opening (D ← D + 1). Then, it is determined whether the current game is a big win game (special game). If the current game is a big win game, "1" is added to and updated in the round winning counter (C) for counting the game balls that have won in the big winning opening 50 (C ← C + 1), and the big winning opening detection switch input process ends.
[0363] If the current game state is not in the special game state, "1" is added to and updated in the illegal winning ball counter (E) indicating the number of game balls that have won (entered) in the specific winning openings (second start opening 47, big winning opening 50) outside the winning period (E ← E + 1). Then, it is determined whether the value of the illegal winning ball counter (E) is greater than a specified number (for example, 10). If the value of the illegal winning ball counter (E) is less than or equal to the specified number, the big winning opening detection switch input process ends.
[0364] When the value of the illegal winning ball counter (E) is greater than the specified number, an illegal winning error designation command is set in the production transmission data storage area as if an illegal win (illegal ball entry) has occurred where a game ball wins (enters) outside the winning period. As a result, the illegal winning error designation command is transmitted to the production control board 130, and the production control board 130 notifies of the illegal winning error, thereby notifying that an illegal winning has occurred.
[0365] Then, external information data (output data) for outputting an illegal winning signal is set in a predetermined area of the main RAM 110c from the game information output terminal board 90, the illegal winning ball counter (E) is cleared, and the big winning opening detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and it becomes possible for an external device to recognize (specify) that an illegal winning has occurred.
[0366] In step S230, the main CPU 110a performs a first start port detection switch input process. In this first start port detection switch input process, it is determined whether a detection signal from the first start port detection switch 45a has been input, that is, whether a game ball has won in the first start port 45. The details of the first start port detection switch input process will be described later.
[0367] In step S240, the main CPU 110a performs a second start port detection switch input process. In this second start port detection switch input process, it is determined whether a detection signal from the second start port detection switch 47a has been input, that is, whether a game ball has won in the second start port 47. The details of the second start port detection switch input process will be described later.
[0368] In step S250, the main CPU 110a performs a gate detection switch input process. In this gate detection switch input process, it is determined whether a detection signal from the gate detection switch 44a has been input, that is, whether a game ball has passed through the general diagram gate 44. If no detection signal is input from the gate detection switch 44a, the input control process is terminated.
[0369] When a detection signal is input from the gate detection switch 44a, it is determined whether the number of general symbol hold memories stored in the general symbol hold memory area, i.e., the general symbol hold count, is less than 4. If the general symbol hold count is not less than 4, the input control process ends.
[0370] If the general symbol hold count is less than 4, the general symbol hold count is updated by adding "1", general symbol determination information (winning determination random number value, general symbol determination random number value, general symbol variation pattern determination random number value) is acquired, the available memory areas are sequentially searched from the first memory area in the general symbol hold memory area, the acquired general symbol determination information is stored in the available memory area, and the input control process ends.
[0371] (First start port detection switch input process of main control board) Using FIG. 20, the first start port detection switch input process of the main control board 110 will be described. FIG. 20 is a flowchart showing the first start port detection switch input process in the main control board 110.
[0372] First, in step S230-1, the main CPU 110a determines whether a detection signal from the first start port detection switch 45a is input (a game ball wins in the first start port 45). If a detection signal from the first start port detection switch 45a is input, the process proceeds to step S230-2. If a detection signal from the first start port detection switch 45a is not input, the current first start port detection switch input process ends.
[0373] In step S230-2, the main CPU 110a performs a process of updating by adding data indicating three prize balls to the three prize ball counters used for prize balls. In step S230-3, special symbol determination information (big win determination random number value, special symbol determination random number value, reach determination random number value, special symbol variation pattern determination random number value) is acquired.
[0374] In step S230-4, main CPU 110a determines whether the first special symbol retention count (U1) stored in the first special symbol retention memory area is less than 4. If the first special symbol retention count (U1) is less than 4, the process proceeds to step S230-5. If the first special symbol retention count (U1) is not less than 4, the current first start port detection switch input process ends.
[0375] In step S230-5, main CPU 110a performs a process of adding "1" to the first special symbol retention count (U1) for update (U1←U1 + 1). In step S230-6, a first special symbol retention count designation command corresponding to the updated first special symbol retention count (U1) is set in the production transmission data storage area. As a result, the first special symbol retention count designation command is transmitted to production control board 130, and production control board 130 can grasp the first special symbol retention count.
[0376] In step S230-7, main CPU 110a stores the special symbol determination information acquired in the first special symbol retention memory area. Specifically, since the first special symbol retention memory area is divided into a first storage unit to a fourth storage unit, an empty storage unit is searched in order from the first storage unit, and the acquired special symbol determination information is stored in the empty storage unit.
[0377] As described above, a first retention memory (first retention) composed of special symbol determination information (big win determination random value, special symbol determination random value, reach determination random value, and special symbol variation pattern determination random value, etc.) is stored in a predetermined storage unit of the first special symbol retention memory area.
[0378] In step S230-8, main CPU 110a determines whether the current game state is a non-time-limited game state (normal game state). If it is in the non-time-limited game state, the process proceeds to step S230-9. If it is not in the non-time-limited game state (in the probability-variable game state or time-limited game state), the process proceeds to step S230-12 assuming a left-hit error has occurred.
[0379] In step S230-9, the main CPU 110a determines whether it is within a predetermined number of fluctuations (for example, 5 times) until the special short game state. If it is not within the predetermined number of fluctuations, the process proceeds to step S230-10. If it is within the predetermined number of fluctuations, the current first start port detection switch input process ends without performing the look-ahead determination of the special figure determination information.
[0380] In step S230-10, the main CPU 110a performs the first look-ahead determination process. In this first look-ahead determination process, a pre-determination table (not shown) is referred to, and the special figure determination information (first hold memory) acquired this time is pre-determined prior to the execution of the variable display of the special symbol based on the determination information, and the planned variation pattern, which is the variation pattern to be executed, is determined.
[0381] In step S230-11, the main CPU 110a sets the first look-ahead designated command corresponding to the determined planned variation pattern in the production transmission data storage area, and ends the current first start port detection switch input process.
