Gaming machine
The integration of operation, detection, and effect control means in gaming machines addresses low game interest by offering varied symbols and interactive effects, enhancing player engagement and amusement.
Patent Information
- Application Number
- JP2023151108
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-19
- Publication Date
- 2025-07-10
- Estimated Expiration
- 2041-03-09
AI Technical Summary
Conventional gaming machines suffer from low game interest due to lack of engaging features.
Incorporation of operation means, detection means, and effect control means in a gaming machine to display varied symbols, execute vibration effects, and provide notification during power supply abnormalities, along with acquisition means to enhance game dynamics and player interaction.
Enhances game amusement by providing varied and interactive gameplay experiences, including vibration effects and notifications, thereby increasing player engagement.
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 performance (variable performance) corresponding to the result of the determination is generally executed.
[0003] Among such gaming machines, there are also those that execute an effect using a predetermined effect device (effect button, movable member, lamp, image display device, etc.) (for example, see 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, in the conventional gaming machines as described in the above patent documents, there is a problem that the interest of the game is low.
[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 of the game.
Means for Solving the Problems
[0007] To solve the above problems, according to the present invention, in a gaming machine including main control means (main control board 110) capable of controlling the progress of a special game (big win game) and effect control means (effect control board 130) capable of controlling effects according to signals (commands, etc.) from the main control means, an operation means (effect button, etc.) operable by a player and detection means (magnetic detection sensor, radio wave detection sensor, etc.) for detecting a predetermined abnormality (magnetic error, radio wave error, etc.) are provided. The effect control means can display a plurality of symbols (effect symbols) on a display means (image display device) after the start of power supply to the gaming machine, and can execute a variation effect of the plurality of symbols based on the determination of determination information (special drawing determination information) acquired by acquisition means (start opening detection switch, main control board 110). It can display reservation information (reservation icon) corresponding to each of the determination information for which the variation effect stored as reservation storage has not been executed in a display area (reservation icon display area), and can execute a vibration effect (preview vibration effect, voice preview effect, step-up preview effect, pseudo continuous effect, development effect, cut-in effect, determined success effect, symbol alignment effect, c symbol alignment effect, vibration effect at the time of determination effect, etc.) that vibrates the operation means during the execution of the variation effect. When the main control means and the detection means are in a non-connected state (connector detachment, half insertion of the connector, disconnection, etc.) when the power supply to the gaming machine is started, a predetermined notification (error notification) can be executed. When a predetermined signal line (command line) connecting the main control means and the effect control means becomes non-connected after the start of power supply to the gaming machine, the predetermined notification (error notification) is not executed. Even during the execution of the predetermined notification based on the fact that the main control means and the detection means are in a non-connected state when the power supply to the gaming machine is started, the plurality of symbols can be displayed on the display means. When starting the variation effect for which the reservation storage becomes the predetermined number during the display of a specific number (for example, 4) of the reservation information that is more than a predetermined number (for example, 1) by three, it is possible to display the predetermined number of the reservation information without displaying the reservation information of a number (for example, 3) that is one less than the specific number. The vibration effect includes an operation valid period Operation promotion display shown in in in The first vibration performance executed according to the operation of the operation means (vibration performances such as during the dialogue preview performance, pseudo - continuous performance, development performance, cut - in performance, determined success performance, etc.), and the operation Promotion display The second vibration performance executed without the above (vibration performances such as the preview vibration performance, step - up preview performance, etc.), and according to the result of the pre - determination before the start of the variable performance, the second vibration performance can be executed Among them, the acquisition means includes a first acquisition means (a first start port detection switch, a main control board 110) that acquires determination information (special figure determination information) based on the establishment of a first acquisition condition (a ball entering the first start port), and a second acquisition means that acquires determination information (special figure determination information) based on the establishment of a second acquisition condition (a ball entering the second start port). (Second start port detection switch, main control board 110), and the variable effect includes a first variable effect (a variable effect corresponding to a first special symbol) based on the determination of the determination information acquired by the first acquisition means, and a second variable effect based on the determination of the determination information acquired by the second acquisition means. (Variable effect corresponding to the second special symbol), and when the first variable effect is executed during the second game state that is more advantageous to the player than the first game state, the first vibration effect or the second vibration effect is more likely to be executed when the first variable effect is executed during the first game state. Characterized by this.
Effect of the Invention
[0008] According to the present invention, it is possible to improve the amusement of the game.
Brief Explanation of the Drawings
[0009]
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[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 a 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 whose central portion is open in the front-rear direction, and is fixed to the island equipment of the game parlor via a fixing member (for example, nails, fasteners, etc.).
[0014] The game board mounting frame 3 has a mounting portion (not shown) for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 via a first hinge mechanism portion 6 on one end side in the horizontal direction, and is rotatably supported with the first hinge mechanism portion 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated with respect 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 portion of the game board mounting frame 3 via a second hinge mechanism portion 7 on one end side in the horizontal direction, and is rotatably supported with the second hinge mechanism portion 7 as a fulcrum. Therefore, when the glass frame 4 is rotated with respect to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed.
[0016] An opening 8 (window portion) that opens in the front-rear direction is formed in a substantially central portion 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 portion 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 tray 11 for storing a plurality of game balls such as game balls paid out from a payout device 100 described later, a lower tray 12 for receiving and storing game balls that have flowed into an overflow ball flow path described later and cannot fit into the upper tray 11, and a launch operation device 13 for performing a launch operation of the game balls.
[0018] The voice output device 9 is provided at two locations at the upper part of the glass frame 4 with a space therebetween, 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 turn on / blink when the glass frame 4 is opened or when a dispensing abnormality described later occurs.
[0019] The upper tray 11 has a bottom surface of the storage portion 11a of the game balls inclined 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 inclination. 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) that 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 a 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). Also, 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, which is part of the button driving device 17b, and it is detected by a button position detection sensor (not shown) that it is at 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, which 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 a selection operation, and a cross key detection switch 19a (see FIG. 9) connected to the cross key 19 for detecting an operation 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 capable of performing operations such as a lending operation of game balls and a return operation of a storage medium such as a card storing the remaining amount. When the lending button of the lending operation unit 20 is operated, the remaining amount stored in the storage medium received by a ball lending machine (not shown) installed 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 medium 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 body 14 fixed to the glass frame 4, a launch handle 15 rotatably provided on the base body 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 to send out the game balls 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 / 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. 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 flowing-down game ball 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 an effect 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, and 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 game area 5a, there are provided general drawing gates 44 (general drawing start areas) 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 game area 5a and directly below the stage part 42, there is provided a first starting port 45 (specific drawing start area) into which game balls can always win (enter the ball). When a game ball that has won (entered the ball) into the first starting port 45 is detected by a first starting 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 a first special symbol (identification information) described later is conducted.
[0036] Below the first starting port 45, there is provided a variable starting part 46 that is converted from a closed state (basic mode) in which it is impossible or difficult for a game ball to win (enter the ball) 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 the ball).
[0037] The variable starting part 46 is provided with a second starting port 47 (specific drawing start area) into which a game ball can win (enter the ball), a second starting port detection switch 47a (see Fig. 9) for detecting the winning (entry of the ball) of the game ball into the second starting port 47, a movable member 48 for converting the second starting port 47 between the closed state and the open state (variable), and a second starting port opening / closing solenoid 48b (see Fig. 9) for opening / closing the conversion of the movable member 48. When the second starting port 47 is in the closed state, it is impossible or difficult for a game ball to win, and when the second starting port 47 is in the open state, it is possible or easy for a game ball to win (enter the ball).
[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 to 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) 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 around the first start port 45 and the variable start section 46 in a predetermined manner, 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 general winning gate 44 on the right side, there is provided a variable winning section 49 that is converted from a closed state (basic mode) in which winning (entry) of a game ball is impossible based on the establishment of predetermined conditions (winning a jackpot determination of a special symbol) to an open state (special mode) in which winning (entry) of a game ball is possible.
[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, winning of a game ball is impossible or difficult, and when the large winning port 50 is in the open state, winning (entry) of a game ball is possible or easy.
[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 to 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 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. There is also an out ball flow path provided to receive the game balls that flow into the out opening 39, gather them, and let them flow down while gathering. An out ball detection switch 52a is provided at the most downstream part of the out ball flow path. The game ball that flows down through this out ball flow path and is detected by the out ball detection switch 52a is 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 which consists 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) for displaying the number of rounds when a big win game (special game state) described later is executed, a right hitting display 67 (see Fig. 9) for prompting to shoot game balls towards the right area of the game area 5a during the big win game (special game) or during the short-time game state, and a state confirmation display 68 (see Fig. 9) indicating that it is set to the setting change mode or 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). On this winning probability display sticker, 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. 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 can 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 made 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 made 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 hit lottery of the normal symbol, which is made 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 made, 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 made, 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, loss mode) indicating the result of each jackpot determination.
