gaming machines
The gaming machine optimizes control processing and notification by implementing specialized game management and notification mechanisms when the number of won balls exceeds a limit, improving the player experience.
Patent Information
- Application Number
- JP2022053311
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-29
- Publication Date
- 2025-09-16
- Estimated Expiration
- 2042-03-29
AI Technical Summary
Conventional gaming machines lack adequate control processing and notification effects when a game is forcibly terminated due to exceeding a certain number of won prize balls.
Implementing a pattern change execution mechanism, special game execution, counting means, predetermined information storage, game stop means, and notification means to manage and notify players when the number of won balls exceeds a threshold, with separate program areas for stop and determination processes.
Optimized control processing and notification effects are achieved when a game is forcibly ended, enhancing player experience.
Smart Images

Figure 0007739217000001 
Figure 0007739217000002 
Figure 0007739217000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventional gaming machines, such as pachinko machines, are known to have a stop function that forcibly ends a game when the number of winning balls a player has acquired exceeds a certain number (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-217645 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the conventional gaming machines, when a game is forcibly terminated, sufficient measures have not been taken regarding the control processing and notification effects before and after the forcible termination.
[0005] The present invention has been made in consideration of the above-mentioned problems, and aims to provide a gaming machine that is improved over conventional ones in terms of control processing and notification presentation when the number of prize balls won by a player exceeds a certain number and the game is forcibly ended. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate reference symbols of embodiments to be described later, but the present invention is not limited to these. A pattern change execution means (e.g., special pattern 1 change display LED 76a, special pattern 2 change display LED 76b, main control unit 520, special pattern management process (S1031)) that executes pattern changes (e.g., special pattern 1 change display, special pattern 2 change display) based on a pattern lottery (e.g., jackpot lottery process), When the result of the pattern variation becomes a specific mode, a special game execution means (e.g., main control unit 520, special pattern management process (S1031)) that can execute a special game (e.g., a big win game, a small win game) that is advantageous to the player; Counting means (e.g., main control unit 520, safety device counting process (S1528, S1512), difference ball counter counting process (S1531, S1541)) that performs counting process to count predetermined information based on game results (e.g., the difference between the number of winning balls and the number of outs); A predetermined information storage means (e.g., a ball difference counter) capable of storing the predetermined information; When the predetermined information stored in the predetermined information storage means reaches a predetermined value, a game stop means (main control unit 520, game stop processing (S1520, S1509 to S1511)) performs a stop process to stop the processing related to the game; When the predetermined information stored in the predetermined information storage means reaches a predetermined value, a notification means (e.g., a performance control unit 540, an image display means 31, a board-side LED 63a, a frame-side LED 64a, speakers 19a, 19b, 19c, 19d) capable of executing a special notification (e.g., an operation warning display, an operation warning notification) regarding the stop processing; Generates a test signal to be output to a test device outside the gaming machine Run the generation process Test signal generating means (S1054); Equipped with the test signal generating means is configured to generate a predetermined test signal when the predetermined information stored in the predetermined information storage means becomes a specific value different from the predetermined value; The game stopping means includes a determination process for determining whether the predetermined information has reached a predetermined value, the program area including the program for executing the stop processing, the program for executing the determination processing, and the program for executing the generation processing includes an in-area program area for executing processing related to a game, and an out-area program area different from the in-area program area; a program for executing the stop process is stored in the program area within the area; the out-of-area program area stores a program for executing the determination process and the generation process; When the predetermined information stored in the predetermined information storage means reaches a predetermined value during the special game, the game stop means causes the notification means to issue the special notification for a predetermined time and then executes the stop process. On the other hand, when the predetermined information stored in the predetermined information storage means reaches a predetermined value during a non-special game that is not the special game, the game stop means executes the stop process without causing the notification means to issue the special notification. do A gaming machine characterized by: [Effects of the Invention]
[0007] According to the present invention, more optimized processing can be performed with regard to the control processing and notification effects when the number of prize balls won by a player exceeds a certain number and the game is forced to end. [Brief explanation of the drawings]
[0008] [Figure 1-1] A front perspective view of a pachinko machine according to an embodiment of the present invention. [Figure 1-2] FIG. 2 is an exploded front perspective view of the pachinko machine. [Figure 1-3] A rear perspective view of the pachinko machine [Figure 1-4] FIG. 2 is a block diagram of the control system of the pachinko machine. [Figure 1-5] FIG. 2 is a front view of the game board of the pachinko machine. [Figure 2-1] 2 is an explanatory diagram of a memory map in the main control unit of the pachinko machine. FIG. [Figure 2-2] FIG. 2 is a diagram showing the first half of a flowchart of the system processing of the main control unit of the pachinko machine. [Figure 2-3] FIG. 10 is a diagram showing the second half of a flowchart of the system processing of the main control unit of the pachinko machine. [Figure 2-4] FIG. 10 is a flowchart showing the timer interrupt processing of the main control unit of the pachinko machine. [Figure 2-5] This figure shows a flowchart of the processing outside the main loop area of the main control unit of the pachinko machine, and a flowchart of the processing outside the timer interrupt area. [Figure 3-1] A figure showing a flowchart of the system setting process of the performance control unit of the same pachinko machine. [Figure 3-2] FIG. 2 is a diagram showing a flowchart of the main processing of the performance control unit of the pachinko machine. [Figure 3-3] A figure showing a flowchart of the timer interrupt processing of the performance control unit of the same pachinko machine. [Figure 4-1-1] FIG. 10 is a flowchart (second half) of the system processing of the main control unit according to embodiment 1-1 of the present invention. [Figure 4-1-2] A figure showing a flowchart of the main control unit's setting for starting play outside the area in embodiment 1-1 of the present invention. [Figure 4-1-3] FIG. 10 is a flowchart showing a timer interrupt process of the main control unit according to embodiment 1-1 of the present invention. [Figure 4-1-4] 1-1 is a flowchart showing processing outside the main loop area of the main control unit according to embodiment 1-1 of the present invention, and a flowchart showing processing outside the timer interrupt area. FIG. [Figure 4-1-5] FIG. 10 is a flowchart showing a safety device counting process of a main control unit according to embodiment 1-1 of the present invention. [Figure 4-1-6] FIG. 10 is a flowchart showing a safety device activation management process of a main control unit according to embodiment 1-1 of the present invention. [Figure 4-1-7] FIG. 10 is a diagram showing a flowchart of the game stop processing of the main control unit according to embodiment 1-1 of the present invention. [Figure 4-2-1] A figure showing a flowchart of the main control unit's setting for starting play outside the area in embodiment 1-2 of the present invention. [Figure 4-2-2] FIG. 10 is a flowchart showing a safety device counting process of a main control unit according to embodiment 1-2 of the present invention. [Figure 4-2-3] FIG. 10 is a flowchart showing a safety device activation management process of a main control unit according to embodiment 1-2 of the present invention. [Figure 4-3-1] A figure showing a flowchart of the main control unit's setting for starting play outside the area in embodiments 1-3 of the present invention. [Figure 4-3-2] FIG. 10 is a flowchart showing a timer interrupt process of a main control unit according to embodiments 1-3 of the present invention. [Figure 4-3-3] FIG. 10 is a flowchart showing a safety device counting process of a main control unit according to embodiments 1-3 of the present invention. [Figure 4-4-1] FIG. 10 is a flowchart showing a timer interrupt process of a main control unit according to embodiments 1-4 of the present invention. [Figure 4-4-2] 10A and 10B are diagrams showing a flowchart of processing outside the area within a main loop of a main control unit according to embodiments 1-4 of the present invention, and a flowchart of processing outside the area within a timer interrupt. [Figure 5-1-1] This is a time chart showing the operation of the safety device during a jackpot game in embodiment 2-1 of the present invention, and shows the operating states of various functional units controlled by the main control unit, presentation control unit, and payout control unit. [Figure 5-2-1] This is a time chart showing the operation of the safety device during a pattern-changing game according to embodiment 2-2 of the present invention, and illustrates the operating states of various functional units controlled by the main control unit, presentation control unit, and payout control unit. [Figure 5-2-2] This is a time chart showing the operation of the safety device during a pattern-changing game according to embodiment 2-3 of the present invention, and illustrates the operating states of various functional units controlled by the main control unit, presentation control unit, and payout control unit. [Figure 5-3-1] This is a time chart showing the operation of the safety device when the safety device is activated during non-play (standby) in embodiment 2-4 of the present invention, and illustrates the operating states of various functional units controlled by the main control unit, presentation control unit, and payout control unit. [Figure 5-3-2] This is a time chart showing the operation of the safety device when the safety device is activated during non-play (standby) in embodiment 2-5 of the present invention, and illustrates the operating states of various functional units controlled by the main control unit, presentation control unit, and payout control unit. [Figure 6] This is a time chart of the jackpot end INT in embodiment 3-1 of the present invention, showing the presentation pattern during the jackpot end INT. DETAILED DESCRIPTION OF THE INVENTION
[0009] The following details regarding embodiments of the invention will be described below with reference to the accompanying drawings. (Game slot) (launch handle unit) └(Launch Handle Unit 2) (Middle push button unit) └(Middle push button unit 2) (saucer) └(Saucer 2) (Volume adjustment button) └(Volume adjustment button 2) (Light intensity adjustment button) └(Light intensity adjustment button 2) (D-pad) └(D-pad 2) (speaker) (Ball rental button, return button) └(Ball loan button, return button 2) (Side unit) └(Side unit 2) (prize ball payout device) └(Prize ball payout device 2) (circuit board case) (Back cover) (External terminal board) └(External terminal board 2) (Block diagram) (Power supply board) (control board) (Payment control unit) (Discharge launch control board) (frame release switch) (Main control unit) (Main control board) (RWM clear switch) (Settings key switch) (Performance display LED) (Production Control Unit) (Performance IF board, LCD control board, LCD IF board, ROM board) (Game board) (Board game parts) (Pattern display device) (Special pattern 1 change display, special pattern 2 change display) (Special pattern 1 memory display, special pattern 2 memory display) (Normal pattern change display) (Normal pattern memory display) (Denchu support) (Jackpot game) (Small win game) (Round display) (Game status) (Right-handed display) (Status display) (Decorative pattern change game, hold display) (Preview preview) (Pseudo consecutive announcement) (Step Up Notice) (Background change notice) (movable animal) (memory map) (Main control system processing) (settings change processing) (RWM error handling) (RWM clear processing) (Settings confirmation process) (Backup restoration process) (Main loop processing) (Processing outside the main loop) (Timer interrupt processing) ((1) Power supply abnormality check process) ((2) Timer management processing) ((3) Input management processing) ((4) Random number circuit processing) ((5) Prize ball management processing) ((6) Ordinary Design Management Processing) ((7) Management and processing of ordinary electric accessories) ((8) Special Design Management Processing) ((9) Special Electric Device Management Processing) ((10) Error Management Processing) ((11) Game Information Notification Management Processing) ((12) External terminal management processing) ((13) Solenoid Management Processing) ((14) LED management processing) ((15) Area transition processing & timer interrupt area out-of-area processing) (Timer interrupt out-of-area processing) ((16) Out command sending process) ((17) SPI communication start) ((18) WDT clear processing) (Performance control system settings) (Main processing for performance control) (Performance control timer interrupt processing) (safety device) (Main control system processing_Safety device 1) (Out-of-area play start setting process_safety device 1) (Timer interrupt processing_Safety device 1) (Timer interrupt out-of-area processing_safety device 1) (Main loop area out-of-area processing_safety device 1) (Safety device counting process_Safety device 1) (Safety device operation management process_Safety device 1) (Out-of-area play start setting process_safety device 2) (Safety device counting process_Safety device 2) (Safety device operation management process_Safety device 2) (Out-of-area play start setting process_safety device 3) (Timer interrupt processing_Safety device 3) (Safety device counting process_Safety device 3) (Timer interrupt processing_Safety device 4) (Timer interrupt out-of-area processing_Safety device 4) (If the safety device is activated during a jackpot game) (If the safety device is activated during symbol fluctuation play 1) (If the safety device is activated during symbol fluctuation play 2) (If the safety device is activated while not playing1) (If the safety device is activated while not playing2) (Regarding the jackpot end INT when the safety device is activated) [Configuration Example 1] to [Configuration Example 7]
[0010] 1-1 and 1-2 are perspective views of a gaming machine 1 shown in this embodiment.