[0382] As a result, the first look-ahead designated command is transmitted to the production control board 130, and the production control board 130 can execute a look-ahead preview effect that executes a predetermined preview effect over one or a plurality of variable displays executed before the start of the variable display of the special symbol corresponding to the first look-ahead designated command. The look-ahead preview effect is performed using one or a plurality of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.
[0383] In step S230-12, the main CPU 110a sets the left hit error designated command in the production transmission data storage area, and ends the current first start port detection switch input process. As a result, the left hit error designated command is transmitted to the production control board 130, and the production control board 130 performs a left hit error notification to promote right hitting.
[0384] (Second Start Opening Detection Switch Input Process of Main Control Board) Using FIG. 21, the second start opening detection switch input process of the main control board 110 will be described. FIG. 21 is a flowchart showing the second start opening detection switch input process in the main control board 110.
[0385] First, in step S240-1, the main CPU 110a determines whether a detection signal from the second start opening detection switch 47a is input (a game ball wins a prize in the second start opening 47). If a detection signal from the second start opening detection switch 47a is input, the process proceeds to step S240-2. If a detection signal from the second start opening detection switch 47a is not input, the current second start opening detection switch input process ends.
[0386] In step S240-2, the main CPU 110a performs a process of adding and updating data indicating one prize ball to the one prize ball counter used for prize balls. In step S240-3, special figure determination information (random number value for jackpot determination, random number value for special symbol determination, random number value for reach determination, random number value for special figure variation pattern determination) is acquired.
[0387] In step S240-4, the main CPU 110a determines whether the second special figure reserved number (U2) stored in the second special symbol reservation memory area is less than 4. If the second special figure reserved number (U2) is less than 4, the process proceeds to step S240-5. If the second special figure reserved number (U2) is not less than 4, the current second start opening detection switch input process ends.
[0388] In step S240-5, the main CPU 110a performs a process of adding "1" to the second special figure reserved number (U2) and updating (U2←U2 + 1). In step S240-6, a second special figure reserved number designation command corresponding to the updated second special figure reserved number (U2) is set in the production transmission data storage area. As a result, the second special figure reserved number designation command is transmitted to the production control board 130, and the production control board 130 can grasp the second special figure reserved number.
[0389] In step S240-7, the main CPU 110a stores the special symbol determination information acquired in the second special symbol retention storage area. Specifically, since the second special symbol retention storage area is divided into the first storage unit to the fourth storage unit, the main CPU 110a searches for the empty storage unit in order from the first storage unit, and stores the acquired special symbol determination information in the empty storage unit.
[0390] As described above, the second retention storage (second retention) consisting of special symbol determination information (big win determination random value, special symbol determination random value, reach determination random value, special symbol variation pattern determination random value, etc.) is stored in a predetermined storage unit of the first special symbol retention storage area.
[0391] In step S240-8, the main CPU 110a determines whether the current game state is a probability-variable game state or a time-saving game state. If it is in the probability-variable game state or the time-saving game state, the process proceeds to step S240-9. If it is not in the probability-variable game state or the time-saving game state (i.e., in the normal game state), the process proceeds to step S240-12 as if a right-side hit error has occurred.
[0392] In step S240-9, the main CPU 110a determines whether it is within a predetermined number of variations (e.g., 5 times) after the start or before the end of the time-saving state. If it is not within the predetermined number of variations, the process proceeds to step S240-10. If it is within the predetermined number of variations, the current second start port detection switch input process ends without performing the look-ahead determination of the special symbol determination information.
[0393] In step S240-10, the main CPU 110a performs the second look-ahead determination process. In this second look-ahead determination process, a pre-determination table (not shown) is referred to, and the special symbol determination information (second retention storage) acquired this time is pre-determined prior to the execution of the variable display of the special symbol based on the determination information, and the planned variation pattern, which is the variation pattern to be executed, is determined.
[0394] In step S240-11, the main CPU 110a sets the second prefetch specified command corresponding to the determined scheduled variation pattern in the production transmission data storage area, and ends the current second start port detection switch input process.
[0395] As a result, the second prefetch specified command is transmitted to the production control board 130. In the production control board 130, before the variable display of the special symbol corresponding to the second prefetch specified command is started, a prefetch preview effect can be executed for one or a plurality of variable displays executed previously, which is a predetermined preview effect. Note that the prefetch preview effect is performed using one or a plurality of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.
[0396] In step S240-12, the main CPU 110a sets the right hit error specified command in the production transmission data storage area, and ends the current second start port detection switch input process. As a result, the right hit error specified command is transmitted to the production control board 130, and the production control board 130 performs a right hit error notification, thereby performing a notification for promoting left hitting.
[0397] (Special figure and special electricity control process of the main control board) Using FIG. 22, the special figure and special electricity control process of the main control board 110 will be described. FIG. 22 is a flowchart showing the special figure and special electricity control process in the main control board 110.
[0398] First, in step S301, the main CPU 110a loads the value of the special figure and special electricity processing data, refers to the branch destination address from the special figure and special electricity processing data loaded in step S302, executes the process corresponding to the branch destination address, and ends the current special figure and special electricity control process.
[0399] Specifically, if the special drawing and special electric processing data = 0, the variable display of the special symbol is started based on the determination result of the reserved memory (special drawing determination information), the variable time is set, and the start command (special symbol memory designation command, game state designation command, special symbol designation command, special drawing variable pattern designation command) is transmitted to the effect control board 130. The special symbol memory determination process (step S310) for performing processes such as changing the special drawing and special electric processing data to "1" is executed. The details of the special symbol memory determination process will be described later.
[0400] If the special drawing and special electric processing data = 1, the variable display of the special symbol is stopped by the elapse of the variable time, the stop time (for example, 0.5 seconds) is set, and the stop command (special drawing stop command) is transmitted to the effect control board 130. The special symbol variable process (step S320) for performing processes such as changing the special drawing and special electric processing data to "2" is executed. The details of the special symbol variable process will be described later.
[0401] If the special drawing and special electric processing data = 2, by the elapse of the stop time (0.5 seconds) of the special symbol, if it is a losing special symbol, the special drawing and special electric processing data is changed to "0", and if it is a jackpot special symbol, the opening time of the jackpot game is set, and the opening designation command is transmitted to the effect control board 130. The special symbol stop process (step S330) for performing processes such as changing the special drawing and special electric processing data to "3" is executed.