[0050] In this embodiment, "big win" refers to the 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 manner 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) are won (enter the ball) in the big winning opening 50, one round game ends. That is, the "big win game (special game)" is a game state that is advantageous for a player who is likely to obtain prize balls. In this embodiment, although any of a plurality of types of big win games with different degrees of advantage for the player can occur, details will be described later.
[0052] The winning lottery of the normal symbol corresponds to obtaining a winning determination random value when the 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 normal symbol in a variable manner, and after a predetermined time has elapsed, the normal symbol is stopped and displayed to indicate the lottery result. That is, the stopped display of the normal symbol serves as the 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 in a predetermined order during the variable display of the normal symbol. When the normal symbol is stopped and displayed, the LEDs light up in a manner (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 (auxiliary game) in the winning lottery of the normal symbol. "Winning game (auxiliary game)" refers to the game state in which the second start port 47 is opened in a predetermined manner.
[0055] Note that the maximum number of openings and the maximum opening time of the second start port 47 in the winning game (auxiliary game) are determined in advance. 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 (auxiliary game) ends. That is, the "winning game (auxiliary 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 (auxiliary 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 used to display 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 manner indicating the number of the first hold memory. Note that the first hold memory can be stored up to a maximum of 4, but it can also 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 used to display 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 manner indicating the number of the second hold memory. Note that the second hold memory can be stored up to a maximum of 4, but it can also 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 set 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 a jackpot determination of special symbols, "7" may be stopped and displayed, and when losing, "-" may be stopped and displayed, and during variable display, it may be set to repeat turning off the light and displaying "-". Before the start of the variable display of special symbols, the stop result of the previous variable display is displayed by lighting the LED, so at the start of the variable display, it is easy to grasp that the variable display has started by starting from turning off the LED.
[0060] The round number display 66 is composed of a plurality of LEDs, and is for displaying the round number in the case where a jackpot state (special game state) occurs. At the start of the jackpot game, the lighting of the LEDs starts in a predetermined manner indicating the round number, during the jackpot game, the lighting of the LEDs continues, and at the end of the jackpot game, the LEDs are turned off. 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 game 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 game 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 game information display device 69 may be lit, or all LEDs of the main information display device 59 and the second game information display device 69 may be lit.
[0066] In the lower right inside of the gaming area 5a, there is a sub-information display device 80 composed of 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 gaming 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 above-described state confirmation display 68 to be described later.
[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, and 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 is variably displayed), 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 loss) is stopped being displayed.
[0068] Note that in the sub-first variable display 81 and the sub-second variable display 82, it may be configured to blink during the variable display of the special symbol and light up or go out when the stop display is made so that only whether the variable display of the special symbol is in progress can be grasped.
[0069] The sub-first hold display 83 is for displaying the number of first hold memories (hold count), and the sub-second hold display 84 is for displaying the number of second hold memories (hold count), and each is composed of two left and right LEDs. When the hold count is "0", the left and right LEDs go out, when the hold count is "1", the left LED lights up and the right LED goes out, when the hold count is "2", the left and right LEDs light up, when the hold count is "3", the left LED blinks and the right LED lights up, and when the hold count 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 (lighting up in the case of a win and going out in the case of a loss) stops being displayed.
[0071] 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 effect space 40a, a first image display device 70 (main liquid crystal) composed of a liquid crystal display is provided. In the lower part of the effect space 40a and in front of the first image display device 70 (main liquid crystal), 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 effect space 40a, a first movable member 73 imitating the face of a character is provided. At the right part of the effect 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 effect displays are performed according to the progress of the game. Examples of the effect displays include a customer waiting demo effect 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 effect accompanied by the variation display of the effect 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 symbol 70a displayed in each variable display area is scrolled vertically (from top to bottom in this embodiment) to perform variable display of the effect symbol 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 symbol 70a and the special symbol TZ are composed of, for example, symbols indicating numbers from "1" to "9", and the variable display of the effect symbol 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 symbol 70a is started corresponding to the start of the variable display of the special symbol, the effect symbol 70a is temporarily stopped and displayed (oscillating display) before the stop of the variable display of the special symbol, and the variable display of the effect symbol 70a is stopped and displayed (stationary display) corresponding to the stop display of the variable display of the special symbol. In addition to the symbol indicating a number, a symbol indicating an alphabet such as "A" to "F" may be provided as the effect symbol 70a.
[0077] Note that the "temporarily stopped display" means a state in which the effect symbol 70a shakes slightly or the effect symbol 70a is slightly deformed, making it seem to the player that the effect symbol 70a has stopped (but is 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) on the spot.
[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 reach effects, background images, characters, etc. 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 degree") 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 the big win game, in which a part of the combination of the effect symbols 70a that announce the big win temporarily stops and the other effect symbols 70a fluctuate. For example, when the combination of the effect symbols 70a that announce the big win (big win result mode) is set as the combination of three - digit effect symbols 70a of "777", the mode where two effect symbols 70a in the left - hand area and the right - hand area temporarily stop at "7" and the remaining effect symbols 70a fluctuate in the central area is referred to.
[0081] Also, in this embodiment, there are 7 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 when, with the background image before the reach being displayed, two effect symbols 70a temporarily stop in the left and right areas, and the remaining one effect symbol 70a fluctuates in the central area, 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 reduced and displayed 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 the combinations of a plurality of effect symbols 70a that notify a big win all align and fluctuate at a low speed. 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 reduced and displayed 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 for 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] Also, at the lower part of the display unit of the first image display device 70 (main liquid crystal), there are 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 (production 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 display unit 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. 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 display unit 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 second 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 third 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 fourth 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 that was displayed on the first display unit 70B1 of the first hold icon display area 70B or the second hold icon that was 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 "icon" may be collectively referred to as the "icon".
[0094] Also, 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 digit 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 digit 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 is capable of performing 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 73 can perform an effect operation by moving vertically between a standby position (origin 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). The first movable member 73 is detected to be at the origin position by a first position detection sensor (not shown).
[0096] The second movable member 74 is capable of performing 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 74 can perform an effect operation by moving diagonally up and down between a standby position (origin 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). The second movable member 74 is detected to be at the origin position by a second position detection sensor (not shown).
[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 lending), a game ball storage section (not shown) that stores game balls supplied from island equipment 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 are provided.
[0100] Also, an opening / closing door - type cover member is provided on the left - right one side with a rotation axis set so that the left - right other side opens and closes in the left - right direction to cover the upper part of the main control device 110A and the whole of the effect control device 130A from the rear. On the effect control device 130A, there is 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 a display device (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 (varying the degree of advantage of the game), a set - 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 set key, an information display 113 for displaying performance information and set values that enable the actual performance of the gaming machine 1 to be grasped, 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 side by side horizontally. 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, a base frame 170 (liquid crystal base frame) having an opening penetrating in the front-rear direction is assembled to the back (rear surface) of the game board 5, and an image display unit (first image display device 70 and image display cover 185) 180 is assembled to the back side (rear side) of the base frame 170 so as to close the opening. A lamp relay board 186 is assembled to 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 board 130 is arranged. The image display unit 180 is configured to be slidably attached 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 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 board case 200, at least the RWM clear switch 111a and the setting key switch 112a provided on the main control board 110 are exposed. Also, through the transparent main board case 200, the information display 113 provided on the main control 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 viewing 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 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 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 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 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 this embodiment will be described with reference to FIGS. 4 to 6. In this embodiment, the front direction is defined as the side of the game board 5 with respect to the main board case 200, and the rear direction is defined as the direction opposite to the game board 5. 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 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 this embodiment is assembled to the back of a gaming machine such as a pachinko machine via a pedestal 280 with the main control board 110 on which electronic components are mounted accommodated inside.
[0111] The pedestal 280 is a connecting means for attaching the main board case 200 to a game machine side holding portion (in this embodiment, the lamp relay board 186) provided on the back side of the game machine body. The main board case 200 that houses the main control board is assembled with the lower case piece 210 attached to the back of the game board of a pachinko machine 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 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 has 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] 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-like 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-like hook 282 and the main board case 200.