[0011] (Game slot) The gaming machine 1 of this embodiment is composed of a gaming frame 5 having a wooden outer frame 2 formed in the shape of a vertically long rectangular frame, an inner frame 3 made of synthetic resin located in front of the outer frame 2, and a front frame 4 made of synthetic resin located in front of the inner frame 3.
[0012] The inner frame 3 is attached to the outer frame 2 so that it can be rotated open and closed and / or detached via outer frame hinges 6 joined at two points above and below the left end of the outer frame 2, and is locked in the closed position to the outer frame 2 by a locking device 6 arranged on the lower right end of the game frame 5.
[0013] The front frame 4 is attached to the inner frame 3 so that it can be rotated open and closed and / or detached via inner frame hinges 7 joined at two points above and below the left end of the inner frame 3, and is locked in the closed position to the inner frame 3 by a locking device 6 arranged on the lower right end of the game frame.
[0014] The inner frame 3 is provided with an inner frame opening 9 for mounting the game board 8, and the inner frame opening 9 is formed with a game board mounting section (not shown) that is provided so that the game board 8 can be attached and detached. When the game board 8 is mounted on this game board mounting section, a front frame opening 10 of the front frame 4 is configured to be located in front of the game board 8.
[0015] The front frame 4 is formed with a glass plate unit mounting section (not shown) to which a transparent glass plate unit can be mounted, so as to correspond to the front frame opening 10. The glass plate that constitutes the glass plate unit is transparent, and is configured so that a player can view the game board 4 mounted on the inner frame 3 from the front of the game frame 5 through the glass plate unit.
[0016] In addition, a plurality of non-transparent decorative covers 11 and transparent decorative covers 12 are arranged on the outer peripheral surface of the front frame opening 10, thereby forming the design shape of the front frame 4. Furthermore, a plurality of front frame LED boards (not shown) with LEDs are arranged inside the transparent decorative covers 12, and the colorful light reflected by the LEDs can be seen by the player through the transparent decorative covers 12.
[0017] (launch handle unit) A firing handle unit 13 is disposed at the lower right of the play frame 5. This firing handle unit is composed of a firing handle 13a, a firing stop button (not shown), a handle touch sensor 13b, a firing intensity adjustment unit (not shown), and a firing handle LED board (not shown) having an LED.
[0018] When the player touches the launch handle 13a, the launch device can launch a game ball, and the flight distance of the launched game ball can be adjusted as desired.
[0019] (Middle push button unit) A center push button unit 14 (effect button unit) that can be operated by the player is located in the lower center of the game frame 5. This center push button unit 14 is composed of a center push button pressing part 14a (operation means), a center push button detection switch 14b, a center push button position detection switch 14c, a center push button movable part (not shown), a center push button movable part motor 14d, and a center push button LED board (not shown) having an LED.
[0020] The configuration is such that a player can operate the center push button depression portion 14a to execute or switch predetermined effects (images, lamps, sounds, movable objects, etc.).
[0021] (saucer) A tray is located at the bottom left of the game frame 5. The tray is made up of an upper tray 15 and a lower tray (not shown). The tray is designed so that the player can freely remove game balls and can roughly check the number of game balls stored in the tray.
[0022] (Volume adjustment button) A volume adjustment button 16 is located at the bottom left of the game frame 5. The volume adjustment button is composed of an upper volume button 16a, a lower volume button 16b, an upper volume button switch 16c, and a lower volume button switch 16d (volume button detection switch). When the player operates the upper volume button 16a (or the lower volume button 16b), the upper volume button switch 16c (or the lower volume button switch 16d) detects the operation, and the output volume output from each of the speakers 19a, 19b, 19c, and 19d can be changed.
[0023] (Light intensity adjustment button) A light intensity adjustment button 17 is located at the bottom left of the game frame 5. The light intensity adjustment button 17 is composed of an upper light intensity button 17a, a lower light intensity button 17b, an upper light intensity button switch 17c, and a lower light intensity button switch 17d (light intensity button detection switch). When the player operates the upper light intensity button 17a (or lower light intensity button 17b), the upper light intensity button switch 17c (or lower light intensity button switch 17d) detects the operation, and the light intensity of each LED 63a, 64a can be changed.
[0024] (D-pad) A cross button 18 is arranged at the bottom left of the game frame 5. The cross button 18 is composed of four buttons arranged on the top, bottom, left and right (upper button 18a, right button 18b, lower button 18c, left button 18d) and four button detection switches 49a, 49b, 49c, 49d (cross button detection switches) corresponding to the top, bottom, left and right buttons. By the player operating one of the top, bottom, left and right buttons, it is possible to execute or switch predetermined effects (images, lamps, sounds, movable objects, etc.) corresponding to each operation.
[0025] (speaker) An upper left speaker 19a and an upper right speaker 19b are arranged at the upper left and right sides of the game frame 5, a lower left speaker 19c and a lower right speaker 19d are arranged at the lower left and right sides, and a lower speaker (not shown) is arranged at the lower right side. Each of the speakers 19a, 19b, 19c, and 19d is used to reproduce and output sounds such as sound effects, and the lower speaker in particular is configured to output low-pitched sounds.
[0026] An upper-left LED board (not shown) and an upper-right LED board (not shown) having LEDs are disposed near the upper-left speaker 19a and the upper-right speaker 19b, respectively. Also, upper-left speaker cover 19e and upper-right speaker cover 19f, which are made of transparent synthetic resin and have light-guiding sections (not shown) that can guide the light of the LEDs, are provided in front of the upper-left speaker 19a and the upper-right speaker 19b. When the LEDs on the upper-left LED board or the upper-right LED board are illuminated, each speaker cover 19e, 19f emits light according to the emitted color.
[0027] Also, a lower left speaker cover 19g and a lower right speaker cover 19h are provided in front of the lower left speaker 19c and the lower right speaker 19d, respectively, and these covers 19g and 19h are made of punched metal.
[0028] In addition, a non-transparent lower speaker cover 19I made of synthetic resin is provided in front of the lower speaker. This lower speaker cover 19I is located on the rear side of the handle unit 13, and is designed so that when sound is output from the lower speaker, the wind pressure caused by the sound output from the lower speaker is transmitted through the lower speaker cover 19I to the player's hand holding the launch handle 13a.
[0029] (Ball loan button, return button) A ball lending button 20 and a return button 21 are located at the lower right side of the game frame 5. When a player operates the ball lending button 20, game balls are dispensed into the trays (upper tray 15 and lower tray), and a game ball lending process is performed for the player. Also, when a player operates the return button 21, a settlement process for the game value balance is performed.
[0030] (Side unit) An inverted L-shaped side unit 22 is detachably disposed on the upper right side of the front frame 4. This side unit 22 is composed of a blower device 22a equipped with a blower, a touch device 22b having a touch sensor, a side unit movable object (not shown) and a side unit movable object motor 22c, a side unit position detection switch 22d, and a side unit LED board (not shown) having an LED.
[0031] This side unit 22 is configured so that it can be attached and detached to the front frame 4 without using tools when the front frame 4 is open. Specifically, it is designed to be detachable by operating a hand screw (not shown) that is provided on the back side of the front frame 4 and penetrates from the back side to the front side, and a clamp (not shown) that is also provided on the back side of the front frame 4 and locks a locking portion 22e provided on the side unit 22 side. The hand screw is located in one location at the upper left side of the front frame, two locations on the right side of the front frame, and one clamp in one location at the upper right side of the front frame.
[0032] In addition, an opening 22f is provided at the upper back side of the side unit 22 for accessing the connection connector provided inside the side unit, and this opening 22f makes it possible to attach and detach the connection harness arranged at the top of the front frame to the connection connector inside the side unit, thereby allowing the side unit 22 to be electrically connected and disconnected.
[0033] In this way, by unitizing a part of the front frame 4 and configuring the unit part to be relatively easily replaceable, it is possible to cheaply and easily change the design of the game frame 5. Also, simply by replacing the unit part, it is possible to adopt a frame design and functional devices that match the motif of the model being sold, which dramatically improves the degree of freedom in development.
[0034] FIG. 1-3 is a perspective view of the rear side of the gaming machine 1 shown in this embodiment.
[0035] (prize ball payout device) A prize ball payout device 23 is provided from the top to the right side of the back of the gaming machine 1. The prize ball payout device 23 is composed of a storage tank 23a, a payout motor 23b, a ball counting switch 23c, a supply shortage detection switch 23d, a payout cassette 23e, a payout rotor (not shown), and a discharge lever (not shown). When the prize ball payout device 23 is activated, a payout operation of game balls is performed, and game balls are paid out to the player.
[0036] (circuit board case) At the bottom of the rear of gaming machine 1, there are detachably arranged power supply board case 24 housing power supply board 50, payout board case 25 housing payout launch control board 51 arranged on the rear side so as to overlap power supply board case 24 in the front-to-back direction, main board case 26 located above it housing main control board 52, and performance board case 27 located further above that housing performance IF board 53, LCD control board 54, LCD IF board 55, and ROM board 56. Furthermore, power supply board case 24 and payout board case 25 are mounted on the game frame 5 side, and main board case 26 and performance board case 27 are mounted on the game board 8 side. Here, each board case 24, 25, 26, 27 is colorless and transparent, and is molded so that the internal boards can be easily seen through.