[0402] If the special drawing and special electric processing data = 3, the round game is started by the elapse of the opening time of the jackpot game, and the round number designation command is transmitted to the effect control board 130. The jackpot game process (step S340) for performing processes such as setting the ending time of the jackpot game based on the end of the final round game and transmitting the ending designation command to the effect control board 130 and changing the special drawing and special electric processing data to "4" is executed.
[0403] If the special figure special electric processing data = 4, execute the jackpot game end process (step S350) for ending the jackpot game by the elapse of the ending time, setting the game state after the jackpot ends (low probability short game state, high probability short game state, high probability times, short time times), changing the special figure special electric processing data to "0", etc. The details of the jackpot game end process will be described later.
[0404] (Special symbol memory determination process of the main control board) Using FIG. 23, the special symbol memory determination process (game program) of the main control board 110 will be described. FIG. 23 is a flowchart showing the special symbol memory determination process in the main control board 110.
[0405] First, in step S310-1, the main CPU 110a determines whether the special symbol is in the variable display state. If the special symbol is in the variable display state, end the current special symbol memory determination process. If the special symbol is not in the variable display state, transfer the process to step S310-2.
[0406] In step S310-2, the main CPU 110a determines whether the second special figure reservation number (U2) is 1 or more. If the second special figure reservation number (U2) is 1 or more, transfer the process to step S310-3. If the second special figure reservation number (U2) is not 1 or more, transfer the process to step S310-4.
[0407] In step S310-3, the main CPU 110a updates the second special figure reservation number (U2) by subtracting "1", and in step S310-6, sets the special symbol memory designation command corresponding to the subtracted second special figure reservation number (U2) in the production transmission data storage area of the main RAM 110c. As a result, the special symbol memory designation command is transmitted to the production control board 130, and the process for updating the reserved icon displayed on the first image display device 70 and the display of the icon is performed.
[0408] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the production transmission data storage area of the main RAM 110c. In step S310-8, the main CPU 110a performs a shift process on the data stored in the second special figure determination information reservation storage area, and shifts the special figure determination information stored in the first to fourth storage units to the previous storage unit.
[0409] For example, the special figure determination information stored in the fourth storage unit of the second special figure determination information reservation storage area is shifted to the third storage unit of the second special figure determination information reservation storage area. Also, the special figure determination information stored in the first storage unit of the second special figure determination information reservation storage area is shifted to the zero-th storage unit which is the special figure determination information execution storage area, and the special figure determination information used in the previous game stored in the zero-th storage unit is erased.
[0410] On the other hand, in step S310-4, the main CPU 110a determines whether the first special figure reservation number (U1) is 1 or more. If the first special figure reservation number (U1) is 1 or more, the process proceeds to step S310-5. If the first special figure reservation number (U1) is not 1 or more, the process proceeds to step S319-1.
[0411] In step S310-5, the main CPU 110a updates the first special figure reservation number (U1) by subtracting "1", and in step S310-6, the main CPU 110a sets a special symbol storage designation command corresponding to the subtracted first special figure reservation number (U1) in the production transmission data storage area of the main RAM 110c. As a result, the special symbol storage designation command is transmitted to the production control board 130, and processes for updating the reserved icon displayed on the first image display device 70 and the display of the icon are performed.
[0412] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the production transmission data storage area of the main RAM 110c. In step S310-8, it performs a shift process on the data stored in the first special symbol hold memory area, and shifts the special symbol determination information stored in the first to fourth memory units to the previous memory unit.
[0413] For example, the special symbol determination information stored in the fourth memory unit of the first special symbol hold memory area is shifted to the third memory unit of the first special symbol hold memory area. Also, the special symbol determination information stored in the first memory unit of the first special symbol hold memory area is shifted to the zero-th memory unit which is the special symbol determination information execution memory area, and the special symbol determination information used in the previous game stored in the zero-th memory unit is erased.
[0414] In addition, along with the shift process of the special symbol determination information in step S310-8, special symbol hold display data indicating the first special symbol hold count (U1) and the second special symbol hold count (U2) after subtraction is set in a predetermined area of the main RAM 110c. As a result, the display contents of the first special symbol hold display 63 and the second special symbol hold display 64 are updated.
[0415] Also, in this embodiment, in steps S310-2 to S310-8, the second special symbol determination information hold memory area is shifted with priority over the first special symbol determination information hold memory area (the second special symbol hold count is subtracted with priority over the first special symbol hold count). However, depending on the order in which the game balls enter the start port, the first special symbol determination information hold memory area or the second special symbol determination information hold memory area may be shifted (the first special symbol hold count and the second special symbol hold count are subtracted in the winning order), or the first special symbol determination information hold memory area may be shifted with priority over the second special symbol determination information hold memory area (the first special symbol hold count is subtracted with priority over the second special symbol hold count).
[0416] In step S311, main CPU 110a performs a jackpot determination process. Specifically, it collates the special drawing determination information (jackpot determination random value) stored in the 0th storage unit, which is the special drawing determination information execution storage area, with the jackpot determination table shown in FIG. 10 to determine whether it is a jackpot. Also, it collates the special drawing determination information (special symbol determination random value) stored in the 0th storage unit, which is the special drawing determination information execution storage area, with the special symbol determination table shown in FIG. 11 to perform a process of determining the type of special symbol to be stopped.
[0417] In step S312, main CPU 110a sets the special symbol designation command corresponding to the type of special symbol determined in the jackpot determination process in the production transmission data storage area of main RAM 110c. As a result, the special symbol designation command is transmitted to production control board 130, and a process for determining production symbol 70a to be stopped and displayed as a result of variable production is performed.
[0418] In step S313, main CPU 110a performs a special drawing variation pattern determination process. Specifically, it collates the special drawing determination information stored in the 0th storage unit, which is the special drawing determination information execution storage area, with the special drawing variation pattern determination table shown in FIG. 18 to perform a process of determining the special drawing variation pattern (variation time), which is the variation pattern of the special symbol. The details of the special drawing variation pattern determination process will be described later.