[0116] After that, 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 the single-sided mounting type main control board 110 (printed board) having electronic components arranged only on one side, a cutting member 230 for cutting the seal for prohibiting opening, which is sandwiched and held between the edges of the lower case piece 210 and the upper case piece 220, and a cap 240 that is detachably attached to a sealing base portion 310 of the main board case 200 to which the seal for prohibiting opening 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). A protective cover 229 that covers the connection portion between the internal connector provided on the internal main control board 110 and the external connector is disposed at the lower part of the upper case piece 220. In the present 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 portions 291 using caulking members are disposed. By driving (locking) a caulking member (locking member) into the caulking fastening holes (sealing portions) provided in the caulking fastening portions 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 portion 291 of the main board case 200 of the present 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 fastening of the lower case piece 210 and the upper case piece 220. When performing fastening again after removing (breaking) the caulking member to release the fastening (after opening the main board case 200), the caulking member is driven into the remaining other caulking fastening hole for fastening. That is, the main board case of the present embodiment can be opened up to two times.
[0123] The lower case piece 210, when combined with the upper case piece 220, forms an enclosing portion 581 for enclosing the main control board 110. 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 to be 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 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 of 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] Of the flange portions 211b of the control board housing portion 211, on 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, of 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, hook pieces 221d are formed in the respective insertion groove portions 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 in a state of being 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 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 so as to cover 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 side of a material that is easy to cut, such as paper, in consideration of cut - ability, and a plurality of cut lines 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 on 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 anti-opening 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 screw portion 390 for screwing. When a caulking member 94 is driven into the screw 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 substrate 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 substrate case 200 is illegally unsealed. The cutting member 230 and the cap 240 are integrated. For this reason, 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 anti-opening 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 result. Also, the main control unit 110m is a one-chip microcomputer integrating the main CPU 110a, main ROM 110b, and 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, second start port detection switch 47a, general winning port detection switch 43a, and 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, second start port detection switch 47a, general winning port detection switch 43a, and 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 visually recognizable 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 visually recognizable 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 the corresponding position of the RWM clear switch 111a. When a staff member or the like presses 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 an opening 687 in the board case 200 that is 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 members etc. 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 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, 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 of the lower case piece 210 (see FIG. 33). The identification display 525 is formed on the back surface of the cap 240 by stamping with a mold for manufacturing 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 this 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". 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 this 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 on the identification displays 521 to 525.
[0148] (Seal member) The seal member will be described. As shown in FIGS. 5 and 8, the seal 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 seal member 1560 is attached to the position display portion 561 provided at the lower left side in the left - right direction of the upper case piece 220, and the seal member 1561 is attached to the position display portion 561 provided at the upper right portion of the upper case piece 220. The seal members 1560 and 1561 are both formed of a material having light - transmissivity. In this 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 the 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 watermark for anti-counterfeiting 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 the seal member body 1560A is embossed. 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) and is at least highly translucent, ensuring a certain degree of visibility.
[0151] On the seal member body 1560A, the seal member 1560 is provided with a white filling area 1570 (filling 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 filling area 1570, the code portion 1572, the information display portion 1573, and the character display described later associated with these areas are respectively non-translucent portions with low translucency because the transparent material of the seal member body 1560A is not exposed. The seal member 1560 includes a plurality of non-translucent portions, and through these non-translucent 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 filling area 1570 as non-translucent 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 main body 1560A, the entry area 1570, the code section 1572, the information display section 1573, and the areas other than the character display described later associated with these areas are a light-transmitting portion 1574 where the transparent material of the seal member main body 1560A is exposed and has high light transmittance. The light-transmitting portion 1574 is the above-mentioned peeping portion through which the electronic component 595 on the main control board 110 in the main board case 200 can be seen through the transparent material.
[0153] In the main board case 200, the main control board 110 is visible through the seal member 1560 and the main board case 200. Therefore, the inspector can easily check the main control board 110. Therefore, the inspector can check the main control board 110 through the seal member 1560 and easily determine whether any irregularities are being committed. Thus, the player can play the game with confidence. Therefore, the player's interest is enhanced.
[0154] Also, regardless of the presence or absence of the light-transmitting portion and the non-light-transmitting portion, the seal member 1560 is attached at a position where the seal member 1562 attached to the main control section 110m on the main control board 110 is visible from any angle. Also, regardless of the presence or absence of the light-transmitting portion and the non-light-transmitting portion, the seal member 1560 is provided such that the entire seal member 1560, including the entry area 1570, the code section 1572, and the information display section 1573, does not overlap with the main control section 110m from any angle. Therefore, when the main board case 200 is viewed from the front, the main control section 110m is always visible through the main board case 200. Therefore, the inspector can easily check the main control section 110m. Therefore, the inspector can check the main control section 110m and easily determine whether any irregularities are being committed. Thus, the player can play the game with confidence. Therefore, the player's interest is enhanced. Regardless of the presence or absence of the light-transmitting portion and the non-light-transmitting portion, the seal member 1560 is provided such that the entire seal member 1560, including the entry area 1570, the code section 1572, and the information display section 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] In FIG. 8, although it cannot be said that the seal member 1560 and the information display 113 are in the vicinity of each other, if 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 the vicinity of 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, 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 opens the main board case 200, the inspector writes their name in the left entry area 1570 and writes the date of opening 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 portion 1572 is provided at the upper left part of the seal member 1560. The code portion 1572 contains predetermined information. The code portion 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 barcode, etc. are printed in black. In this embodiment, as an example, the code portion 1572 includes a QR code (registered trademark).
[0160] The code portion 1572 is associated with, for example, information indicating the destination of delivery 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 portion 1572, is read by a camera provided in an information mobile terminal or the like. The information mobile terminal uses the URL to access other devices via a network. As a result of accessing other devices, the information displayed on the information mobile terminal includes information such as the destination of delivery of the main control board 110 (for example, the name of the store where the gaming machine 1 was delivered) and whether the gaming machine 1 has been discarded or not. Thus, the inspector can easily confirm the information indicating the destination of delivery of the main control board 110 and information such as whether the gaming machine 1 has been discarded or not. For this reason, the inspector can easily determine whether any irregularities have been committed, such as the main control board 110 with a different destination of delivery being installed. Therefore, the player can play the game with confidence. Thus, the player's interest is improved.
[0161] The information display unit 1573 contains various information. The information display unit 1573 may contain, for example, the same information as the identification display 529. In this embodiment, as an example, the information display unit 1573 has a string of characters "EF001" printed on a rectangular colored (white in this embodiment) area. This string of characters 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 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 of characters on the information display unit 1573 may include information corresponding to the manufacturer name, model name, model type, etc. Also, the rectangular area of the information display unit 1573 and the rectangular area of the code unit 1572 are connected in the left - right direction.
[0162] The light - transmitting part 1574 (peeking part) provided in the seal member 1560 will be described. The light - transmitting part 1574 is an area on 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 that exists 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 that exists 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. Therefore, the possibility of fraud can be reduced, and the player can play the game with confidence. Thus, the player's interest is improved.
[0163] The seal member 1561 will be described. 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 called 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 that displays the model name, a conspicuous 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 the present embodiment, as an example, on the seal member 1562, the model name "CR abc 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 the present embodiment, the identification display 1595 is the model name "CR abc 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 the present embodiment, the species name "CR abc", 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 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 the present embodiment, since the seal members 1560 and 1561 are arranged straddling 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 improved.
[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). Also, the inspector can enter in the region 1575 the date when it was confirmed whether any irregularities were committed on the main control board 110 or the like. Further, since the light-transmitting portion 1574 (peeking portion) is provided between the regions 1575, the region 1575 is more conspicuous than when only the region 1575 is provided. Therefore, it becomes easier for the inspector to confirm the characters or the like entered in the region 1575. Thus, the possibility of irregularities can be reduced, and the player can play the game with confidence. Therefore, the player's interest is improved.
[0168] In addition, since the light-transmitting portion 1574 (peeking portion) is provided in the seal member 1560, the inspector can confirm the electronic component 595 through the light-transmitting portion 1574 (peeking portion). Therefore, compared with the case where the light-transmitting portion 1574 (peeking portion) is not provided, the inspector can easily confirm whether any irregularities have been committed on the electronic component 595. Thus, the possibility of irregularities can be reduced, and the player can play the game with confidence. Therefore, the player's interest is improved. 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. Therefore, the inspector can confirm the main control unit 110m and easily determine whether any irregularities have been committed. Thus, the player can play the game with confidence. Therefore, the player's interest is improved.
[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 by using the cord portion 1572. For this reason, the inspector can confirm the delivery destination information and easily determine whether any irregularities such as the installation of a main control board 110 with a different delivery destination have been committed. Thus, the player can play the game with confidence. Therefore, the player's interest is improved. 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, an inspector can easily confirm the fraud of replacement of the main control unit 110m by checking the seal member 1562. Thus, the possibility of fraud can be reduced, and players can play games with confidence. Therefore, the interest of the players is improved. 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 confirm at least one of the model name and the manufacturer name and can easily determine whether fraud has been committed. Thus, players can play games with confidence. Therefore, the interest of the players is improved.