[0037] The top surface of each board case 24, 25, 26, 27 is formed with case heat dissipation holes 25a, 26a, 27a for dissipating heat generated from the electronic components inside the board to the outside. The case heat dissipation holes 25a, 26a, 27a of the payout board case 25, main board case 26, and performance board case 27 are formed relatively small compared to the power supply board case 24. This is to prevent cheating such as accessing the electronic components inside the board through the case heat dissipation holes 25a, 26a, 27a. On the other hand, the power supply board case 24 is provided with a relatively large case heat dissipation hole (not shown) with an emphasis on heat dissipation efficiency.
[0038] Furthermore, each of the board cases 24, 25, 26, and 27 is configured to house each board inside by joining the upper case body and the lower case body. Here, the payout board case 25, the main board case 26, and the performance board case 27 are provided with a crimping portion (not shown) that seals the upper case body and the lower case body so that they cannot be separated after being joined. The crimping portion is made up of a crimping pin integrally molded into the lower case body, and when joined, the crimping pin is inserted into the upper case body to create a sealed state, making it difficult to open. In this way, by making it difficult to open the case, it is possible to prevent cheating.
[0039] Furthermore, the dispensing board case 25 and the main board case 26 are further provided with a sealing seal (not shown) and a seal cutter (not shown), and are configured so that the sealing seal is always destroyed by the seal cutter when the case is opened. As a result, if the crimped portion is destroyed and the case is opened, the sealing seal is also damaged, making it possible to leave evidence of opening.
[0040] (Back cover) A transparent resin back cover (not shown) is provided on the back of the gaming machine 1 so as to be able to be opened and closed. When the back cover is closed, the power supply board case 24 containing the power supply board 50, the payout board case 25 containing the payout launch control board 51, the main board case 26 containing the main control board 52, the performance IF board 53, the LCD control board 54, the LCD IF board 55, and the performance board case 27 containing the ROM board 56 are arranged to be housed inside the back cover. As a result, each of the boards 50 to 56 is arranged in a state where they can be seen through the back cover and are protected by the back cover.
[0041] The rear cover is also provided with rear cover heat dissipation holes corresponding to the positions of the respective boards to dissipate heat generated by the electronic components in each board to the outside. In addition to the heat dissipation holes, an opening is also provided to allow access to the setting key switch 523 provided on the main control board 52 when the rear cover is closed.
[0042] (External terminal version) An external terminal board 60 is provided on the upper rear surface of the gaming machine 1. A plurality of connectors (connectors 1 to 13) for external output are arranged on the external terminal board 60, and the gaming machine of this embodiment is configured to be able to transmit a predetermined external signal to a hall computer (hall facility equipment) via the external terminal board 60.
[0043] (Block diagram) FIG. 1-4 shows a block diagram of the control system of the gaming machine 1 shown in this embodiment.
[0044] The gaming machine 1 shown in this embodiment is primarily comprised of a power supply board 50 that generates and supplies the necessary power to each board of the gaming machine 1 from an external power source; a payout / launch control board 51 that controls payout by the prize ball payout device 23 and the launch of gaming balls based on the amount of operation of the launch handle unit 13 (launch handle 13a); a main control board 52 that controls the overall gaming operation; a performance IF board 53 that executes performance operations; an LCD control board 54; an LCD IF board 55; and a ROM board 56. In Figures 1-4, the connections between the boards are indicated by arrows. As shown, single-sided arrows indicate one-way communication, while double-sided arrows indicate two-way communication (the direction of the arrow indicates the communication direction). The connections between the boards and the electronic components (switches, sensors, solenoids, motors, speakers, devices, units, display devices, etc.) are also illustrated. Furthermore, the boards and electronic components surrounded by dotted lines as frame-side mounted components indicate that they are mounted on the game frame 5 side of the gaming machine 1, while the other boards and electronic components indicate that they are mounted on the game board 8 side of the gaming machine 1. Details of each will be described below.
[0045] (Power supply board) The power supply board 50 is provided with a power switch 500, and by operating the power switch 500, an external AC power source (such as 100V commercial power or 24V transformed by a transformer) can be input to the gaming machine. The power supply board 50 has a rectifier circuit for converting the input AC power into DC power and a conversion circuit for converting the generated DC power to a predetermined DC voltage. The power supply board 50 is connected to the payout launch control board 51, the main control board 52, and the performance IF board 53 via connectors, and supplies each board 51-56 with DC power of a predetermined voltage converted by the conversion circuit. This DC power source includes a backup power supply, and the backup power supply is supplied to the payout launch control board 51 via the main control board 52 and the backup board 61, allowing backup processing to be performed by the main control CPU 520 of the main control board 52 and the payout control CPU 510 of the payout launch control board 51. Furthermore, the power supply board 50 has a power supply monitoring unit that monitors the on / off of AC power, and is configured to output a power supply abnormality signal when the power supply monitoring unit detects an AC power interruption. This power supply abnormality signal is output to the dispensing / launching control board 51 and the main control board 52, and is used in processing to determine a power supply abnormality by the dispensing control CPU 510 of the dispensing / launching control board 51 and the main control CPU 520 of the main control board 52.
[0046] (control board) The boards that perform various controls related to the game include a payout / launch control board 51, a main control board 52, a performance IF board 53, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56.
[0047] The payout / launch control board 51 is a board that mainly controls the payout and launch of game balls, and is equipped with a payout control unit 510 (payout control means) that is a one-chip microcontroller having a CPU core (payout control CPU 510) and built-in memory (built-in ROM, built-in RWM). The payout control unit 510 is arranged in a state where it can be seen from the outside of the payout board case 25.
[0048] The main control board 52 is a board that performs overall control related to games, and is equipped with a main control unit 520 (main control means) that is a one-chip microcontroller having a CPU core (main control CPU 520) and built-in memory (built-in ROM, built-in RWM), a performance display LED 521, an RWM clear switch 522, and a setting key switch 523. The RWM clear switch 522 and the setting key switch 523 are provided so as to be operable from outside the main board case 26, and the main control unit 520 and performance display LED 521 are arranged so as to be visible from outside the main board case 26.
[0049] The performance IF board 53, LCD control board 54, LCD IF board 55, and ROM board 56 (collectively referred to as the performance control board) are boards that control various performance means (speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, movable object motors 14d, 22c, 30, LCD unit 31) to execute performance operations. The performance IF board 53 is equipped with a movable object IC 530 for controlling movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable object 30a, upper movable object 30b)), an audio IC 531 for controlling the output audio of speakers 19a, 19b, 19c, 19d, and an audio ROM 532 for storing audio data. The LCD control board 54 is equipped with a performance control unit 540 (performance control CPU, performance control means), a VDP circuit 541, and a control ROM 542 for storing programs for processing by the performance control unit 540. In addition, a performance ROM 560 (CGROM) for storing image data is mounted on the ROM board 56. The performance IF board 53, the liquid crystal control board 54, the liquid crystal IF board 55, and the ROM board 56 are each connected by a drawer connector 32, and the respective boards are integrally combined and housed in a common board case (performance board case 27).
[0050] (Payment control unit) The payout control unit 510 is composed of an 8-bit microprocessor payout control CPU, a ROM for storing programs and data related to the game, and an RWM having a work area for storing game information and a stack area for storing a stack pointer.
[0051] Also, although not shown, the dispensing control unit 510 is equipped with a clock generation circuit for generating an internal clock, a WDT (watchdog timer) for monitoring program stoppage or runaway and resetting the dispensing control unit 510 and internal functions, a PTC (timer circuit) for counting the timer value and outputting an interrupt request signal when it reaches a predetermined value, an interrupt controller that can execute an interrupt processing program by receiving an interrupt request signal from the PTC, a serial communication circuit (asynchronous serial communication circuit) for performing serial communication with the outside, a parallel input / output port for performing parallel communication with the outside, a reset controller that generates multiple types of resets (system reset that occurs when the power supply to the dispensing control unit 510 drops, WDT reset by the WDT, and user reset that occurs when it is determined that there has been access to a prohibited area of the program), and built-in function registers for controlling these functions.
[0052] The main role of the payout control unit 510 is to receive lending commands from the game ball lending device 33 and payout control commands from the main control unit 520, and to perform payout control of the prize ball payout device 23 for lending game balls and awarding prize balls.
[0053] (Discharge launch control board) The payout and launch control board 51 receives power from the power supply board 50 and is electrically connected to switches (ball counting switch 23c, supply shortage detection switch 23d, launch stop switch 34, frame open switch 35, ball jam detection switch 36), drive sources (payout motor 23b, launch solenoid 37a, ball feed solenoid 37b), sensors (handle touch sensor 13b), various boards (power supply board 50, main control board 52, external terminal board 60, backup board 61, degree display board 62), and external devices (game ball etc. lending device 33), if necessary via a relay board (not shown).
[0054] This enables the payout control unit 510 to mainly receive a loan request signal from the game ball etc. lending device 33 and a prize ball signal (prize ball command) from the main control unit 520, and based on the received signal, drives the payout motor 23b to control the payout of game balls by the prize ball payout device 23. In addition, when the player operates the launch handle 13a, it also plays a role in executing launch control by driving the launch solenoid 37a and ball feed solenoid 37b based on the detection of the handle touch sensor 13b.
[0055] Furthermore, the dispensing control unit 510 is configured to have the following functions (1) to (6). (1) It is possible to know that there is a shortage of game balls to be paid out based on the abnormality detected by the supply shortage detection switch 23d. (2) Based on the abnormality detection of the ball jam detection switch 36, it is possible to know that the lower tray is full. (3) Based on the detection of an abnormality in the ball counting switch 23c, it is possible to know that excessive payout of game balls is occurring. (4) Based on the detection of the frame opening switches 35a, 35b, it is possible to know that the inner frame 3 or the front frame 4 is open. (5) Based on the detection of the launch stop switch 34, the power supply to the launch solenoid 37a is de-energized, thereby stopping the launch of the game balls by the launch handle unit 13. (6) It is possible to detect when the switches 23c, 23d, 34, 35a, 35b, and 36 are disconnected.
[0056] The payout control unit 510 is configured to be able to transmit information on the signals of the ball counting switch 23c, the supply shortage detection switch 23d, the frame opening switches 35a and 35b, and the ball jam detection switch 36 to the main control unit 520. Furthermore, when the power is turned on, if the payout control CPU has completed startup, it is configured to be able to transmit a payout communication signal to the main control unit 520 indicating that it has started up normally.