[0419] In step S314, main CPU 110a sets the special drawing variation pattern designation command corresponding to the type of special drawing variation pattern determined in the special drawing variation pattern determination process in the production transmission data storage area of main RAM 110c. As a result, the special drawing variation pattern designation command is transmitted to production control board 130, and a process for determining the variation production pattern, which is the production mode of the variable production performed during the variable display of the special symbol, is performed.
[0420] In step S315, the main CPU 110a sets the variation time (counter value) of the special symbol corresponding to the type of special symbol variation pattern determined in the special drawing variation pattern determination process in a predetermined area of the main RAM 110c, and in step S316, starts the variation display of the special symbol. As a result, the lighting data of the LED for executing the variation display of the special symbol is created in the data creation process of step S700, and the created lighting data is output in the output control process of step S800, so that the variation display of the special symbol is performed on the first special symbol display 60 or the second special symbol display 61.
[0421] In step S317, the main CPU 110a clears the customer waiting state flag for ending the customer waiting state, and in step S318, sets "1" in the special drawing special electric processing data, and ends the current special symbol storage determination process.
[0422] In step S319-1, the main CPU 110a determines whether a customer waiting state flag indicating a customer waiting state is set in the main RAM 110c. If the customer waiting state flag is set, the current special symbol storage determination process is ended. If the customer waiting state flag is not set, the process proceeds to step S319-2. The customer waiting state refers to a state in which the variation display of the special symbol and the special game (big win game) are not being executed, but it may also include the requirement that the variation display of the normal symbol and the auxiliary game are not being executed.
[0423] In step S319-2, the main CPU 110a sets the customer waiting state flag in a predetermined area of the main RAM 110c, and in step S319-3, sets a customer waiting state designation command indicating a customer waiting state in the effect transmission data storage area of the main RAM 110c, and ends the current special symbol storage determination process. As a result, the customer waiting state designation command is transmitted to the effect control board 130, and the process for executing the customer waiting demo effect for prompting the player to play is performed.
[0424] (Determination Process for Pattern Variation of Special Symbols on Main Control Board) Using FIG. 24, the determination process for the pattern variation of special symbols on the main control board 110 (a game program) will be described. FIG. 24 is a flowchart showing the determination process for the pattern variation of special symbols on the main control board 110.
[0425] First, in step S313-1, the main CPU 110a determines whether the current state is a normal game state. If it is a normal game state, the process proceeds to step S313-2. If it is not a normal game state, it is assumed to be a probability-variable game state or a time-limited game state, and the process proceeds to step S313-3.
[0426] In step S313-2, the main CPU 110a selects a corresponding (matching the game situation) table from the normal special symbol variation pattern determination table (see FIG. 12) for determining the special symbol variation pattern in the normal game state, and the process proceeds to step S313-4.
[0427] In step S313-3, the main CPU 110a selects a corresponding (matching the game situation) table from the special symbol variation pattern determination table (see FIGS. 13 to 14) for determining the special symbol variation pattern in the probability-variable game state or the time-limited game state, and the process proceeds to step S313-4.
[0428] In step S313-4, the main CPU 110a collates the type of special symbol, the jackpot determination result, the special symbol determination result, the random number value for reach determination, the hold number (U1 or U2), and the random number value for special symbol variation pattern determination with the special symbol variation pattern determination table to determine the special symbol variation pattern.
[0429] In step S313-5, the main CPU 110a sets the variation time corresponding to the determined special symbol variation pattern in a predetermined area of the main RAM 110c, and in step S313-6, sets the special symbol variation pattern designation command corresponding to the determined variation pattern in the production transmission data storage area of the main RAM 110c. As a result, the special symbol variation pattern designation command is transmitted to the production control board 130, and processing for determining the variation production pattern, which is the production mode of the variation production, is performed.
[0430] In step S313-7, the main CPU 110a determines whether the current state is a low probability state. If it is not in the low probability state (i.e., in the probability change game state), the process moves to step S313-9. If it is in the low probability state, in step S313-8, the main CPU 110a updates the variation count stored in the main RAM 110c by adding 1. Specifically, it is the number of times of the variation display of the special symbol executed from the establishment of a predetermined condition (RWM clear, 0 clearing of the variation count based on the end of the big win game). Note that the variation count is updated by adding 1 regardless of whether it is in the normal game state, the time shortening game state, the variation display of the first special symbol, or the variation display of the second special symbol. This variation count will be referred to in the special symbol variation process described later.
[0431] In step S313-9, the main CPU 110a determines whether the current state is the time shortening game state (normal time shortening game state or special time shortening game state). If it is not in the time shortening game state, the current special symbol variation pattern determination table is terminated. If it is in the time shortening game state, in step S313-10, the main CPU 110a sets the time shortening count designation command corresponding to the remaining time shortening count in the production transmission data storage area. As a result, the time shortening count designation command is transmitted to the production control board 130, and the remaining time shortening count is notified. After finishing this process, the current special symbol variation pattern determination process is terminated.
[0432] (Special Symbol Variation Process of the Main Control Board) Using FIG. 25, the special symbol variation process (game program) of the main control board 110 will be described. FIG. 25 is a flowchart showing the special symbol variation process in the main control board 110.
[0433] First, in step S320-1, the main CPU 110a determines whether the variation time set in the above-described special symbol variation pattern determination process has elapsed. If the variation time has elapsed, the process proceeds to step S320-2. If the variation time has not elapsed, the current special symbol variation process ends.
[0434] In step S320-2, the main CPU 110a stops and displays the special symbol determined in the above-described big win determination process. In step S320-3, it sets a stop time (basically 0.5 seconds) according to the game situation in a predetermined area of the main RAM 110c.
[0435] In step S320-4, the main CPU 110a determines whether a time shortening flag is set in the main RAM 110c. If the time shortening flag is set, the process proceeds to step S320-5 to update the remaining number of time shortening times. If the time shortening flag is not set, the process proceeds to step S320-10 without updating the remaining number of time shortening times.