[0170] Note that the various information displayed on the seal members 1560 and 1561 may be displayed so as to have an angle at which the mounting position of the main control unit 110m can be visually recognized. 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 at the time of manufacturing (molding) of a case that is a plastic molded product. As a feature of the present 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, on the main control board 110, a main control unit 110m that controls games, an information display 113 that displays the performance of the gaming machine, and other electronic components 595 different from these are mounted. A seal member 1560 having transparency is attached to the main control board 110. Thereby, 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, replication of the sealing member 1560 can be prevented. 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, 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 can be surely ensured 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, predetermined information, for example, necessary information such as identifying the main control unit 110m, can be displayed. 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 on the opposite side (opposite) to 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 on the opposite side (opposite) to the information display 113. Also, as described above, the information display 113 may be arranged inside instead of at the end 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 members 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. Also, 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. As long as the setting key switch 112a is electrically connected to the main control board 110, it can be arranged at another position separated from 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 of the game (basic operations). 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 that stores a game control program and the like, and a main RAM 110c that serves as a work area during arithmetic processing, and input ports and output ports for main control. 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) bidirectionally, 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, and the like. When detection signals and the like 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, and the like. Via the output port, drive control signals for controlling various solenoids, display control signals for controlling various displays, and game information 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 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, and 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 utilizing 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, and when the payout of a predetermined number of game balls is detected by the payout ball detection switch 100a, the control to payout the game balls is terminated.
[0185] The launch control unit 122 includes a control circuit (not shown), an input port, and 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, and connected to the output port of the launch control unit 122 are a ball feed solenoid 11b and 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 permits 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 cycle 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 by 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 in which an effect control program is stored, and a sub-RAM 130c that serves 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 operation clock from the crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the effect 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 to the effect control board 130, or when a cross key detection signal (an up button detection signal, a left button detection signal, a down button detection signal, a 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 cause a first image display device 70 (main liquid crystal) and a second image display device 71 (sub liquid crystal) to display a predetermined image, or performs control to cause the audio output device 9 to output a predetermined audio.
[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 an 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 an operation clock from a crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs arithmetic processing related to effects while using the overall RAM 141c as a work area. Thereby, control processing for generating a display control command (display list) that instructs an effect 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 an effect 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 includes 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 a "drawing frame buffer" and a "display frame buffer" every time drawing starts.
[0197] Therefore, based on the instructions (display list) 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] The image control unit 145 (VDP) is supplied with an operation clock 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 controls the audio output device 9 to output audio data, music data (BGM, SE), etc. in accordance with the display of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) based on various production data (including commands) transmitted from the production control unit 130m.
[0200] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports, etc.
[0201] The lamp CPU 150a reads the lamp control program stored in the lamp ROM 150b upon receiving the operation clock from the crystal oscillator, and performs arithmetic processing related to the effect while utilizing the lamp RAM 150c as a work area, thereby performing control (outputting data and commands) to cause the controlled devices such as various lighting devices and various drive devices to perform a predetermined effect according to the effect instruction command and the like received from the effect control unit 130m.
[0202] The input / output ports of the lamp control unit are connected to 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), the 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 the drive control of drive sources such as the 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-off detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and outputs a power-off 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 becomes operable when the power-off detection signal becomes high level, and the main CPU 110a becomes in an operation stop state when the power-off 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 cut (power failure) occurs. As a result, the stored contents of the main RAM 110c and the payout RAM 121c are retained even during a power cut (power failure), and the control state of the game can be restored to the state before the power cut (power failure) after recovery from the power cut (power failure). 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 special symbol jackpot determination, 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 state" and "non-time shortening state") (low probability non-time shortening game state) (2) Time shortening game state ("low probability state" and "time shortening state") (low probability time shortening game state) (3) Probability variation game state ("high probability state" and "time shortening state") (high probability time shortening game state)
[0209] Note that the game state at the start of the game, that is, 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 the game ball enters the first start port 45 or the second start port 47, the game state in which the winning probability of the jackpot in the special symbol jackpot determination performed on this condition is set as low as about 1 / 300. On the other hand, the "high probability state" means 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-shortened state" refers to a gaming state in which, in the normal symbol winning lottery conducted on the condition that a game ball passes through the general-purpose symbol gate 44, the average variation time of the normal symbol corresponding to the lottery result is set to be longer than that in the "time-shortened state", and the opening time of the second start port 47 when winning a hit is likely to be set shorter. For example, when a game ball passes through the general-purpose symbol gate 44, a normal symbol winning lottery is conducted, and a variation display of the normal symbol is performed on the normal symbol display 62. However, after the variation display of the normal symbol starts, it stops displaying, for example, 30 seconds later. And when the lottery result is a hit, after the normal symbol stops displaying, the second start port 47 is controlled to be in an open state for, for example, 0.2 seconds.
[0214] On the other hand, the "time-shortened state" refers to a gaming state in which, in the normal symbol winning lottery conducted on the condition that a game ball passes through the general-purpose symbol gate 44, the average variation time of the normal symbol corresponding to the lottery result is set to be shorter than 0.5 seconds and shorter than that in the "non-time-shortened state", and the opening time of the second start port 47 when winning a hit is set to be longer than that in the "non-time-shortened state", for example, 2.5 seconds. Furthermore, in the "non-time-shortened state", the probability of winning a hit in the normal symbol winning lottery is set low, for example, 1 / 128, and in the "time-shortened state", the probability of winning a hit in the normal symbol lottery is set high, for example, 127 / 128. Therefore, in the "time-shortened state", when a game ball passes through the general-purpose 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-shortened state". As a result, in the "time-shortened state", the player can advantageously progress the game in a state where it is difficult to consume game balls.
[0215] And in the "time-shortened gaming state", there are set a normal time-shortened gaming state controlled after the end of a big win game (via the big win game) to be described later, and a special time-shortened gaming state controlled (without going through the big win game) when the number of times of the losing variation display of the special symbol 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).
[0216] In the embodiment, the "time-saving state" is set so 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 advantageous compared to the "non-time-saving state". However, the "time-saving state" may be set so 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 advantageous. Also, in the non-time-saving state, the probability of winning a hit in the hit lottery of the normal symbol may be set to, for example, 0 / 128.
[0217] Further, in this embodiment, the probability of winning a big hit in the high-probability state is determined to be a big hit where it is 5 times (common regardless of the set value) the probability of winning a big hit in the low-probability state. The probability is not limited to 5 times, and may be set to any value such as 3 times or 8 times as long as it is a value of 10 times or less.
[0218] Also, in this embodiment, in the big hit determination, it is designed not to win a small hit that is less advantageous than the big hit for those more advantageous than the 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 larger the set value is, the more advantageous it is for the player (the higher the big hit probability), conversely, the smaller the set value is, the more advantageous it may be for the player (the higher the big hit probability).
[0220] Also, the probability of being determined as a big hit in the low-probability state and / or the high-probability state may be the same for all set values (1 to 4). Or, for example, the probability of being determined as a big hit in the low-probability state and / or the high-probability state may be the same for two or three set values (such as 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, in response to winning a special loss different from a normal loss as a result of the jackpot determination process and 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). For 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 (entry) of a 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 (entry) of a 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 in the case of "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 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 reservation 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 reservation 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 reservation storage area or the second special symbol determination information reservation storage area is shifted to the special symbol determination information corresponding storage area of 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 reservation storage area is divided into a first storage unit to a fourth storage unit, and the reservation 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 reservation icon display area 70B. The second special symbol determination information reservation storage area is divided into a first storage unit to a fourth storage unit, and the reservation 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 reservation 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 number 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 big win game is not executed. The special symbols "01" and "04" are big win special symbols for executing the first big win game, the special symbols "02" and "05" are big win symbols for executing the second big win game, and the special symbol "03" is a big win symbol for executing the third big win game.
[0232] In the "first big win game", a round game in which the big winning port 50 is opened for up to 29.5 seconds and then the big winning port 50 is closed for 2 seconds is executed up to 6 times. In the round game, even before the elapse of the opening time, when a specified number (for example, 10) of game balls win in the big winning port 50, one round game ends. Further, after the end of the first big win game, the variable display of the second special symbol is set to the normal short game state (low probability non-short game state) until it is performed 50 or 100 times.
[0233] In the "second big win game", a round game in which the big winning port 50 is opened for up to 29.5 seconds and then the big winning port is closed for 2 seconds is executed up to 10 times. Further, after the end of the second big win game, the variable display of the second special symbol is set to the probability variable game state (high probability short game state) until it is performed 10,000 times. Therefore, based on the big win winning probability in the high probability game state, the next big win 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 types of the jackpot special symbols and the types of the losing special symbols are the same without changing depending on the set values. By doing so, the game becomes less complicated and the player can play the game with confidence.