[0057] The dispensing control unit 510 receives backup power from the backup board 61, allowing it to store the contents of the built-in RWM even when the power is cut off, thereby enabling it to restore to the backup when the power is turned on.
[0058] (Prize ball payout device 2) The payout control of the prize ball payout device 23 by the payout control unit 510 will now be described in detail. Game balls supplied from a supply device (hall equipment installed to supply game balls to the storage tank 23a) pass through the storage tank 23a above the game frame 5 and are guided through the inclined ball alignment path 23f, which allows the game balls to roll in a single line, to the payout cassette 23e located on the right side of the back of the game frame 5. Game balls that reach the payout cassette 23e abut against a payout rotor (not shown) inside the payout cassette 23e and remain stationary until a payout operation is performed. With the leading game ball thus stationary, subsequent game balls are accumulated in the ball alignment path 23f and the storage tank 23a. This completes the loading of game balls into the gaming machine.
[0059] When a player operates the ball loan button 20 and a loan signal is sent to the payout control unit 510, the payout control unit 510 sends a motor control signal to the payout motor 23b located in the payout cassette 23e. Similarly, when a gaming ball passes through the winning port switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a of the winning ports 38, 39, 40, 41, 42, 43, 44, and 45 arranged in the gaming area 8a of the gaming board 8, a winning signal is sent to the main control unit 520, and the main control unit 520, having received the winning signal, sends a winning ball signal to the payout control unit 510. The payout control unit 510 then sends a motor control signal to the payout motor 23b located in the payout cassette 23e. This causes the payout operation of the gaming balls to be performed.
[0060] When the payout motor 23b is driven, the payout rotor rotates 90 degrees in conjunction with the motor's drive. As a result, the game ball in contact with the payout rotor is pushed out and guided toward the payout passage. Furthermore, as the game ball in contact is guided into the payout passage, the subsequent game balls that have been accumulated will now come into contact with the payout rotor.
[0061] A ball counting switch 23c is installed in the payout passage, and when the ball counting switch 23c detects a gaming ball, a ball counting signal is sent to the payout control unit 510. By receiving the ball counting signal, the payout control unit 510 is able to count the paid-out gaming balls. The payout control unit 510 drives the payout motor 23b and the payout rotor until the number of gaming balls detected by the ball counting switch 23c reaches the number of gaming balls to be paid out in advance, and ends the payout operation when the number of gaming balls to be paid out has been reached.
[0062] A supply-out detection switch 23d is provided in the ball alignment passage 23f. When the supply-out detection switch 23d is in a detection state (a state in which no balls are detected), a supply-out signal is sent to the payout control unit 510. When the payout control unit 510 receives the supply-out signal, it sends a motor control signal to the payout motor 23b, stopping the drive of the payout motor 23b. This prevents the payout operation from being performed when the gaming machine is not sufficiently loaded with game balls.
[0063] In addition, the payout cassette 23e is provided with a discharge lever located upstream of the payout rotor, which guides the game balls in the payout cassette 23e toward the discharge passage. When the discharge lever is operated, the game balls accumulated in the payout cassette 23e are guided toward the discharge passage and discharged through the discharge passage to the outside of the gaming machine 1 through the game ball discharge port at the bottom of the back of the gaming machine 1. As long as the discharge lever is operated, all game balls accumulated in the storage ball alignment passage 23f and the storage tank 23a are guided toward the payout passage, allowing the gaming machine 1 to be in an unloaded state. Incidentally, game balls in contact with the payout rotor and game balls trapped between the payout lever and the payout rotor remain without being guided toward the discharge passage.
[0064] (Ball loan button, return button 2) The ball lending control by the payout control unit 510 will now be described in detail. The ball lending button 20 and return button 21 are provided on the degree display board 62, and when a player operates the ball lending button 20, a lending signal is sent to the game ball etc. lending device 33 installed on the hall facility side. When the game ball etc. lending device 33 receives the lending signal, it outputs a lending request signal to the payout control unit 510. When the payout control unit 510 receives the lending request signal, it executes a lending process for a predetermined number of game balls. As a result, the game balls are paid out into a tray and loaned to the player.
[0065] The point display board 62 is provided with a point display 62a in addition to the ball lending button 20 and the return button 21. The point display 62a displays balance information of the currency etc. that the player has inserted into the gaming ball etc. lending device 33. When the player operates the ball lending button 20, the lending process described above is carried out, and the gaming ball etc. lending device 33 performs processing to update the balance information on the point display 62a. On the other hand, when the player operates the return button 21, the gaming ball etc. lending device 33 performs processing to clear the balance information on the point display 62a, and the gaming value balance is settled for the player.
[0066] (2 saucers) The control of the launch of game balls on the tray by the payout control unit 510 will now be described in detail. The upper tray 15 stores paid-out game balls and game balls inserted by the player, and is formed to have an alignment path along which the stored game balls are aligned in a row. An electrostatic shield plate for preventing static electricity is provided at the location where the game balls are aligned in a row. The alignment path is connected to the ball feed cassette 23e, which is driven by the ball feed solenoid 37b, so that the game balls stored in the upper tray 15 are supplied to the ball feed cassette 23e.
[0067] When the payout control unit 510 energizes the ball feed solenoid 37b, the ball feed cassette 23e is driven, supplying game balls from the alignment passage to the launch rail (not shown).Furthermore, when the payout control unit 510 energizes the launch solenoid 36, the game balls loaded on the launch rail are shot out by a hammer.
[0068] The upper tray 15 has an upper tray ball removal section, which is composed of a ball removal button 48 and a ball removal shutter (not shown). When the ball removal button 48 is operated, the ball removal shutter opens and guides the game balls stored in the upper tray 15 into the lower tray. When the ball removal button 48 is no longer operated, the ball removal shutter closes.
[0069] The lower tray is formed to store paid-out game balls, game balls guided when the upper tray 15 is full and cannot store all the balls, game balls guided by the opening of the ball ejection shutter, game balls shot from the launch rail, and game balls (foul balls) that do not reach the game area 8a formed on the game board 8. Incidentally, game balls that do not reach the game area 8a are configured to be guided to the lower tray by passing through the foul ball passage.
[0070] The lower tray also has a lower tray ball removal section, which is configured by a ball removal lever (not shown). When the ball removal lever is operated in the open direction, an opening is formed in part of the lower tray, and game balls stored in the lower tray are discharged to the outside of the gaming machine 1. When the ball removal lever is operated in the close direction, the opening is closed by the ball removal lever.
[0071] In addition, a ball jam detection switch 36 is provided in the supply passage that supplies game balls to the lower tray. If game balls continue to be supplied even when the lower tray is full, game balls will accumulate in the supply passage. When the ball jam detection switch 36 detects the accumulated game balls, it sends a full tank detection signal to the payout control unit 510. When the payout control unit 510 receives the full tank detection signal, it temporarily stops the payout operation of game balls and sends a lower tray full signal to the main control unit 520. When the main control unit 520 receives the lower tray full signal, it sends a lower tray full error notification command to the performance control unit 540. As a result, when the lower tray becomes full, the performance control unit 540 is configured to issue a lower tray full notification.
[0072] (Launch handle unit 2) The firing control of the firing handle unit 13 by the payout control unit 510 will be described in detail. When a player touches the firing handle 13a, the handle touch sensor 13b detects the player's operation and sends a handle touch sensor signal to the payout control unit 510. When the payout control unit 510 receives this handle touch sensor signal, it becomes electrically conductive to the firing solenoid 37a and the ball feed solenoid 37b.
[0073] The firing intensity adjustment unit detects a change in resistance value according to the amount of operation of the firing handle 13a, and transmits the detection result to the payout control unit 510. When the payout control unit 510 receives the detection result, it applies a current value to the firing solenoid 37a according to the changed resistance value. In this way, by changing the current value received by the firing solenoid 37a, the launch distance of the gaming ball changes, and the player can freely adjust the flight distance of the gaming ball fired.
[0074] Furthermore, when the ball feed solenoid 37b is energized, game balls are supplied to a launch rail (not shown), and the aforementioned launch solenoid 37a is driven to launch the game balls loaded on the launch rail with a hammer (configuration of the launch device). In this way, the payout control unit 510 is designed to repeatedly energize the device, so that game balls can be launched one by one at a rate of 99.9 balls per minute. The game balls are supplied to the launch rail one by one.
[0075] When the firing stop button is operated, a firing stop switch signal is sent to the payout control unit 510. When the payout control unit 510 receives the firing stop switch signal, the firing solenoid 37a is de-energized, and the firing of game balls is stopped. Note that even if the firing handle 13a is not operated, the firing stop switch signal is sent to the payout control unit 510 by the firing stop switch 34.
[0076] In addition, if the game ball lending device 33 is not connected or if the launch control signal sent from the main control unit 520 is OFF, the payout control unit 510 is configured to stop powering the launch solenoid 37a.
[0077] In addition, the aforementioned handle touch sensor signal is configured to be sent not only to the payout control unit 510 but also to the performance control unit 540, so that when the performance control unit 540 receives the handle touch sensor signal, it is able to control the illumination of the LED on the launch handle LED board.
[0078] (frame release switch) The transmission of information from the dispensing control unit 510 to the main control unit 520 will be described in detail. The inner frame 3 is provided with a front frame opening switch 35a that detects the opening of the front frame 4, and an inner frame opening switch 35b that detects the opening of the inner frame 3 itself relative to the outer frame 2. When the front frame 4 is in an open state, a front frame opening signal is sent from the front frame opening switch 35a to the dispensing control unit 510. When the dispensing control unit 510 receives the front frame opening signal, it sends a door / frame opening signal to the main control unit 520. When the main control unit 520 receives the door / frame opening signal, it sends a door / frame opening error notification command to the performance control unit 540. This allows the performance control unit 540 to issue an error notification when the front frame 4 is in an open state.
[0079] Furthermore, when the inner frame 3 is opened relative to the outer frame 2, an inner frame open signal is sent from the inner frame open switch 35b to the dispensing control unit 510. When the dispensing control unit 510 receives the inner frame open signal, it sends a door / frame open signal to the main control unit 520. When the main control unit 520 receives the door / frame open signal, it sends a door / frame open error notification command to the performance control unit 540. This allows the performance control unit 540 to issue a door / frame open error notification when the front frame 4 is opened. Here, whether the front frame 4 is opened or the inner frame 3 is opened, the information sent by the dispensing control unit 510 to the main control unit 520 and the information sent by the main control unit 520 to the performance control unit 540, and the content of the error notification by the performance control unit 540, are the same.
[0080] (Main control unit) The main control unit 520 is composed of a main control CPU which is an 8-bit microprocessor, a ROM which stores programs and data related to the game, and an RWM which has a work area which stores information about the game and game results, and a stack area which stores a stack pointer.