[0436] In step S320-5, the main CPU 110a determines whether the current variation display of the special symbol is the first special symbol. If it is the first special symbol, in step S320-6, it subtracts 1 from the first time shortening number (J1), which is the number of time shortening times of the first special symbol saved in the game RWM area of the main RAM 110c, and the third time shortening number (J3), which is the total number of time shortening times of the first and second special symbols. If it is not the first special symbol (i.e., the second special symbol), in step S320-7, it subtracts 1 from the second time shortening number (J2), which is the number of time shortening times of the second special symbol saved in the game RWM area of the main RAM 110c, and the above-described third time shortening number (J3).
[0437] In step S320-8, the main CPU 110a determines whether any one of the first short-time count (J1), the second short-time count (J2), and the third short-time count (J3) has become "0". If it has become "0", the process proceeds to step S320-9 to end the short-time game state, and if it has not become "0", the process proceeds to step S320-12.
[0438] In step S320-9, the main CPU 110a clears the high-probability flag, the short-time flag, and the various short-time counts (J1, J2, J3) saved in the game RWM area of the main RAM 110c and starts the normal game state.
[0439] In step S320-10, the main CPU 110a determines whether the big win special symbol has stopped displaying. If it is not the big win special symbol, the process proceeds to step S320-12, and if it is the big win special symbol, in step S320-11, the main CPU 110a clears the high-probability flag, the short-time flag, and the various short-time counts (J1, J2, J3) saved in the game RWM area of the main RAM 110c and starts the normal game state. After finishing this process, the process proceeds to step S320-16.
[0440] In step S320-12, the main CPU 110a determines whether the number of variations saved in the game RWM area of the main RAM 110c has reached the specified number (900 times in this embodiment). If the number of variations has reached the specified number, the process proceeds to step S320-13 to start the special short-time game state, and if the number of variations has not reached the specified number, the process proceeds to step S320-15 without starting the special short-time game state.
[0441] In step S320-13, the main CPU 110a sets the short-time counts for special short-time (J1 = 100, J2 = 750, J3 = 750) in the game RWM area of the main RAM 110c, and in step S320-14, sets the special short-time flag in the game RWM area of the main RAM 110c to shift to the special short-time game state.
[0442] In step S320-15, main CPU 110a sets, in the production transmission data storage area of main RAM 110c, a time shortening count designation command corresponding to each of the various time shortening counts (J1, J2, J3) saved in the game RWM area of main RAM 110c. As a result, the time shortening count designation command is transmitted to production control board 130, and the remaining time shortening counts are notified.
[0443] In step S320-16, main CPU 110a sets "2" in the special figure special power processing data, and in step S320-17, sets, in the production transmission data storage area of main RAM 110c, a game state designation command corresponding to the current game state (the game state specified from the presence or absence of the high probability flag and the time shortening flag). As a result, the game state designation command is transmitted to production control board 130, and processing for updating the game state is performed by production control board 130. When this processing is completed, the current special symbol variation processing is ended.
[0444] In this way, when the number of times of the variable display of the special symbol executed from the establishment of a predetermined condition (execution of RWM clear, 0 clear of the number of variations based on the end of the big win game) reaches the specified number of times, a special time shortening game state is generated. Therefore, it is possible to give the player the surprise that the time shortening state occurs without going through the big win game, and it is possible to improve the interest of the game.
[0445] Further, since the number of variations (900 times) at which the special time shortening game state occurs is a value larger than the maximum time shortening count (100 times) set in the normal time shortening game state, the special time shortening game state does not occur during the normal time shortening game state. Therefore, it is possible to prevent the inconvenience that the player cannot understand the progress of the game, and it is possible to improve the interest of the game.
[0446] Also, when a special short-time game state occurs, the number of fluctuations stored in the main RAM 110c is not cleared to 0. Therefore, during jackpot games (after the special short-time game state starts or ends), the special short-time game state will not occur again, ensuring the profit balance between the game parlor side and the player side, and also making it possible to enhance the enjoyment of the game.
[0447] Note that instead of setting the maximum number of short-time counts (100 times) in the normal short-time game state to be less than the number of fluctuations (900 times) when the special short-time game state occurs, the maximum number of short-time counts in the normal short-time game state and the number of fluctuations when the special short-time game state occurs may be set to the same number. By doing so, the normal short-time game state and the special short-time game state will be seamlessly connected, giving the impression that the normal short-time game state has been extended, and making it possible to enhance the enjoyment of the game.
[0448] Also, when the special short-time game state occurs, the number of fluctuations stored in the main RAM 110c may be cleared to 0, and a special short-time occurred flag indicating that the special short-time game state has occurred may be set in the main RAM 110c (game-use RWM). In this case, when the number of fluctuations reaches the specified number (500 times), if there is no special short-time occurred flag, the number of fluctuations should be cleared to 0 to trigger the special short-time game state, and if there is a special short-time occurred flag, the number of fluctuations should be cleared to 0 without triggering the special short-time game state.
[0449] (Jackpot game end process on the main control board) Using FIG. 26, the jackpot game end process (game program) of the main control board 110 will be described. FIG. 26 is a flowchart showing the jackpot game end process on the main control board 110.
[0450] In step S350-1, main CPU 110a acquires the stop special figure data set in main RAM 110c. In step S350-2, it selects the game state setting table (see FIG. 16). In step S350-3, it collates the stop special figure data with the game state setting table to determine the game state after the jackpot game ends.
[0451] In step S350-4, main CPU 110a sets the game state information (high probability flag, time shortening flag, time shortening count) corresponding to the determined game state in main RAM 110c. As a result, a probability variable game state or a normal time shortening game state will occur.
[0452] In step S350-5, main CPU 110a sets the time shortening count designation command corresponding to the set time shortening count (J1, J2, J3) in the production transmission data storage area of main RAM 110c. As a result, the time shortening count designation command is transmitted to the production control board 130, and processes such as displaying the remaining time shortening count are executed.
[0453] In step S350-6, main CPU 110a sets the game state designation command corresponding to the set game state in the production transmission data storage area of main RAM 110c. In step S350-7, it sets "0" in the special figure special power processing data and ends the current jackpot game end process. As a result, the game state designation command is transmitted to the production control board 130, and processes for performing an effect corresponding to the current game state are executed.
[0454] (Main process of the production control unit) Next, the main process of production control unit 130m will be described with reference to FIG. 27. FIG. 27 is a flowchart showing the main process of production control unit 130m.
[0455] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub CPU 130a, and the sub CPU 130a performs the following main process.