[0238] As the second feature of the special symbol determination table shown in FIG. 11, the selection ratios of various jackpot special symbols and the selection ratios of various losing symbols are constant without changing depending on the set values. By doing so, the degree of advantage for the player does not change extremely depending on the set value, and the player can 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 referred to when executing the variation 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 referred to when executing the variation display of the special symbol at the beginning of the special short-time game state with jackpot history information in the main RAM 110c. FIG. 14(c) is a special short-time specific symbol variation pattern determination table 3 referred to when executing the variation display of the special symbol before the end of the special short-time game state with jackpot history information in the main RAM 110c. FIG. 14(d) is a special short-time specific symbol variation pattern determination table 4 referred to when executing the variation display of the special symbol in the final round of the special short-time game state with 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 (starting port) for which the variation display is performed, the jackpot determination result, the determination result of the special symbol (stopping specific symbol data), the reach determination random value, the first specific symbol reservation number (U1) or the second specific symbol reservation 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 tables shown in FIGS. 12 to 14, determines the specific symbol variation pattern based on the jackpot determination result, the special symbol determination result (stopping specific symbol data), the reach determination random value, the first specific symbol reservation number (U1) or the second specific symbol reservation 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 (such as a jackpot determination result, a special symbol determination result, etc.), the content (effect mode) of a variation effect accompanied by the variation 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 jackpot game will be executed, in which a part of the combination of the effect symbols 70a for notifying a jackpot temporarily stops and the other effect symbols 70a vary. For example, when a combination of three effect symbols 70a of "777" is set as the combination of the effect symbols 70a for notifying a jackpot, the same 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 vary.
[0251] Note that "temporary stop" means a mode in which the effect symbol 70a sways slightly or the effect symbol 70a deforms slightly, making it appear 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 symbols 70a temporarily stop in the left area and the right area, and the remaining one effect symbol 70a varies in the central area, and it is a reach effect with the lowest expectation of a jackpot.
[0253] In addition, "SP Reach" and "Special SP Reach" are super reach effects with a higher expectation of hitting the jackpot 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 in "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 hitting the jackpot 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 in "SPSP Reach", the reach effect is executed with effect symbols 70a other than '7', and in "SPSP '7' Reach", the reach effect is executed with the symbol '7'.
[0255] In addition, "Full Rotation Reach" is a reach that determines a jackpot 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 jackpot) 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 jackpot and advantageous to the player is performed, and 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 the transition from the special short-time gaming state to the normal gaming state.
[0257] The "Chance Performance Variation (Winning)" 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 a result display that displays the result of a 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 called a so-called first win, is performed in the final variation display of the normal short game state. Note that the result display may be performed not from the first win but in a series of advantageous periods in which an advantageous state continues for the player.
[0259] The "Result Revival Variation (Winning)" is an effect in which a revival effect suggesting that the player returns to a specific game state that is advantageous as a jackpot is performed, and it is executed without going through a reach after the result display is performed in the final variation display of the normal short game state.
[0260] The "(Dash) ~ Variation" indicates that when it is the first variation of 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 of 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 (Winning)" is an effect in which it is notified to the player that the result (jackpot) is advantageous 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 (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 can be cited that different special figure variation pattern determination tables are used in 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, it can be cited that in the variation display during the special short game state, different special figure variation pattern determination tables are used depending on the presence or absence of a jackpot history (RWM clear). By doing so, the production contents during the 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 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, it can be cited that in the first variation during the special short game state, different special figure variation pattern determination tables are used depending on the presence or absence of a jackpot history (RWM clear). By doing so, the production contents during the first 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 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, it can be cited that 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, the production contents during the first 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 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 in the first variation during 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, in the final variation during 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, it is possible to vary the effect content during the last variation display in the special short game state 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, in the final variation during 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, it is possible to vary the effect content during the last variation display in the special short game state 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 last time. By doing so, a dedicated effect (ending suggestion effect) can be performed in the final variation during 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 the game is 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 (second variation performance) of the second special symbol is executed than when the losing variation display (first variation performance) of the first special symbol is executed. By doing so, it is possible to direct the player to perform the variation display of the second special symbol, which is advantageous to the player, in the special short game state, and it is possible to improve the interest of the game.
[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 in the normal game state, the second hold memory is likely to accumulate, and by executing the variation display of the special symbols quickly, it is possible to improve the interest of the game.
[0278] (Pre-judgment table) FIG. 15(a) is a diagram showing an example of a pre-judgment table for non-short-time state for pre-judging (pre-reading) the special figure determination information obtained based on the winning of a game ball in the first start port 45 during the non-short-time state, and FIG. 15(b) is a diagram showing an example of a pre-judgment table for short-time state for pre-judging (pre-reading) the special figure determination information obtained based on the winning of a game ball in the second start port 47 during the short-time 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 figure scheduled variation pattern" can identify the type of special symbol, the determination result of the jackpot determination, the type of special symbol, and the special figure variation pattern scheduled to be executed.
[0281] The main CPU 110a refers to the pre-determination table shown in FIG. 15, determines the special figure scheduled variation pattern based on the jackpot determination random value, the special symbol determination random value, the reach determination random value, and the special figure variation pattern determination random value, and transmits a pre-reading designated command corresponding to the special figure 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 jackpot game.
[0283] As shown in FIG. 16, in the game state setting table, there are stop special figure data of the jackpot special symbol, game state information at the time of jackpot winning, set game state flags (a short-time flag indicating a short-time state, a high-probability flag indicating a high-probability state), a first short-time count (J1) which is the number of times of variable display of the first special symbol for ending the short-time game state, a second short-time count (J2) which is the number of times of variable display of the second special symbol for ending the short-time game state, and a third short-time count (J3) which is the total number of times of variable display of the first special symbol and the second special symbol for ending the short-time 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 jackpot game (the first jackpot game) in which the second short-time count (J2) set when executed in the short-time state is larger than the second short-time count (J2) set when executed in the normal game state. By doing so, the second short-time count (J2) set according to the type of jackpot game can be made different, and it becomes 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, since three types of short-time counts are set, no matter which of the variable display of the first special symbol and the variable display of the second special symbol are executed during the short-time state, the short-time state ends at an appropriate number of times, so a fair short-time 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) Using FIG. 17, the main processing of the main control board 110 will be described. 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, performs initial settings of the CPU such as setting of built-in registers, and in step S3, 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 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, and in step S5, transmits a launch permission designation command to the payout control board 120. As a result, processing for permitting the launch of a 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 designation 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 ended, the status confirmation display on status confirmation display 68 is ended, and processing for ending the setting change mode is performed.
[0295] In addition, in the effect control board 130 that has received the setting change designation command, processing 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) while the setting is being changed. 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 is determined 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), assuming that the control state before power-off cannot be restored normally, the process proceeds to step S12.
[0297] Note that when the backup flag is not saved, that is, when power is turned on for the first time, it is determined that the checksum is abnormal.
[0298] In step S11, the main CPU 110a determines whether the set value in the set value area is within an appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13. If it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.
[0299] In step S12, the main CPU 110a performs non-recoverable error processing. Specifically, it displays error information "E" indicating a non-recoverable error on the information display 113, and after sending a non-recoverable error specifying command indicating the occurrence of a non-recoverable error to the effect control board 130, it sets an interrupt prohibition to prohibit timer interrupts. After clearing the output port, it outputs a non-recoverable error signal (security signal) indicating the occurrence of a non-recoverable 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, on the effect control board 130, processing for executing non-recoverable error notification will be performed.
[0300] A "non-recoverable error" is an error state in which game control cannot be performed (transition to game control does not occur), and it cannot be cleared unless a setting change process is executed. Therefore, when a non-recoverable error occurs, even if the power switch provided on the power supply board 160 is turned off and then turned on without a setting change operation, it cannot be cleared, and the power switch must be turned on with a setting change operation. During a non-recoverable error, no signal input from various input devices (various switches, various sensors) is monitored at all.
[0301] Note that although the "non-recoverable error" cannot be cleared unless a setting change process is executed, it may also be cleared when an RWM clear without a setting change process is executed.
[0302] "Non-recoverable error notification" is notification for recognizing the occurrence of a non-recoverable error, such as displaying a non-recoverable error screen ("Non-recoverable error. Please make a setting change") on the image display devices 70 and 71, fully lighting the frame lighting device 10 and the panel lighting device 76 in a predetermined emission color (for example, red) until the power is turned off, or outputting a non-recoverable error sound ("Non-recoverable error") + buzzer sound indicating the occurrence of a non-recoverable error from the audio output device 9 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 an 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, the effect control board 130 will perform a process for executing a power-on notification.