[0081] In addition to programs and data related to games, the ROM stores ROM comments that allow arbitrary data such as the program title and version to be set, a vector table for setting the initial address of the call destination used in a specified command processing (call command), and HW parameters for setting parameters for configuring the internal functions of the main control unit 520 in a hardware manner.
[0082] Although not shown, the main control unit 520 also includes a clock generation circuit for generating an internal clock, four types of random number circuits for generating random values (an 8-bit fixed-length random number circuit, a 16-bit fixed-length random number circuit, an 8-bit variable-length random number circuit, and a 16-bit variable-length random number circuit), a WDT (watchdog timer) for monitoring program stoppages and runaways and resetting the main control unit 520 and internal functions, a CTC (counter timer) for counting the timer value and outputting an interrupt request signal when it reaches a predetermined value, an interrupt controller that can execute an interrupt processing program by receiving an interrupt request signal from the CTC, serial communication circuits (asynchronous serial communication circuit and synchronous serial communication circuit) for performing serial communication with the outside, a reset controller that generates multiple types of resets (a system reset that occurs when the power supply to the main control unit 520 drops, a WDT reset by the WDT, a periodic reset that occurs based on the settings of HW parameters, and an illegal access reset that occurs when it is determined that there has been unauthorized access to a prohibited area of ROM or RWM), and built-in function registers for controlling these functions.
[0083] In addition, the main control unit 520 uses a 16-bit variable-length random number circuit, out of the four types of random number circuits for generating random number values, as a random number (0 to 65535) for determining a jackpot, and performs the jackpot lottery process by determining whether the random number value obtained from the 16-bit variable-length random number circuit is within a predetermined range.
[0084] The main role of the main control unit 520 is to manage the overall gaming operations such as the jackpot lottery process, and to perform abnormality determination for the gaming machine 1. When necessary, the main control unit 520 also controls the operation of peripheral devices controlled by the payout control unit 510 and the performance control unit 540 by sending payout control commands to the payout control unit 510 and sending performance control commands to the performance control unit 540, as necessary. Incidentally, the main control unit 520 transmits and receives commands to the payout control unit 510 via serial two-way communication, and transmits commands to the performance control unit 540 via parallel one-way communication.
[0085] (Main control board) The main control board 52 receives power from the power supply board 50 and is electrically connected to switches (special symbol 1 start port switch 38a, special symbol 2 start port switch 39a, prize port switches 40a, 42a, 43a, large prize port switches 44a, 45a, right gate switch 46a, out switch 47a), drive sources (large prize port opening / closing solenoids 70, 71, special symbol 2 start port opening / closing solenoid 72), various sensors (magnetic sensor 73, radio wave sensor 74, vibration sensor 75), various boards (power supply board 50, payout launch control board 51, performance IF board 53), and display device (pattern display device 76), if necessary via a relay board (not shown).
[0086] As a result, the main control unit 520 can receive detection signals from the special symbol 1 start port switch 38a, the special symbol 2 start port switch 39a, the winning port switches 40a, 42a, 43a, the large winning port switches 44a, 45a, and the right gate switch 46a (normal symbol start port switch), and can determine that a gaming ball has entered any of the winning ports 38, 39, 40, 41, 42, 43, 44, 45. After this determination, if a prize ball needs to be paid out, the main control unit 520 sends a prize ball signal to the payout control unit 510, and a predetermined number of gaming balls (prize balls) are paid out to the player.
[0087] Furthermore, the main control unit 520 is configured to receive detection signals from the magnetic sensor 73, the radio wave sensor 74, and the vibration sensor 75, thereby detecting fraudulent acts that utilize magnets, radio waves, or impacts.
[0088] In addition, the main control unit 520 is configured to drive the large prize opening / closing solenoids 70, 71 and the special pattern 2 starting opening / closing solenoid 72 to displace the opening / closing plates 44b, 45b of the large prize openings 44, 45 and the movable piece 39b of the special pattern 2 starting opening 39, thereby controlling the opening and closing so as to make it easy or difficult (or impossible) for game balls to enter the large prize openings 44, 45 and the special pattern 2 starting opening 39.
[0089] Furthermore, the main control unit 520 can grasp the number of game balls that have been shot into the game area 8a by receiving a detection signal from the out switch 47a.
[0090] In addition, the main control unit 520 controls the display of information regarding special pattern 1 change display, special pattern 2 change display, special pattern 1 memory display, special pattern 2 memory display, normal pattern change display, normal pattern memory display, right hit display, round display, and status display by sending display information to the pattern display device 76.
[0091] (RWM clear switch) The RWM clear switch 522 is accessible from the outside of the main board case 26, and is configured so that when pressed, it turns to the ON state, and when not pressed, it can be switched to the OFF state.
[0092] The RWM clear switch 522 is set as one of the conditions for executing the initialization process to initialize the built-in RWM area when the power is turned on, the setting change process (S1006) to change the jackpot probability to multiple levels (six levels from setting 1 to setting 6), and the setting confirmation process (S1013) to confirm which setting level (setting value) the current setting is set to, by determining the ON / OFF state in the program of the main control CPU.
[0093] When the power is turned on, the main control unit 520 determines whether the RWM clear switch 522 is pressed. If it is determined that the RWM clear switch 522 is pressed, it executes initialization processing of the built-in RWM. If it is determined that the switch is not pressed, it checks the contents of the backup flag to determine whether the contents of the built-in RWM are normal (a checksum may also be used for this determination). If it is determined that the contents of the built-in RWM are normal, it returns to the state before power was cut off, but if it is determined that there is an abnormality, it executes initialization processing of the built-in RWM.
[0094] Also, when the power is turned on, the dispensing control unit 510 determines whether the RWM clear switch 522 provided on the main control board 52 is pressed. If it is determined that the RWM clear switch 522 is pressed, the internal RWM is initialized. If it is determined that the switch is not pressed, the contents of the checksum are checked to determine whether the contents of the internal RWM are normal (this determination may also be made using a backup flag). As a result, if it is determined that the contents of the internal RWM are normal, the state before the power was cut is restored, and if it is determined that there is an abnormality, the internal RWM is initialized.
[0095] (Settings key switch) The setting key switch 523 (setting operation means) is provided so as to be accessible from the outside of the main board case 26, and is configured so that the ON / OFF state can be switched by inserting the setting key into the keyhole of the setting key switch 523 and rotating it.
[0096] The setting key switch 523 is set as one of the conditions for executing a setting change process (S1006) to change the jackpot probability to multiple stages (six stages from setting 1 to setting 6) or a setting confirmation process (S1013) to confirm which setting stage (setting value) the current setting is set to, by determining its ON / OFF state in the program of the main control CPU.
[0097] A setting key is required to perform the setting change process (S1006) or the setting confirmation process (S1013), so that people other than hall personnel cannot easily change or confirm the setting level. Note that the setting change process (S1006) or the setting confirmation process (S1013) may be configured to be executable as long as the execution conditions are met, even if there is only one level of jackpot probability (setting 1 only).
[0098] (Performance display LED) The performance display LED 521 (performance display monitor, performance display means) is arranged on the main control board 52 in a state where it can be seen from outside the main board case 26, and is composed of a collection of multiple 7-segment displays (four pieces). The performance display LED 521 functions as a display means for displaying the following (1) to (3) depending on the situation. (1) It functions as a setting display means for displaying setting information regarding the setting stage of the jackpot probability while the setting is being changed (S1006) or while the setting is being confirmed (S1013). (2) When the power is turned on and an abnormality is detected in the RWM memory contents, resulting in an RWM error state (S1008), the device functions as an RWM abnormality display means that displays information ("E") indicating an RWM error state. (3) After the power is turned on, in cases other than (1) and (2) above, it functions as a performance display means that displays the base value ((number of payouts in low probability low base state ÷ number of outs in low probability low base state) × 100).
[0099] (1) Function as a setting display means Corresponding to the setting stages (stages 1 to 6), numerical values from "1" to "6" are displayed as setting information on the performance display LED 521 (displayed on one of the multiple 7-segment displays). Here, when the setting is being changed (S1006), the setting information is configured to be displayed with dots added, such as "1." to "6.", to indicate that the setting information is in an unconfirmed change state. On the other hand, when the setting is being confirmed (S1013), the setting information has already been confirmed, so the setting information is configured to be displayed as "1" to "6" (without dots).
[0100] (2) Function as an RWM abnormality display means During an RWM error (S1008), the error information "E" is displayed to indicate that an RWM error has occurred. While the RWM error state continues, the error information "E" is always displayed.
[0101] (3) Function as a means of displaying performance The number of payouts, which is information required to calculate the base value, is the total number of game balls paid out as prize balls when a ball enters the various winning slots (special pattern 1 starting slot 38, special pattern 2 starting slot 39, upper left winning slot 40, middle left winning slot 41, lower left winning slot 42, right winning slot 43, upper large winning slot 44, lower large winning slot 45), with special pattern 1 starting slot 38 paying out 1 prize ball, special pattern 2 starting slot 39 paying out 1 prize ball, upper left winning slot 40 paying out 5 prize balls, middle left winning slot 41 paying out 5 prize balls, lower left winning slot 42 paying out 5 prize balls, right winning slot 43 paying out 2 prize balls, upper large winning slot 44 paying out 15 prize balls, and lower large winning slot 45 paying out 10 prize balls.
[0102] In addition, the number of outs, which is information necessary for calculating the base value, is the number of game balls fired into the game area 8a that pass through the out port 47 and the winning ports 38, 39, 40, 41, 42, 43, 44, and 45 and are detected by the out switch 47a when they are finally discharged (≒ the number of game balls fired into the game area).
[0103] Information regarding the base value ((number of dispensed balls in low probability low base state ÷ number of out balls in low probability low base state) × 100) is configured to be able to display the real-time base value currently being measured, the first cumulative base value measured one time ago, the second cumulative base value measured the second time, and the third cumulative base value measured three times ago.
[0104] Furthermore, of the four 7-segment displays that make up the performance display means, two are used as identification segments and the remaining two are used as ratio segments. For example, when displaying the real-time base value, "bL." is displayed as the identification segment and "base value" is displayed as the ratio segment.
[0105] Furthermore, when displaying the first cumulative base value, "b1." is used as the identification segment and the ratio segment to display "base value," when displaying the second cumulative base value, "b2." is used as the identification segment and the ratio segment to display "base value," and when displaying the third cumulative base value, "b3." is used as the identification segment and the ratio segment to display "base value." The performance display means is configured to display the real-time base value → first cumulative base value → second cumulative base value → third cumulative base value in that order for 5 seconds each, and by repeating this cycle, repeatedly displaying each base value.