[0456] In step E10, the sub-CPU 130a sets an interrupt prohibition that prohibits timer interrupts, and in step E20, it performs initialization processing. Specifically, in response to power-on, it reads the main processing program from the sub-ROM 130b, initializes flags and the like stored in the sub-RAM 130c, and performs processing such as initial settings.
[0457] In step E30, the sub-CPU 130a sets an interrupt permission that permits timer interrupts, and in step E40, it performs sub-random number update processing. Specifically, it performs processing to update various random number values stored in the sub-RAM 130c. Thereafter, until a predetermined interrupt process is performed, the process of step E40 is repeatedly performed.
[0458] (Timer Interrupt Processing of the Presentation Control Unit) Using FIG. 28, the timer interrupt processing of the presentation control unit 130m will be described. FIG. 28 is a flowchart showing the timer interrupt processing executed every predetermined period (4 milliseconds) in the presentation control unit 130m.
[0459] In step E100, the sub-CPU 130a saves the information stored in the registers of the sub-CPU 130a in the stack area, and in step E120, it performs timer update processing. In this timer update processing, the sub-CPU 130a performs processing to update various timers.
[0460] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether there is an input to various switches such as the presentation button detection switch 17a and the cross key detection switch 19a, and when there is an input, it performs processing to set predetermined data.
[0461] In step E150, the sub-CPU 130a performs command analysis processing. Specifically, it determines whether various commands are being transmitted from the main control board 110, and when various commands are being transmitted, it performs processing to store the received commands in the reception buffer of the sub-RAM 130c.
[0462] In step E170, the sub-CPU 130a performs setting change / confirmation processing. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether a setting change designation command or a setting confirmation designation command has been received. If a setting change designation command has been received, it performs the processing for executing the above-described setting change notification. If a setting confirmation designation command has been received, it performs the processing for executing the above-described setting confirmation notification.
[0463] In step E200, the sub-CPU 130a performs power-on processing. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether a power-on designation command has been received. If it has been received, it performs the processing for executing the power-on notification. More specifically, it transmits a power-on notification command to the display control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power-on screen, or to cause the audio output device 9 to output a power-on sound.
[0464] In step E250, the sub-CPU 130a performs power failure recovery processing. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether a power recovery designation command has been received. If it has been received, it performs the processing for executing the power failure recovery notification. More specifically, it transmits a power recovery notification command to the display control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power recovery screen, or to cause the audio output device 9 to output a power recovery sound.
[0465] In step E300, the sub-CPU 130a performs a waiting-for-customer presentation process. Specifically, it determines whether a waiting-for-customer state designation command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs a process for conducting a waiting-for-customer demo presentation after a predetermined time has elapsed. More specifically, it transmits a waiting-for-customer presentation command to the display control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a waiting-for-customer demo screen, or to cause the audio output device 9 to output a waiting-for-customer demo sound. Note that the details of the waiting-for-customer presentation process will be described later.
[0466] In step E320, the sub-CPU 130a performs a menu operation process. Specifically, in response to operations of the presentation button 17 and the cross keys 19, it selects and determines various menu items (such as "model explanation" for explaining information about the model, "presentation customization" for selecting a setting in which the execution ratio of various presentations executed during variable presentations is set, "pachi log" for managing the game history in cooperation with a terminal such as a mobile phone owned by the player, and "end" for ending the menu operation), and performs a process according to the menu item. Note that the details of the menu operation process will be described later.
[0467] In step E350, the sub-CPU 130a performs a game state update process. Specifically, it determines whether a game state designation command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs a process of updating the game state information stored in the sub-RAM 130c.
[0468] In step E400, the sub-CPU 130a performs a pending information update process. Specifically, it determines whether a special drawing pending number designation command or a normal drawing pending number designation command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs a process of updating the first special drawing pending number, the second special drawing pending number, the normal drawing pending number, etc. stored (grasped) in the sub-RAM 130c.
[0469] In step E500, the sub-CPU 130a performs pre-reading effect processing. Specifically, it determines whether a pre-reading specified command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs processing related to icon change effects, continuous preview effects, and lamp change effects as pre-reading effects. Note that the details of the pre-reading effect processing will be described later.
[0470] The "icon change effect" is a type of pre-reading preview effect that expects the player to execute a big win game by changing the held icon and the display mode of the icon. It may overlap with the big win preview effect described later in terms of the performance timing. In this embodiment, the icon change effect for the held icon may be referred to as the "held icon change effect", and the icon change effect for the icon may be referred to as the "icon change effect for the said icon".
[0471] The "continuous preview effect" is a type of pre-reading preview effect that expects the player to execute a big win game by executing a predetermined effect over one or more variable effects. It is executed within a predetermined period after the start of the variable effect and does not overlap with the big win preview effect described later in terms of the performance timing. The "lamp change effect" is a type of pre-reading preview effect that expects the player to execute a big win game by changing the light emission mode of the winning port lamp over one or more variable effects. It may overlap with the big win preview effect described later in terms of the performance timing.
[0472] In step E600, the sub-CPU 130a performs special figure and special electric effect processing. Specifically, it determines whether special symbol specified commands, special figure variation pattern specified commands, special figure stop specified commands, big win opening specified commands, round number specified commands, and big win ending specified commands, etc. are received by referring to the reception buffer of the sub-RAM 130c. If the commands are received, it performs processing for executing the effects corresponding to the received commands.
[0473] In step E700, the sub-CPU 130a performs the general drawing and general power effect process. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether it has received a normal symbol designation command, a general drawing variation pattern designation command, a general drawing stop designation command, a winning opening designation command, a winning ending designation command, etc. If it has received such commands, it performs a process for executing an effect corresponding to the received command.
[0474] In step E800, the sub-CPU 130a performs an effect mode update process. Specifically, it determines whether the update conditions (such as changes in the game state, winning in the mode update lottery, execution of a SP / SPSP reach effect where the result is a miss, etc.) for the effect mode (effect stage) in which effect elements (background images, effect images, effect sounds, etc.) in the audio output device 9, the first image display device 70, the second image display device 71, etc. are defined are satisfied. If the update conditions are satisfied, it performs a process for updating the effect mode to any one of a plurality of effect modes.