[0306] The "power-on notification" is a notification for making the player recognize that the control state of the game has been initialized. This can be achieved by 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, fully lighting the frame lighting device 10 and the panel lighting device 76 with a predetermined emission color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound (e.g., "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 (e.g., 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 notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.
[0307] In step S16, the main CPU 110a determines whether there is a setting confirmation operation. Specifically, it determines whether the setting key switch 112a is in the ON state. If there is a setting confirmation operation, the process proceeds to step S17 assuming a transition to 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, the main CPU 110a performs a setting confirmation process. Specifically, it displays a status confirmation display indicating that the settings are being changed or confirmed on the 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 the information display 113, and transmits a setting confirmation command to the effect control board 130.
[0309] Furthermore, when there is a confirmation end operation for the setting key switch 112a to change from the ON state to the OFF state, the display of the setting value on the information display 113 is ended, the status confirmation display on the status confirmation display 68 is ended, and a process for ending the setting confirmation mode is performed.
[0310] In the effect control board 130 that has received the setting confirmation command, a process for executing a setting confirmation notification for notifying that the setting confirmation is being performed will be carried out. Specifically, a setting confirmation screen indicating that the setting confirmation is in progress 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) throughout the setting confirmation. Note that a setting confirmation notification sound ("Confirming the setting value") indicating that the setting confirmation is in progress may be output from the audio output device 9.
[0311] In step S18, the main CPU 110a clears (zeros) 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 outage, so it becomes possible to resume the game from the state before the power outage.
[0312] In step S19, the main CPU 110a transmits a power recovery designation command indicating that the control state of the game has been 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 described later and execute the power recovery notification.
[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 outage. 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, the 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 before a power-on specifying command or a power recovery specifying command is transmitted. Also, the setting value specifying command may be transmitted every time the variable display of the special symbol starts, or may be transmitted every 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 to prohibit timer interrupts. In step S28, it performs a process to clear 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 to save a backup flag in the game RWM area of the main RAM 110c. In step S31, it performs a process to prohibit 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 most easily committed illegal act of setting change, and it becomes possible to effectively prevent illegal acts.
[0322] In addition, when the checksum is abnormal, an irrecoverable error process is executed to stop the progress of the game. As a result, the gaming machine will not cause trouble to the game parlor or the player by performing unexpected operations, 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 the setting change, even if the checksum is normal, an irrecoverable error process is executed to stop the progress of the game. In this way, the game will not progress with a set value that is not intended by the game parlor side, and it becomes 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 a setting change is in progress by checking the status confirmation display 68, the image display devices 70 and 71, the frame lighting device 10, and the panel lighting device 76. On the back (rear surface), it is possible to recognize that a setting change is in progress by checking the information display 113. That is, it is possible to grasp whether a setting change is 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 illegal 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 (zero clear) 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 (zero clear) the gaming RWM area and save the initial value "1" in the set value area, and then transfer the process to step S13.
[0328] Also, although the power-on instruction command and the power-recovery instruction command are transmitted including information indicating the current game state, a game state instruction command indicating the current game state may be transmitted after the power-on instruction command or the power-recovery instruction command is transmitted.
[0329] Also, 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] Also, 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 the non-recoverable error process.
[0331] Also, a setting change instruction command is transmitted at the start of the setting change process, and a power-on instruction command is transmitted after the setting change process is completed. However, a setting change start instruction command may be transmitted instead of the setting change instruction command, and a setting change end instruction command may be transmitted instead of the power-on instruction command. In this case, the setting change end instruction command may be transmitted at the end of the setting change process, or may be transmitted after the setting change process is completed.
[0332] Also, 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 process 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 opening release timer counter, and the start opening 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 a full circle), 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 and the random number value is newly updated.
[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 port detection switch 43a, the big winning port detection switch 50a, the first start port detection switch 45a, the second start port 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 reservation number determination (such as jackpot determination), display control of special symbols, opening and closing control of the big winning port 50 (opening and closing member 51), control of the game state, etc. 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 hit determination), display control of general symbols, opening and closing control of the second start port 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 too 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 depending on the set values, 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 following prize ball counters (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) and transmitting a payout number specification command corresponding to each winning opening to the payout control board 120. Thereby, the payout control board 120 executes control for paying out prize 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 opening / closing data output to the second start opening solenoid 48b, big winning opening / closing data output to the big winning opening 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 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 through port output processing, 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 detected by the out ball detection switch 52a regardless of the game state, the number of balls out during normal play detected by the out ball detection switch 52a during normal game state, and the number of balls paid out as bonus balls based on the winning of game balls at various winning ports (general winning port, big winning port, start port) during normal game state.
[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 grasp the performance of the gaming machine 1.
[0349] In step S830, the 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, the 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, the 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 test equipment used when conducting a test on the gaming machine 1.
[0353] In step S880, the main CPU 110a performs output control processing (information program). Specifically, it performs display output processing for 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, main CPU 110a performs game program return processing. Specifically, it returns the flag register from the game RWM area, enables interrupts, and performs processing to return to the game program.
[0355] In step S900, main CPU 110a returns the information saved in step S100 to the registers of main CPU 110a, and ends the current timer interrupt processing.
[0356] In this way, since timer interrupts are not executed during the setting change process, RWM clear process, and setting confirmation process, the counting of the payout number and 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 also be performed in the main process of the main control board 110. Also, the game ball counting process may also 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 the 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, main CPU 110a performs general winning port detection switch input processing. In this general winning port detection switch input processing, it determines whether a detection signal is input from the general winning port detection switch 43a, that is, whether a game 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 port detection switch 43a, data indicating five prize balls is added to and updated in the prize ball counter for the general winning port (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 port (D ← D + 1). After that, the general winning port detection switch input process ends.
[0361] In step S220, the main CPU 110a performs the big winning port detection switch input process. In this big winning port detection switch input process, it is determined whether a detection signal is input from the big winning port detection switch 50a, that is, whether a game ball has won the big winning port 50. If no detection signal is input from the big winning port detection switch 50a, the process proceeds to step S230.
[0362] When a detection signal is input from the big winning port detection switch 50a, data indicating 15 prize balls is added to and updated in the prize ball counter for the big winning port (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 port (D ← D + 1). 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 the big winning port 50 (C ← C + 1), and the big winning port 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) the specific winning ports (second start port 47, big winning port 50) outside the winning period (E ← E + 1). 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 port 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 winning (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 performs an illegal winning error notification to notify 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 pattern hold memories stored in the general pattern hold memory area, i.e., the general pattern hold number, is less than 4. If the general pattern hold number is not less than 4, the input control process ends.
[0370] If the general pattern hold number is less than 4, "1" is added to the general pattern hold number for update, general pattern determination information (random number value for jackpot determination, random number value for general symbol determination, random number value for general pattern variation pattern determination) is acquired, and the empty memory areas are sequentially searched from the first memory section in the general symbol hold memory area. The acquired general pattern determination information is stored in the empty 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 adding and updating data indicating three prize balls to the three prize ball counters used for prize balls, and in step S230-3, acquires special symbol 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 symbol variation pattern determination).
[0374] In step S230-4, main CPU 110a determines whether the first special symbol retention number (U1) stored in the first special symbol retention memory area is less than 4. If the first special symbol retention number (U1) is less than 4, the process proceeds to step S230-5. If the first special symbol retention number (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 number (U1) for update (U1 ← U1 + 1). In step S230-6, a first special symbol retention number designation command corresponding to the updated first special symbol retention number (U1) is set in the production transmission data storage area. As a result, the first special symbol retention number designation command is transmitted to production control board 130, and production control board 130 can grasp the first special symbol retention number.
[0376] In step S230-7, main CPU 110a stores the 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, the empty storage units are searched in order from the first storage unit, and the acquired symbol determination information is stored in the empty storage unit.
[0377] As described above, the first retention memory (first retention) composed of 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 that 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, with reference to a pre-determination table (not shown), the special figure determination information (first hold memory) obtained 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 planned 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. Note that 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 Port Detection Switch Input Process of Main Control Board) Using FIG. 21, the second start port detection switch input process of the main control board 110 will be described. FIG. 21 is a flowchart showing the second start port 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 port detection switch 47a has been input (a game ball has won a prize in the second start port 47). If a detection signal from the second start port detection switch 47a has been input, the process proceeds to step S240-2. If a detection signal from the second start port detection switch 47a has not been input, the current second start port 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 port 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) for update (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 hold memory area. Specifically, since the second special symbol hold memory area is divided into the first to fourth memory units, the main CPU 110a searches for the empty memory unit in order from the first memory unit and stores the acquired special symbol determination information in the empty memory unit.