[0106] Here, each base value is a numerical value calculated for every 60,000 cumulative outs in all game states (low probability low base state, low probability high base state, high probability low base state, high probability high base state, jackpot game state). Specifically, when the cumulative outs reach 60,000 while measuring the real-time base value, the value of the second cumulative base value is stored as the third cumulative base value (the value of the old third cumulative base value is discarded), the value of the first cumulative base value is stored as the second cumulative base value, and the information on the real-time base value is stored as the first cumulative base value. Then, a new measurement of the real-time base value is started again until the cumulative outs reach 60,000.
[0107] When measuring the real-time base value, the real-time base value is displayed in a flashing manner until the cumulative number of outs reaches 6,000 (0 to 5,999), and then in a steady state once it reaches 6,000. The reason why the display is flashing until the cumulative number of outs reaches 6,000 is to indicate that the base value may be temporarily unstable (may fluctuate temporarily above or below in a short period of time) during periods when the cumulative number of outs is low, and therefore unreliable data is likely to be generated.
[0108] As mentioned above, the first to third cumulative base values are accumulated by repeatedly measuring the real-time base value every 60,000 units. However, when displaying the first to third cumulative base values if they have not yet been accumulated, "--" is displayed to indicate that there is no value.
[0109] Also, from the time the power is first turned on until the total number of outs in all game states reaches 300, the real-time base value and the first to third cumulative base values are all displayed as "--". This is for the same reason as above, because the base values are temporarily unstable during periods when the cumulative number of outs is low.
[0110] (External terminal board 2) The external terminal board 60 is connected to the main control unit 520 via the payout / launch control board 51, and is configured to transmit the information to the hall computer (hall facility equipment) when an external end signal regarding specified external output information is output from the main control unit 520.
[0111] The external terminal board 60 is provided with multiple output terminals, and is configured to output external signals from different output terminals depending on the content of the multiple types of external output information output from the main control unit 520. This makes it possible to transmit information individually to the hall computer HC.
[0112] (Production Control Unit) The presentation control unit 540 is composed of a presentation control CPU which is a 32-bit microprocessor, a ROM 542 which stores programs and data related to game presentation, and an RWM which has a work area which stores information related to game presentation and a stack area which stores a stack pointer.
[0113] The performance control unit 540 is composed of a composite chip incorporating a VDP circuit 541 (drawing circuit) with a drawing function for drawing image data to be displayed on the LCD unit 31 (image display means), a sound circuit with a sound playback function, an LED circuit with an LED lighting function, a motor circuit with a motor drive function, and a WDT circuit for resetting the performance control unit 540 and internal functions. In this embodiment, only the VDP circuit 541 (drawing circuit) is used, and for sound playback and motor drive, an audio IC 532 and a movable object IC 531 arranged on the performance IF board 53 are used to realize performances using speakers 19a, 19b, 19c, and 19d and movable objects (center push button movable objects, side unit movable objects, and board-side movable objects (lower movable object 30a, upper movable object 30b)). Regarding the WDT circuit, an external WDT circuit (not shown) provided on the LCD control board 54 is used.
[0114] The performance control unit 540 also includes an internal VRAM used by the VDP circuit 541 (drawing circuit) to generate image data for display on the image display means 31, a preloader circuit that accesses the performance ROM 560 (CGROM) prior to the drawing operation by the VDP circuit 541 (drawing circuit) and performs a preload operation to temporarily transfer a display list DL containing image data and drawing contents to the internal VRAM or external DRAM (mounted on the liquid crystal control board 54), a decoder circuit that decodes compressed data of images read from the performance ROM 560 (CGROM), a display circuit that reads image data drawn in a frame buffer area provided in the internal VRAM and, if necessary, performs appropriate image processing before outputting the display image data to the LCD unit 31, and an LVDS conversion circuit that converts the data to be output to the LCD unit 31 into an LVDS signal and transmits it.
[0115] In addition, the performance control unit 540 has a built-in DMAC circuit (Direct Memory Access Controller) that can transfer data (program data, variable data, lamp data, sound data, motor data, display list) without going through the performance control CPU.
[0116] In addition, the performance control unit 540 is configured to be able to acquire timing information as appropriate from an RTC circuit (mounted on the liquid crystal control board 54) that has a timing function.
[0117] The main role of the performance control unit 540 is to receive performance control commands from the main control unit 520, select performance content based on the received performance control commands, control the display of the image display means 31 using the VDP circuit 541 (drawing circuit), control the sound by speakers 19a, 19b, 19c, and 19d using the sound IC 532, control the light emission of the board-side LED 63a on the board-side LED board 63 and the frame-side LED 64a on the frame-side LED board 64, and control the drive of the movable objects (middle push button movable objects, side unit movable objects, and board-side movable objects (lower movable object 30a, upper movable object 30b)) using the movable object IC 531. In this way, by combining various performance controls by the performance control unit 540 in a time series according to a performance scenario, performance patterns such as pattern change performances and preview performances can be realized.
[0118] Note that the performance control command from the main control unit 520 is composed of two bytes: a one-byte high-order command (MODE) and a low-order command (EVENT). When the main control unit 520 has a command to send, it first sends a first strobe signal to the performance control unit 540, and then sends the high-order command (MODE). After a predetermined time has passed since sending the high-order command (MODE), it sends a second strobe signal and sends the low-order command (EVENT).
[0119] Meanwhile, when the performance control unit 540 receives the first strobe signal from the main control unit 520, it generates an interrupt process for command reception and executes the reception process for the higher-level command (MODE). Similarly, when it receives the second strobe signal, it generates an interrupt process for command reception and executes the reception process for the lower-level command (EVENT). In this way, by executing the reception process for performance control commands using interrupt processing, the command reception process is not hindered by the execution of other program processing, and it is designed to prevent reception errors from occurring due to program processing becoming complicated.
[0120] (Performance IF board, LCD control board, LCD IF board, ROM board) The performance IF board 53, LCD control board 54, LCD IF board 55, and ROM board 56 (collectively referred to as performance control boards) receive power from the power supply board 50 and are electrically connected to switches (center push button position detection switch 14c, side unit position detection switch 22d, volume / light intensity button detection switches 16c, 16d, 17c, 17d, cross button detection switches 49a, 49b, 49c, 49d, and panel-side movable object position detection switch 77), drive sources (side unit movable object motor 22c, center push button movable object motor 14d, and panel-side movable object motor 30), various devices (blower device 22a, touch device 22b, LCD unit 31), and various boards (power supply board 50, main control board 52, panel-side LED board 63, and frame-side LED board 64) via relay boards (not shown) as needed. (Boards equipped with LEDs, such as the panel-side LED board 63 and the frame-side LED board 64, are collectively referred to as decorative boards.)
[0121] As a result, the performance control unit 540 is configured to be able to receive detection signals from the center push button position detection switch 14c, the volume / light intensity button detection switches 16c, 16d, 17c, 17d, and the cross button detection switches 49a, 49b, 49c, 49d, and thereby detect that each button has been operated.
[0122] Furthermore, the performance control unit 540 is configured to be able to execute drive control while grasping the movable positions of the movable objects (middle push button movable objects, side unit movable objects, and board side movable objects (lower movable objects 30a, upper movable objects 30b)) by receiving detection signals from the center push button position detection switch 14c, the side unit position detection switch 22d, and the board side movable object position detection switch 77. Furthermore, if it is determined based on the detection signals from the position detection switches 14c, 22d, and 77 that there is a problem with the movable positions of the movable objects (middle push button movable objects, side unit movable objects, and board side movable objects (lower movable objects 30a, upper movable objects 30b)), it will re-operate the movable objects until it receives detection signals from the position detection switches 14c, 22d, and 77, or will issue a predetermined error notification regarding an abnormality in the movable objects.
[0123] In addition, the performance control unit 540 is configured to be able to perform movable performance operations using movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)) by driving the side unit movable object motor 22c, the middle push button movable object motor 14d, and the board side movable object motor 30.
[0124] Moreover, the effect control unit 540 is capable of driving the blower device 22a to blow air for effect from the air outlet provided in the side unit 22. Also, by driving the touch device 22b, it is possible to execute a predetermined effect in response to the operation of the touch device 22b by the player.
[0125] In addition, the performance control unit 540 is configured to be able to execute the light emission (lighting up) performance of each LED 63a, 64a by sending a lighting signal to the board-side LED 63a mounted on the board-side LED board 63 and the frame-side LED 64a mounted on the frame-side LED board 64.
[0126] A motor driver (not shown) is involved in the communication between the performance control unit 540 and the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)), and the performance control unit 540 sends drive data to the motor driver, which then drives the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)) in accordance with the drive data. Incidentally, in this embodiment, since the movable object IC 530 is used, the performance control unit 540 sends drive performance data to the movable object IC 530, and the movable object IC 530 sends drive data corresponding to the received drive performance data to the motor driver, thereby realizing the driving of the movable objects (middle push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)).
[0127] Furthermore, an LED driver (not shown) is involved in the communication between the performance control unit 540 and each of the LEDs 63a, 64a, and the performance control unit 540 transmits lighting data to the LED driver, which then controls the lighting of each of the LEDs 63a, 64a in accordance with the lighting data. Incidentally, one LED driver can control the lighting of multiple LEDs, and multiple board-side LED drivers are provided for controlling the lighting of the multiple board-side LEDs 63a mounted on the board-side LED board 63, and multiple frame-side LED drivers are provided for controlling the lighting of the multiple frame-side LEDs 64a mounted on the frame-side LED board 64.
[0128] (Middle push button unit 2) The following describes in detail the effects that are produced by the effect control unit 540 using the center push button unit 14. When the player operates the center push button depression unit 14a (operation means), the center push button detection switch 14b detects the player's operation and transmits an operation detection signal to the effect control unit 540. By receiving the operation detection signal, the effect control unit 540 is configured to be able to execute or switch predetermined effects (images, lamps, sounds, movable objects, etc.).
[0129] Furthermore, based on a predetermined control signal transmitted from the main control unit 520 to the performance control unit 540, a motor control signal is transmitted from the performance control unit 540 to the center push button movable object motor 14d. This drives the movable object motor, thereby moving the center push button movable object 14d. Although not particularly limited, a stepping motor may be used as the movable object motor 14d. By appropriately rotating the stepping motor, the center push button movable object can be moved or stopped according to a predetermined performance.
[0130] In addition, in this embodiment, a DC motor (vibration means) is installed as the movable motor 14d in addition to the stepping motor described above. By rotating and driving this DC motor, a vibration effect can be executed, which vibrates the center push button portion 14d. When executing the vibration effect, the torque setting value of the DC motor can be appropriately changed to change the vibration intensity of the vibration effect according to the expected winning probability. Incidentally, instead of a DC motor, an AC motor or a stepping motor may be used to drive the center push button portion 14d.