[0475] The "effect mode" is provided with effect modes A to C set in the normal game state, effect modes D to E set in the probability-variable game state, effect modes F to G set in the normal short-time game state, and effect mode H set in the special short-time game state. When controlled to the normal game state at power-on (for example, after setting change, after RWM clear, after setting confirmation, etc.), the effect mode first set is always effect mode A. When controlled to the probability-variable game state at power-on, the effect mode first set is always effect mode D. When controlled to the normal short-time game state at power-on, the effect mode first set is always effect mode F. When controlled to the special short-time game state at power-on, the effect mode first set is always effect mode H.
[0476] In addition, in presentation modes A to C, the presentation symbol 70a is composed of a number (identification character) + a character (decoration part) corresponding to a number + a pattern effect image (decoration part) that decorates the background of the character, and the designs of the numbers and characters differ between the presentation modes. In presentation modes D to H, the presentation symbol 70a is composed of only a number (identification character), and the designs of the numbers are common between the presentation modes. Also, in presentation modes A to H, the background image corresponding to each presentation mode scrolls (reciprocating motion, dynamic display) left and right in the normal state.
[0477] Also, in the normal gaming state, the conditions for changing the presentation mode are more likely to be satisfied when the variable display (first variable presentation) of the first special symbol is executed than when the variable display (second variable presentation) of the second special symbol is executed (an SP / SPSP reach presentation with a losing result is more likely to be executed, the mode update lottery is more likely to be won, a preview zone presentation is more likely to be executed, etc.). Therefore, the presentation mode is more likely to change when the variable display (first variable presentation) of the first special symbol is executed than when the variable display (second variable presentation) of the second special symbol is executed. Therefore, the presentation effect can be varied according to the type of variable display (variable presentation) of the special symbol executed in the normal gaming state, and it becomes possible to enhance the interest of the game.
[0478] Also, the update conditions for the presentation mode are less likely to be satisfied when the variable display (first variable presentation) of the first special symbol is executed in various time-saving gaming states than when it is executed in the normal gaming state (an SP / SPSP reach presentation with a losing result is less likely to be executed, the mode update lottery is less likely to be won, a preview zone presentation is less likely to be executed, the number of presentation modes is small, etc.). Therefore, the presentation effect when the variable display (first variable presentation) of the first special symbol is executed can be varied according to the gaming state, and it becomes possible to enhance the interest of the game.
[0479] In addition, the number of presentation modes in the probability variation game state and various time-saving game states (normal time-saving game state, special time-saving game state) may be increased, and in the probability variation game state and various time-saving game states (normal time-saving game state, special time-saving game state), the presentation mode may be more likely to change when the variable display (first variable presentation) of the first special symbol is executed than when the variable display (second variable presentation) of the second special symbol is executed.
[0480] In step E850, the sub-CPU 130a performs error notification processing. Specifically, it determines whether an error designation command or an error cancellation designation command is received by referring to the reception buffer of the sub-RAM 130c. If a command is received, it performs processing for executing an error notification presentation corresponding to the received error designation command or processing for ending the error notification presentation corresponding to the received error cancellation designation command.
[0481] In step E900, the sub-CPU 130a performs output control processing. Specifically, it performs processing for outputting a signal such as predetermined data or transmitting various commands stored in the transmission buffer of the sub-RAM 130c to the display control unit 140 and the lamp control unit 150.
[0482] In step E950, the sub-CPU 130a restores the information saved in step E100 to the register of the sub-CPU 130a and ends the current timer interrupt processing.
[0483] (Customer waiting presentation processing of the presentation control unit) Using FIG. 29, the customer waiting presentation processing of the presentation control unit 130m will be described. FIG. 29 is a flowchart showing the customer waiting presentation processing in the presentation control unit 130m.
[0484] In step E300-1, the sub-CPU 130a determines whether it has received a customer waiting state designation command from the main control board 110. If it has not received the customer waiting state designation command, the process proceeds to step E300-4. If it has received the customer waiting state designation command, in step E300-2, it selects a demo waiting time determination table (see FIG. 30) for determining the waiting time until the start of the customer waiting demo presentation. The details of the demo waiting time determination table will be described later.
[0485] In step E300-3, the sub-CPU 130a determines the demo waiting time and sets it in the demo waiting timer. Specifically, referring to the demo waiting time determination table shown in FIG. 30, it determines one demo waiting time from among a plurality of demo waiting times based on the current gaming state and the current state.
[0486] In step E300-4, the sub-CPU 130a determines whether it is in the demo waiting state. Specifically, it determines whether the demo waiting timer is set. If it is not in the demo waiting state, the current customer waiting presentation process ends without executing the customer waiting demo presentation. If it is in the demo waiting state, in step E300-5, it updates the demo waiting timer by -1.
[0487] In step E300-6, the sub-CPU 130a determines whether the demo waiting timer = 0. If the demo waiting timer ≠ 0, the current customer waiting presentation process ends without executing the customer waiting demo presentation yet. If the demo waiting timer = 0, in step E300-7, it sets the customer waiting demo presentation command in the transmission buffer and ends the current customer waiting presentation process. As a result, the customer waiting demo presentation command is transmitted to the display control unit 140 and the lamp control unit 150, and a customer waiting demo presentation that appeals to the player to execute the game is executed.
[0488] (Demo waiting time determination table) FIG. 30 is a diagram showing a demo waiting time determination table that is referred to when determining the waiting time until the start of the customer waiting demo presentation.
[0489] In the demo standby time determination table shown in FIG. 30, the game state, the current state, and the selected demo standby time are associated with each other. For the demo standby time in the normal game state, four types of demo standby times from 30 seconds to 80 seconds are set, and for the demo standby time in the specific game state, four types of demo standby times from 35 seconds to 85 seconds are set.
[0490] As the first feature of the demo standby time determination table shown in FIG. 30, the demo standby time after the production symbol is statically displayed on the image display device immediately after power-on, the demo standby time after the production symbol is statically displayed on the image display device immediately after power recovery, the demo standby time after the variable display of the production symbol ends (the variable time has elapsed) and the production symbol is statically displayed, and the demo standby time after the production symbol is statically displayed after the end of the customer-waiting demo performance are different. Therefore, the customer-waiting demo performance can be executed at an appropriate time according to the current state, and the operation of the gaming machine can be improved.