[0390] As described above, the second hold memory (second hold) 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 memory unit of the first special symbol hold memory area.
[0391] In step S240-8, the main CPU 110a determines whether the current gaming state is a probability-variable gaming state or a time-limited gaming state. If it is in the probability-variable gaming state or the time-limited gaming state, the process proceeds to step S240-9. If it is not in the probability-variable gaming state or the time-limited gaming state (i.e., in the normal gaming state), the process proceeds to step S240-12 assuming a right-side hitting 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-limited 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 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.
[0394] In step S240-11, the main CPU 110a sets the second prefetch designated 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 designated command is transmitted to the production control board 130. In the production control board 130, from before the start of the variable display of the special symbol corresponding to the second prefetch designated command, a prefetch preview production can be executed that executes a predetermined preview production over one or a plurality of variable displays executed previously. Note that the prefetch preview production 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 designated 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 designated command is transmitted to the production control board 130, and notification for promoting left hitting is performed by the production control board 130 performing right hit error notification.
[0397] (Special figure and special power control process of the main control board) Using FIG. 22, the special figure and special power control process of the main control board 110 will be described. FIG. 22 is a flowchart showing the special figure and special power 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 power process data, refers to the branch destination address from the special figure and special power process data loaded in step S302, executes the process corresponding to the branch destination address, and ends the current special figure and special power control process.
[0399] Specifically, if the special figure special power processing data = 0, the variable display of the special symbol is started based on the determination result of the reserved memory (special figure 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 figure 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 figure special power processing data to "1" is executed. The details of the special symbol memory determination process will be described later.
[0400] If the special figure special power processing data = 1, the variable display of the special symbol is stopped as the variable time elapses, the stop time (for example, 0.5 seconds) is set, and the stop command (special figure 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 figure special power processing data to "2" is executed. The details of the special symbol variable process will be described later.
[0401] If the special figure special power processing data = 2, when the stop time (0.5 seconds) of the special symbol elapses, if it is a losing special symbol, the special figure special power 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 figure special power processing data to "3" is executed.
[0402] If the special figure special power processing data = 3, when the opening time of the jackpot game elapses, the round game is started, the round number designation command is transmitted to the effect control board 130, and based on the end of the final round game, the ending time of the jackpot game is set, and the ending designation command is transmitted to the effect control board 130. The jackpot game process (step S340) for performing processes such as changing the special figure special power 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 performing processes such as ending the jackpot game according to the passage 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), and changing the special figure special electric processing data to "0". 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, the main CPU 110a determines in step S310-1 whether the special symbol is in the variable display state. If the special symbol is in the variable display state, the current special symbol memory determination process is terminated. If the special symbol is not in the variable display state, the process proceeds to step S310-2.
[0406] The main CPU 110a determines in step S310-2 whether the second special figure reservation number (U2) is 1 or more. If the second special figure reservation number (U2) is 1 or more, the process proceeds to step S310-3. If the second special figure reservation number (U2) is not 1 or more, the process proceeds to step S310-4.
[0407] The main CPU 110a subtracts "1" from the second special figure reservation number (U2) and updates it in step S310-3. In step S310-6, the special symbol memory designation command corresponding to the subtracted second special figure reservation number (U2) is set 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 processes for updating the reserved icon displayed on the first image display device 70 and the display of the icon are 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 symbol determination information retention memory area, and shifts the special symbol determination information stored in the first to fourth memory units to the previous memory unit.
[0409] For example, the special symbol determination information stored in the fourth memory unit of the second special symbol determination information retention memory area is shifted to the third memory unit of the second special symbol determination information retention memory area. Also, the special symbol determination information stored in the first memory unit of the second special symbol determination information retention 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.
[0410] On the other hand, in step S310-4, the main CPU 110a determines whether the first special symbol retention count (U1) is 1 or more. If the first special symbol retention count (U1) is 1 or more, the process proceeds to step S310-5. If the first special symbol retention count (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 symbol retention count (U1) by subtracting "1", and in step S310-6, sets a special symbol memory designation command corresponding to the subtracted first special symbol retention count (U1) 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 processing for updating the retention icon displayed on the first image display device 70 and the display of the icon is 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, the main CPU 110a 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 areas to the previous memory area.
[0413] For example, the special symbol determination information stored in the fourth memory area of the first special symbol hold memory area is shifted to the third memory area of the first special symbol hold memory area. Further, the special symbol determination information stored in the first memory area of the first special symbol hold memory area is shifted to the zero-th memory area 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 area 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 number (U1) and the second special symbol hold number (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] 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 (subtraction of the second special symbol hold number is prioritized over the first special symbol hold number). 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 (subtraction of the first special symbol hold number and the second special symbol hold number 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 (subtraction of the first special symbol hold number is prioritized over the second special symbol hold number).
[0416] In step S311, main CPU 110a performs a jackpot determination process. Specifically, it collates the special figure determination information (jackpot determination random value) stored in the 0th storage unit, which is the special figure 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 figure determination information (special symbol determination random value) stored in the 0th storage unit, which is the special figure 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 a 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 figure variation pattern determination process. Specifically, it collates the special figure determination information stored in the 0th storage unit, which is the special figure determination information execution storage area, with the special figure variation pattern determination table shown in FIG. 18 to perform a process of determining the special figure variation pattern (variation time), which is the variation pattern of the special symbol. The details of the special figure variation pattern determination process will be described later.
[0419] In step S314, main CPU 110a sets a special figure variation pattern designation command corresponding to the type of special figure variation pattern determined in the special figure variation pattern determination process in the production transmission data storage area of main RAM 110c. As a result, the special figure 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, in a predetermined area of the main RAM 110c, the variation time (counter value) of the special symbol corresponding to the type of the special symbol variation pattern determined in the special drawing variation pattern determination process, 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, and if the customer waiting state flag is not set, the process proceeds to step S319-2. The customer waiting state means 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] (Special Figure Variation Pattern Determination Process of Main Control Board) Using FIG. 24, the special figure variation pattern determination process (game program) of the main control board 110 will be described. FIG. 24 is a flowchart showing the special figure variation pattern determination process in 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 figure variation pattern determination table (see FIG. 12) for determining the special figure 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 figure variation pattern determination table (see FIGS. 13 to 14) for determining the special figure 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, jackpot determination result, special symbol determination result, reach determination random number value, hold number (U1 or U2), and special figure variation pattern determination random number value with the special figure variation pattern determination table to determine the special figure 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 (it is in the probability change game state), the process proceeds 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 +1. Specifically, it is the number of times of the variation display of the special symbol executed from the fulfillment of the predetermined conditions (RWM clear, 0 clear of the variation count based on the end of the big win game). Note that the variation count is updated by +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 a 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 moves 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 the 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 moves to step S320-5 to update the remaining number of time shortening times. If the time shortening flag is not set, the process moves 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 special symbol variation display is the first special symbol. If it is the first special symbol, in step S320-6, it subtracts 1 from the first time shortening count (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 count (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 count (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 count (J3).
[0437] In step S320-8, 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. If it has not become "0", the process proceeds to step S320-12.
[0438] In step S320-9, main CPU 110a clears the high-probability flag, short-time flag, and various short-time counts (J1, J2, J3) saved in the game RWM area of main RAM 110c to start the normal game state.
[0439] In step S320-10, main CPU 110a determines whether the jackpot special symbol has stopped displaying. If it is not a jackpot special symbol, the process proceeds to step S320-12. If it is a jackpot special symbol, in step S320-11, main CPU 110a clears the high-probability flag, short-time flag, and various short-time counts (J1, J2, J3) saved in the game RWM area of main RAM 110c to start the normal game state. After finishing this process, the process proceeds to step S320-16.
[0440] In step S320-12, main CPU 110a determines whether the number of variations saved in the game RWM area of 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. 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, main CPU 110a sets the short-time counts for special short-time (J1 = 100, J2 = 750, J3 = 750) in the game RWM area of main RAM 110c. In step S320-14, main CPU 110a sets the special short-time flag in the game RWM area of main RAM 110c to shift to the special short-time game state.
[0442] In step S320-15, the main CPU 110a sets, in the production transmission data storage area of the main RAM 110c, the time limit count designation commands corresponding to the various time limit counts (J1, J2, J3) saved in the game RWM area of the main RAM 110c. As a result, the time limit count designation commands are transmitted to the production control board 130, and the remaining time limit counts are notified and the like.