[0131] In addition, based on a predetermined control signal sent from the main control unit 520 to the performance control unit 540, an LED drive control signal is sent from the performance control unit 540 to the middle push button LED board, thereby making it possible to control the illumination of the LED on the middle push button LED board.
[0132] The center push button depression section 14d is used in a predetermined advance notice effect (operation effect). During the valid operation time set in the predetermined advance notice effect (operation effect), a predetermined operation (single press, repeated press, long press, etc.) by the player can be performed, or a predetermined effect (image, lamp, sound, movable object, etc.) can be executed or switched. During the valid operation period, the LED on the center push button LED board is controlled to emit light in a predetermined light emission mode, so that the player can be notified that the valid operation time is in progress.
[0133] (Volume adjustment button 2) The following describes in detail the effects using the volume adjustment button 16 by the effect control unit 540. When the player operates the upper volume button 16a (or the lower volume button 16b), the upper volume button switch 16c (or the lower volume button switch 16d) detects the operation and sends a volume operation detection signal to the effect control unit 540. Upon receiving the volume operation detection signal, the effect control unit 540 changes the output volume output from the speakers 19a, 19b, 19c, and 19d.
[0134] The output volume that can be changed using the volume adjustment button 16 is configured in 10 stages. Volume setting 1 is the smallest, and the output volume increases as the volume setting stage increases, with volume setting 10 being the loudest. The image display means 31 is designed to display the current volume setting stage, and the performance control unit 540 is configured to display volume setting information indicating the current volume setting on the image display means 31 based on a volume operation detection signal that is output in response to the player operating the upper volume button 16a (or lower volume button 16b).
[0135] Furthermore, the effect control unit 540 is configured to display the current volume setting on the display means even if the player has not been playing for a predetermined period of time. Furthermore, the display mode of the volume setting information is changed depending on whether or not a game is being played. When a game is being played, the volume setting information is displayed in a smaller size than when a game is not being played, and the display position is designed to be closer to the edge of the display screen. This is because there are more other display objects (pattern changing images, reserved images, preview images, etc.) when a game is being played than when a game is not being played, and the display positions are designed to avoid overlapping as much as possible.
[0136] (Light intensity adjustment button 2) The following describes in detail the effects using the light intensity adjustment button 17 by the effect control unit 540. When a player operates the upper light intensity button 17a (or lower light intensity button 17b), the upper light intensity button switch 17c (or lower light intensity button switch 17d) detects the operation and sends a light intensity operation detection signal to the effect control unit 540. Upon receiving the light intensity operation detection signal, the effect control unit 540 changes the light intensity of each of the LEDs 63a, 64a.
[0137] The light intensity that can be changed using the light intensity adjustment button 17 is configured to have three levels. Light intensity setting 1 is the smallest, and the light intensity increases as the light intensity setting level increases, with light intensity setting 3 being the largest. The image display means 31 is designed to display the current light intensity setting level, and the performance control unit 540 is configured to display light intensity setting information indicating the current light intensity setting on the image display means 31 based on a light intensity operation detection signal that is output in response to the player operating the upper light intensity button 17a (or lower light intensity button 17b).
[0138] In addition, the effect control unit 540 is configured to display the current light intensity setting on the display means even if the player has not been playing for a predetermined period of time. Furthermore, the display mode of the light intensity setting information is changed depending on whether or not a game is being played. When a game is being played, the light intensity setting information is displayed in a smaller size than when a game is not being played, and the display position is designed to be closer to the edge of the display screen. This is because there are more other displayed objects (pattern changing images, reserved images, preview images, etc.) when a game is being played than when a game is not being played, and the display positions are designed to avoid overlapping as much as possible.
[0139] Furthermore, the LEDs whose light intensity can be changed using the light intensity adjustment button 17 are limited to the light intensity of the frame-side decorative LEDs 64a for effect installed at various locations on the game frame 5 and the board-side decorative LEDs 63a for effect installed at various locations on the game board, whose display is controlled by the performance control unit 540. Therefore, for example, the light intensity of an LED for displaying the game result, such as the symbol display device 76 whose display is controlled by the main control unit 520, cannot be changed using the light intensity adjustment button 17. Furthermore, if the LEDs whose display is controlled by the performance control unit 540 include a variable display device 95 that displays the variable status of symbols, a hold display LED for displaying the number of reserved symbol variations, and the like, it is desirable to configure these LEDs so that their light intensity cannot be changed using the light intensity adjustment button 17.
[0140] In addition, the LEDs whose light intensity can be changed using the light intensity adjustment button 17 are the frame-side decorative LED 64a and the board-side decorative LED 63a, but it is also possible to configure it so that only one of them is changeable. Also, it is not limited to the frame-side decorative LED 64a and the board-side decorative LED 63a, but it is also possible to configure it so that the backlight light intensity (light intensity of the display screen) of the LCD unit 31 is changeable.
[0141] (D-pad 2) The following describes in detail the effects using the cross button 18 by the effect control unit 540. When the player operates any of the up, down, left, and right buttons 18a, 18b, 18c, and 18d, the button detection switches 49a, 49b, 49c, and 49d detect the operation and send a cross button operation detection signal to the effect control unit 540. By receiving the cross button operation detection signal, the effect control unit 540 is configured to be able to execute or switch predetermined effects (images, lamps, sounds, movable objects, etc.) corresponding to each operation.
[0142] Although not particularly limited, the cross button is used in predetermined preview effects (operation effects) and is used by the player to select customization settings when executing a game customization function that the player can set at their own discretion.
[0143] (Side unit 2) The performance using the side unit 22 by the performance control unit 540 will be described in detail. Based on a predetermined control signal transmitted from the main control unit 520 to the performance control unit 540, the performance control unit 540 energizes the blower device 22a. This activates the blower device, and air is blown out from an air outlet (not shown) of the side unit 22 located at the upper front side of the gaming frame 5. Thereafter, when the blower device 22a is no longer energized, the operation of the blower device stops. The blower device 22a is used in a predetermined advance notice performance (for example, an air performance).
[0144] The touch device 22b is also used in a predetermined advance notice effect (for example, an operation effect). When a player performs a predetermined operation (touch operation) on the touch device 22b during the valid operation time set in the operation effect, a detection signal is sent to the effect control unit 540, and the effect control unit 540 is configured to receive the detection signal and execute or switch predetermined effects (images, lamps, sounds, movable objects, etc.). During the valid operation period, the LEDs on the side unit LED board are controlled to emit light in a predetermined light emission mode, thereby notifying the player that the valid operation period is in progress.
[0145] The side unit LED boards light up the LEDs in a lighting mode corresponding to the air effects using the blower device 22a or the operation effects using the touch device when the respective effects are executed. In addition, by synchronizing the lighting of the front frame LED boards provided in the front frame 4 with the overall lighting control by the effect control unit 540, it is possible to execute lighting effects with a sense of unity throughout the entire game frame 5.
[0146] (Game board) 1-5 shows a front view of the game board 8 of the game machine 1 shown in this embodiment. As shown in FIG. 1-5, the game board 8 is made of a plywood board 80 (or a transparent resin board), and an inner rail 81a and an outer rail 81b (collectively referred to as guide rails 81) for guiding the launched game balls are arranged in a ring shape on the surface of the board, and a game area 8a is formed inside the guide rails 81, in which the launched game balls can roll.
[0147] In this game area 8a, there are arranged a center ornament 82, a special symbol 1 start port 38 (special symbol 1 start means), a special symbol 2 start port 39 (special symbol 2 start means), other winning ports (upper left winning port 40, middle left winning port 41, lower left winning port 42, right winning port 43), large winning ports (upper large winning port 44, lower large winning port 45), a right gate 46 (normal symbol operating device), an outlet 47, numerous game nails 96, a windmill 83, etc. In addition, a pattern display device 76 is arranged at the bottom outside the game area 8a (non-game area).
[0148] The guide rail 81 forms a gaming area 8a, which is an area surrounded by an upper left corner ornament 84 that is arranged across the left and upper sides of the gaming board 8, and a lower right corner ornament 85 that is arranged across the right and lower sides.
[0149] The center ornament 82 is detachably attached to the center of the game area 8a in correspondence with the opening hole in the plywood board 80, and is arranged so as to be located in front of the display screen of the image display means 31. The center ornament 82 has an opening 86 formed therein so that the display screen of the image display means 31 can be seen, and has a eaves portion 87 that protrudes forward to surround this opening 86. This eaves portion 87 prevents game balls rolling around the opening 86 of the center ornament 82 from entering the inside of the opening 86, thereby protecting the display screen area of the image display means 31.
[0150] The eave portion 87 located at the apex of the center ornament 82 is provided with a predetermined inclination angle in both the left and right directions with the apex portion 87a as the boundary, and the game balls launched into the game area 8a are divided to the left and right with this apex portion 87a as the boundary, and flow down either the left flow-down passage 88 located on the left side of the center ornament 82 and image display means 31 or the right flow-down passage 89 located on the right side.
[0151] The center ornament 82 also has a permeable ball flow lower section 90 along the surface of the plywood 80, allowing game balls to pass through the front side of the section, and this ball flow lower section 90 is formed to be positioned in the left flow-down passage 88, and multiple resin nails 90a are arranged therein to change the direction in which the game balls fall.
[0152] The center ornament 82 also has a stage 91 at its lower end, along which gaming balls can roll in the left-right direction. An open passage 91a through which balls can enter the stage 91 is located on the left downflow path 88 side, and the stage 91 is designed so that gaming balls flowing down the left downflow path 88 enter the passage 91a and are guided onto the stage 91. A drop path 91b is located in the center of the stage 91, through which gaming balls can fall from the stage 91, guiding the gaming balls toward the special symbol 1 start hole 38, which is located below the stage 91 and has an upward opening. The existence of this drop path 91b and the existence of the passage 91a only on the left downflow path 88 through which balls can enter the stage 91 make it more likely that gaming balls flowing down the left downflow path 88 will enter the special symbol 1 start hole 38 than gaming balls flowing down the right downflow path 89.
[0153] Moreover, a game ball that passes through the passage 91a and is guided onto the stage 91 has a higher probability of entering the special symbol 1 start hole 38 than a game ball that flows down the left flow-down passage 88 without passing through the passage 91a.
[0154] (Board game parts) The game board 8 has, as game components arranged within the game area 8a, a left side ornament 92 arranged in the lower left of the game area 8a, a special pattern 1 start opening unit 93 arranged in the lower center of the game area, and a center role unit 94 including the center ornament 82 arranged in the center of the game area 8a.