[0491] As the second feature of the demo standby time determination table shown in FIG. 30, the demo standby time after the variable display of the production symbol ends (the variable time has elapsed) and the production symbol is statically displayed is longer than the demo standby time after the production symbol is statically displayed on the image display device immediately after power-on. Therefore, the customer-waiting demo performance can be executed at an appropriate time according to the likelihood of the player being engaged in the game, and the operation of the gaming machine can be improved.
[0492] As the third feature of the demo standby time determination table shown in FIG. 30, the demo standby time after the production symbol is statically displayed on the image display device immediately after power recovery is longer than the demo standby time after the variable display of the production symbol ends (the variable time has elapsed) and the production symbol is statically displayed. Therefore, the customer-waiting demo performance can be executed at an appropriate time according to the likelihood of the player being engaged in the game, and the operation of the gaming machine can be improved.
[0493] As the fourth feature of the demo standby time determination table shown in FIG. 30, the demo standby time after the production symbol is statically displayed on the image display device immediately after the power is restored is longer than the demo standby time after the production symbol is statically displayed on the image display device immediately after the power is turned on. Therefore, it is possible to execute the customer-waiting demo effect at an appropriate time according to the likelihood of the player playing the game, and it is possible to improve the operation of the gaming machine.
[0494] As the fifth feature of the demo standby time determination table shown in FIG. 30, the demo standby time after the production symbol is statically displayed after the end of the customer-waiting demo effect is the shortest. Therefore, it is possible to effectively enhance the appeal of the game to the player and improve the operation of the gaming machine.
[0495] As the sixth feature of the demo standby time determination table shown in FIG. 30, the demo standby time in a specific gaming state (low-probability short game state, high-probability short game state) is longer than the demo standby time in the normal gaming state. Therefore, it is possible to execute the customer-waiting demo effect at an appropriate time according to the likelihood of the player playing the game, and it is possible to improve the operation of the gaming machine.
[0496] (Menu operation process of the production control unit) Using FIG. 31, the menu operation process of the production control unit 130m will be described. FIG. 31 is a flowchart showing the menu operation process in the production control unit 130m.
[0497] The sub-CPU 130a determines in step E320-1 whether the current state is a customer-waiting state. If it is in the customer-waiting state, the process proceeds to step E320-2. If it is not in the customer-waiting state (during variable production or big win production), the process proceeds to step E320-7 without performing the process related to the menu operation.
[0498] In step E320-2, the sub-CPU 130a obtains the menu process number updated in each process of the menu operation process, refers to the branch destination address from the menu process number, and executes the process corresponding to the branch destination address.
[0499] Specifically, if the menu process number = "0", various menu items (model description, effect customization, pachi log, end) are displayed according to the operation of the effect button 17, the menu item is selected by the operation of the cross key 19, and the menu item is determined by the operation of the effect button 17. Then, the menu item selection process (step E320-3) that sets the menu process number corresponding to the determined menu item ("1" for "model description", "2" for "effect customization", "3" for "pachi log", "0" for "end") is executed, and the menu operation process ends.
[0500] If the menu process number = "1", various description information about the model is sequentially displayed according to the operation of the cross key 19, and the model description process (step E320-4) that sets the menu process number to "0" by selecting and determining the end item is executed, and the menu operation process ends.
[0501] If the menu process number = "2", select the normal setting (normal mode) in which various effects (for example, icon change effect, continuous preview effect, timer effect, etc.) executed during the variable effect are executed at the normal rate and the simple setting (simple mode) executed at a lower rate than the normal rate according to the operation of the cross key 19, and determine by the operation of the effect button 17. Then, the effect customization process (step E320-5) is executed, and the menu operation process ends.
[0502] If the menu process number = "3", accept the input of the history password using the effect button 17 and the cross key 19, start updating the play history, perform processes such as issuing a history password according to the updated game history in response to the effect button 17 and the cross key 19, execute the pachislot log process (step E320-6) for managing the game history in cooperation with a terminal such as a mobile phone owned by the player, and end the menu operation process.
[0503] If the menu operation number = "4", execute the end process (step E320-7) to end the menu operation and set the menu process number to "0", and end the menu operation process.
[0504] In this way, based on the operatio...
Claims
【Claim 1】 In a gaming machine capable of executing a special game advantageous to a player, it is provided with operating means operable by the player, it is controllable between a first gaming state and a second gaming state more advantageous to the player than the first gaming state, it is controllable between a first effect mode and a second effect mode, based on the determination of determination information acquired by an acquisition means, it is capable of executing a variation effect of symbols, the determination information before the variation effect is executed can be stored as reserved memory, reservation information corresponding to each of the determination information stored as the reserved memory can be displayed in a display area, during the execution of the variation effect, it is possible to execute a change effect that changes the operating means from a non-vibrating state to a vibrating state without generating an operation valid period, when starting the variation effect in which the reserved memory becomes the predetermined number during the display of a specific number of the reservation information that is three more than the predetermined number, the predetermined number of the reservation information is displayed without displaying the number of the reservation information that is one less than the specific number, the ease of execution of the change effect is different between the first effect mode and the second effect mode, the change effect includes a first change effect executed at a predetermined timing, and a second change effect executed at a timing different from that of the first change effect, it is possible to make the vibration mode in the first change effect different from the vibration mode in the second change effect, and it is possible to execute the first change effect and the second change effect so that their effect periods do not overlap during the execution of the variation effect, the acquisition means includes a first acquisition means for acquiring determination information based on the fulfillment of a first acquisition condition, and a second acquisition means for acquiring determination information based on the fulfillment of a second acquisition condition, the variation effect includes a first variation effect based on the determination of determination information acquired by the first acquisition means, and a second variation effect based on the determination of determination information acquired by the second acquisition means, the display in the first variation effect can be executed with symbols in a first mode and symbols in a second mode displayed at a predetermined timing, A gaming machine characterized in that in the first gaming state, the first variation effect is more likely to execute a linked effect that is carried out in association with the appearance of the symbols in the second mode than the first variation effect in the second gaming state.
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