[0443] In step S320-16, the main CPU 110a sets "2" in the special drawing special power processing data, and in step S320-17, sets, in the production transmission data storage area of the main RAM 110c, the game state designation commands corresponding to the current game state (the game state specified from the presence or absence of the high probability flag and the time limit flag). As a result, the game state designation commands are transmitted to the production control board 130, and the production control board 130 performs processing for updating the game state. 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 the predetermined conditions (execution of RWM clear, 0 clearing of the number of variations based on the end of the big win game) reaches the specified number of times, a special time limit game state is generated. Therefore, it is possible to give the player the surprise that the time limit state occurs without going through the big win game, and it is possible to improve the interest of the game.
[0445] Also, since the number of variations (900 times) in which the special time limit game state occurs is larger than the maximum time limit count (100 times) set in the normal time limit game state, the special time limit game state does not occur during the normal time limit 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 the 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 arcade side and the player side, and also improving the interest of the game.
[0447] Note that the maximum number of short-time reductions (100 times) in the normal short-time game state is not set to be less than the number of fluctuations (900 times) when the special short-time game state occurs. Instead, the maximum number of short-time reductions 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 it becomes possible to improve the interest 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 of 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 in 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 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 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 power supply board 160, a system reset occurs in sub CPU 130a, and sub CPU 130a performs the following main process.
[0456] In step E10, the sub-CPU 130a sets an interrupt prohibition for prohibiting 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 for permitting timer interrupts, and in step E40, it performs sub-random number update processing. Specifically, it performs processing for updating 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 for updating 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 for setting predetermined data.
[0461] In step E150, the sub-CPU 130a performs command analysis processing. Specifically, it determines whether various commands have been transmitted from the main control board 110, and when various commands have been transmitted, it performs processing for storing the received commands in the reception buffer of the sub-RAM 130c.
[0462] The sub-CPU 130a performs a setting change / confirmation process in step E170. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether it has received a setting change designation command or a setting confirmation designation command. If it has received a setting change designation command, it performs the process for executing the above-described setting change notification. If it has received a setting confirmation designation command, it performs the process for executing the above-described setting confirmation notification.
[0463] The sub-CPU 130a performs a power-on process in step E200. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether it has received a power-on designation command. If it has received the command, it performs the process for executing a 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] The sub-CPU 130a performs a power failure recovery process in step E250. Specifically, it refers to the reception buffer of the sub-RAM 130c to determine whether it has received a power recovery designation command. If it has received the command, it performs the process for executing a 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 for 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 general 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 for updating the first special drawing pending number, the second special drawing pending number, the general 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. 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 makes the player expect a big win game by changing the hold 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 hold icon may be referred to as the "hold 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 makes the player expect 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 makes the player expect 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 commands such as a special symbol specified command, a special figure variable pattern specified command, a special figure stop specified command, a big win opening specified command, a round number specified command, and a big win ending specified command are received by referring to the reception buffer of the sub-RAM 130c. If the commands are received, it performs processing to execute the effects corresponding to the received commands.
[0473] In step E700, the sub-CPU 130a performs the general drawing and power display 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 commands.
[0474] In step E800, the sub-CPU 130a performs an effect mode update process. Specifically, it determines whether the update conditions (changes in the gaming state, winning in the mode update lottery, execution of SP / SPSP reach effects with a losing result, etc.) for the effect mode (effect stage) in which the effect elements (background image, effect image, effect sound, 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" includes effect modes A to C set in the normal gaming state, effect modes D to E set in the probability-variable gaming state, effect modes F to G set in the normal short-time gaming state, and effect mode H set in the special short-time gaming state. When controlled to the normal gaming 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 gaming state at power-on, the effect mode first set is always effect mode D. When controlled to the normal short-time gaming state at power-on, the effect mode first set is always effect mode F. When controlled to the special short-time gaming 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 character (decoration part) corresponding to a number (identification character) + a number and 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 left and right (reciprocating motion, dynamic display) under normal conditions.
[0477] Also, in the normal game state, the conditions for changing the presentation mode are more likely to be met 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 (SP / SPSP reach presentations with a losing result are more likely to be executed, the mode update lottery is more likely to be won, the 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 game state, and it is possible to enhance the interest of the game.
[0478] Also, the update conditions for the presentation mode are less likely to be met when the variable display (first variable presentation) of the first special symbol is executed in various time-saving game states than when it is executed in the normal game state (SP / SPSP reach presentations with a losing result are less likely to be executed, the mode update lottery is less likely to be won, the 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 game state, and it is 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, and when received, performs processing for executing an error notification presentation corresponding to the received error designation command, or performs 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 signals such as predetermined data, or for 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) The customer waiting presentation processing of the presentation control unit 130m will be described with reference to FIG. 29. 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, with reference 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 from when the effect symbol is statically displayed on the image display device immediately after power-on, the demo standby time from when the effect symbol is statically displayed on the image display device immediately after power recovery, the demo standby time from when the variable display of the effect symbol ends (after the variable time has elapsed) and the effect symbol is statically displayed, and the demo standby time from when the effect symbol is statically displayed after the end of the customer-waiting demo effect are different. Therefore, the customer-waiting demo effect can be executed at an appropriate time according to the current state, and it is possible to improve the operation of the gaming machine.
[0491] As the second feature of the demo standby time determination table shown in FIG. 30, the demo standby time from when the variable display of the effect symbol ends (after the variable time has elapsed) and the effect symbol is statically displayed is longer than the demo standby time from when the effect symbol is statically displayed on the image display device immediately after power-on. Therefore, the customer-waiting demo effect can be executed at an appropriate time according to the likelihood of the player being in the middle of a game, and it is possible to improve the operation of the gaming machine.
[0492] As the third feature of the demo standby time determination table shown in FIG. 30, the demo standby time from when the effect symbol is statically displayed on the image display device immediately after power recovery is longer than the demo standby time from when the variable display of the effect symbol ends (after the variable time has elapsed) and the effect symbol is statically displayed. Therefore, the customer-waiting demo effect can be executed at an appropriate time according to the likelihood of the player being in the middle of a game, and it is possible to improve the operation of the gaming machine.
[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] In step E320-1, the sub-CPU 130a determines whether the current state is the customer waiting state. If it is the customer waiting state, the process proceeds to step E320-2. If it is not 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 (if it is "model description", it is "1", if it is "effect customization", it is "2", if it is "pachi log", it is "3", if it is "end", it is "0") 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 play history in response to the effect button 17 and the cross key 19, execute the pachilog process (step E320-6) for managing the play 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 operations of the effect button 17 and the cross key 19, it is possible to set to a normal setting (normal mode) and a simple setting (simple ...
Claims
【Claim 1】 In a gaming machine including main control means capable of controlling the progress of a special game and effect control means capable of controlling an effect according to a signal from the main control means, operation means operable by a player, and detection means for detecting a predetermined abnormality, the effect control means is capable of displaying a plurality of symbols on a display means after the start of power supply to the gaming machine, is capable of executing a variation effect of the plurality of symbols based on a determination of determination information acquired by an acquisition means, is capable of displaying reservation information corresponding to each of the determination information for which the variation effect stored as reservation storage has not been executed in a display area, is capable of executing a vibration effect for vibrating the operation means during execution of the variation effect, is capable of executing a predetermined notification when the main control means and the detection means are in a non-connected state when power supply to the gaming machine is started, does not execute the predetermined notification when a predetermined signal line connecting the main control means and the effect control means becomes non-connected after the start of power supply to the gaming machine, is capable of displaying the plurality of symbols on the display means even during execution of the predetermined notification based on the fact that the main control means and the detection means are in a non-connected state when power supply to the gaming machine is started, when starting the variation effect for which the reservation storage becomes the predetermined number during display of a specific number of the reservation information that is three more than the predetermined number, it is possible to display the predetermined number of the reservation information without displaying the reservation information of a number that is one less than the specific number, the vibration effect includes a first vibration effect executed in response to an operation of the operation means during an operation promotion display displayed during an operation valid period, and a second vibration effect executed without the operation promotion display, is capable of executing the second vibration effect according to a result of a preliminary determination before the variation effect is started, the acquisition means includes a first acquisition means for acquiring determination information based on fulfillment of a first acquisition condition, and a second acquisition means for acquiring determination information based on fulfillment of a second acquisition condition, the variation effect includes a first variation effect based on a determination of determination information acquired by the first acquisition means, and a second variation effect based on a determination of determination information acquired by the second acquisition means, The gaming machine is characterized in that the first vibration effect or the second vibration effect is more likely to be executed when the first variation effect is executed during the first gaming state than when the first variation effect is executed during the second gaming state that is more advantageous to the player than the first gaming state.
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