[0155] The left side ornament 92 is detachably attached to correspond to the opening holes of the plywood 80, and is configured with a base plate 92a through which game balls can pass along the front side of the surface of the plywood 80, a plurality of winning openings (upper left winning opening 40, middle left winning opening 41, lower left winning opening 42) through which game balls can enter, and an outlet 47. It also has a ball guide passage 92b that protrudes forward from the base plate 92a and is inclined at a predetermined angle in the left-right direction, and is configured so that game balls that flow down come into contact with or roll against this ball guide passage 92b, thereby changing the direction in which the game balls flow down.
[0156] A ball passage with a width corresponding to one game ball is formed inside each of the winning openings 40, 41, 42 of the left side ornament 92. A winning opening switch 40a, 42a for detecting the game ball entering the ball passage is provided along the ball passage, and the game ball flowing down the ball passage is configured to always pass through the winning opening switch 40a, 42a. This makes it possible to always detect game balls that enter each of the winning openings 40, 41, 42.
[0157] The game balls detected by the prize opening switches 40a and 42a then follow the ball path and are discharged to the back side of the game board. Here, of the prize openings 40, 41, and 42, the ball paths of the upper left prize opening 40 and the center left prize opening 41 are formed to converge within the left side ornament 92, and are configured so that the ball entry is detected by the common upper left center left prize opening switch 40a installed at the junction. A separate, independent lower left prize opening switch 42a is provided for the lower left prize opening 42.
[0158] On the other hand, outlet 47 provided on the left side decoration has a ball passage formed therein that is the width of one game ball, just like each of the winning holes 40, 41, 42, but no detection switch is provided along the ball passage, and game balls that enter simply follow the ball passage and are discharged to the back side of the game board 8. After being discharged to the back side of the game board 8, game balls that enter outlet 47 are configured to pass through out switch 46a provided on the discharge path, so that they can be counted as out balls.
[0159] Incidentally, game balls that enter the outlet 47 located at the bottom of the game area 8a are also counted as out balls because they are configured to pass through the out switch 46a located in the discharge path after being discharged to the back side of the game board 8.
[0160] The special symbol 1 start opening unit 93 is detachably attached to the plywood 80 in accordance with the opening. It includes a base plate 93a through which the game ball can pass along the surface of the plywood 80, a special symbol 1 start opening 38 (special symbol 1 start means) that is formed as a non-opening type that allows the game ball to enter and initiates the special symbol 1 variable display, and a special symbol 1 start opening LED board (not shown) with LEDs. The special symbol 1 start opening 38 protrudes forward from the base plate 93a and is arranged as an upward opening. The special symbol 1 start opening LED board is arranged behind the special symbol 1 start opening 38 and is configured to illuminate the base plate 93a around the special symbol 1 start opening 38 from behind by emitting LED light.
[0161] A ball passage the width of one gaming ball is formed inside the special symbol 1 start port 38 of the special symbol 1 start port unit. A special symbol 1 start port switch 38a for detecting the entry of a gaming ball is provided along the way of this ball passage, and gaming balls flowing down the ball passage are configured to always pass through this special symbol 1 start port switch 38a. This makes it possible to detect gaming balls that have entered the special symbol 1 start port 38. The gaming ball detected by the special symbol 1 start port switch 38a then follows the ball passage and is discharged to the back side of the gaming board 8.
[0162] The center role unit 94 is detachably attached to correspond to the opening hole of the plywood 80, and includes a base plate 94a through which the game ball can pass along the surface of the plywood 80, a center decoration 82, a right gate switch 46a (normal symbol start port switch) for starting the normal symbol variable display formed by the passing gate 46 through which the game ball can pass, a special symbol 2 start port 39 (special symbol 2 start means) for starting the special symbol 2 variable display formed by an opening and closing type that can be changed between an open state in which the game ball can enter and a closed state in which the game ball cannot enter (or is more difficult than the open state) by the displacement of the movable piece 39b, a winning port (right winning port 43) through which the game ball can enter, and a special symbol 2 start port 39 (special symbol 2 start means) for starting the special symbol 2 variable display formed by the opening and closing type that can be changed between an open state in which the game ball can enter and a closed state in which the game ball cannot enter (or is more difficult than the open state) by the displacement of the opening and closing plates 44b, 45b. It is equipped with large prize openings (upper large prize opening 44, lower large prize opening 45) that can be changed between an open state where game balls can enter and a closed state where balls cannot enter (or where it is more difficult to enter than the open state), an outlet 47, solenoids for opening and closing the movable piece 39b of the special pattern 2 starting opening 39 or the opening and closing plates 44b, 45b of the large prize openings 44, 45 (upper large prize opening opening / closing solenoid 70, lower large prize opening opening / closing solenoid 71, special pattern 2 starting opening opening / closing solenoid 72), fraud detection sensors for detecting fraud (magnetic sensor 73, radio wave sensor 74), a variable display device 95 that shows the changing state of special pattern 1, special pattern 2 and / or normal patterns, and a center role LED board (not shown) with LEDs.
[0163] The center role LED board is placed in multiple locations, such as the underside of the stage 91 of the center decoration 82, the rear of the special pattern 2 starting opening 39, the upper large prize opening 44, the lower large prize opening 45, and the variable display device 95, and is configured to illuminate the stage 91, the special pattern 2 starting opening 39, the upper large prize opening 44, the lower large prize opening 45, and the variable display device 95 by emitting LED light.
[0164] A special pattern 2 start port switch 39a is provided inside the special pattern 2 start port 39 (special pattern 2 start means), and this special pattern 2 start port switch 39a makes it possible to detect a game ball that has entered the special pattern 2 start port 39.
[0165] In addition, inside the upper large prize opening 44 and the lower large prize opening 45, there are provided large prize opening switches (upper large prize opening switch 44a, lower large prize opening switch 45a), respectively, which make it possible to detect game balls that have entered the upper large prize opening 44 or the lower large prize opening 45.
[0166] Incidentally, game balls entering the special symbol 1 starting hole 38, the special symbol 2 starting hole 39, the upper left winning hole 40, the center left winning hole 41, the lower left winning hole 42, the right winning hole 43, the upper large winning hole 44, and the lower large winning hole 45 are detected by the winning switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a. After detection by the winning switches 38a, 39a, 40a, 42a, 43a, 44a, and 45a, the balls are discharged to the back side of the game board 8 and pass through the outlet switch 47a provided in the discharge path. This ensures that all game balls launched into the game area 8a pass through the outlet switch 47a. Alternatively, a launch switch for counting the launched game balls may be provided instead of the outlet switch 47a. This allows all game balls launched into the game area 8a to be counted without omission.
[0167] (Pattern display device) The symbol display device 76 is disposed at the bottom of the game board 8 and is configured as a part of the right corner decoration 85. An enlarged view of the symbol display device 76 is shown in FIG. 1-5.
[0168] The symbol display device is composed of a group of 32 LEDs, and of the 32 LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i, 76j, eight special symbol 1 change display LEDs 76a are assigned as special symbol 1 change displays, eight special symbol 2 change display LEDs 76b are assigned as special symbol 2 change displays, two special symbol 1 memory display LEDs 76c are assigned as special symbol 1 memory displays, two special symbol 2 memory display LEDs 76d are assigned as special symbol 2 memory displays, two normal symbol change display LEDs 76e are assigned as normal symbol change displays, two normal symbol memory display LEDs 76f are assigned as normal symbol memory displays, two right hit display LEDs 76g are assigned as right hit displays, four round display LEDs 76h are assigned as round displays, and two status display LEDs 76i, 76j are assigned as status displays.
[0169] Here, the 32 LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i, 76j are classified into four LED groups of eight each, with the first LED group constituting the special pattern 1 change display 76a, the second LED group constituting the special pattern 2 change display 76b, the third LED group constituting the special pattern 1 memory display 76c, the special pattern 2 memory display 76d, the normal pattern memory display 76f, and the status displays 76i and 76j, and the fourth LED group constituting the normal pattern change display 76e, the right hit display 76g, and the round display 76h.
[0170] (Special pattern 1 change display, special pattern 2 change display) The special symbol 1 variation display using the symbol display device 76 is initiated on the condition that the special symbol 1 starting means 38 detects a gaming ball, and the eight special symbol 1 variation display LEDs 76a are illuminated in a variation illumination pattern. After that, the special symbol 1 variation display LEDs 76a are illuminated in a stop illumination pattern, and the special symbol 1 variation display ends. Specifically, when the special symbol 1 starting means 38 detects a gaming ball, the main control unit 520 acquires a random number (0 to 65535) for determining a jackpot, executes a jackpot lottery process based on the acquired jackpot random number, and executes the special symbol 1 variation display in a variation illumination pattern based on the lottery result.
[0171] The main control unit 520 executes the special symbol 1 variation display using the variation light-emitting pattern for a predetermined time, and then selects a big win stop light-emitting pattern if the lottery result is a big win, a small win stop light-emitting pattern if the lottery result is a small win, and a miss stop light-emitting pattern if the lottery result is a miss. The main control unit 520 causes the special symbol 1 variation display LED 76a to light up based on the selected stop light-emitting pattern, and ends the special symbol 1 variation display. Here, if the stop light-emitting pattern is a big win stop light-emitting pattern, a big win game occurs, and if it is a small win stop light-emitting pattern, a small win game occurs.
[0172] The special symbol 2 variation display using the symbol display device 76 is initiated on the condition that the special symbol 2 start means 39 detects a gaming ball, and the eight special symbol 2 variation display LEDs 76b are illuminated in a variation illumination pattern. After that, the special symbol 2 variation display LEDs 76b are illuminated in a stop illumination pattern, and the special symbol 1 variation display ends. Specifically, when the special symbol 2 start means 39 detects a gaming ball, the main control unit 520 acquires a random number (0 to 65535) for jackpot determination, executes a jackpot lottery process based on the acquired jackpot random number, and executes the special symbol 2 variation display in a variation illumination pattern based on the lottery result.
[0173] The main control unit 520 executes the special symbol 2 variation display using the variation light-emitting pattern for a predetermined time, and then selects a big win stop light-emitting pattern if the lottery result is a big win, a small win stop light-emitting pattern if the lottery result is a small win, and a miss stop light-emitting pattern if the lottery result is a miss. The main control unit 520 causes the special symbol 2 variation display LED 76b to light up based on the selected stop light-emitting pattern, and ends the special symbol 2 variation display. Here, if the stop light-emitting pattern is a big win stop light-emitting pattern, a big win game will occur, and if it is a small win stop light-emitting pattern, a small win game will occur.
[0174] In addition, the lighting patterns during the change of the special pattern 1 change display (or the special pattern 2 change display) and each stop lighting pattern are each composed of a combination of turning on or off eight LEDs 76a for special pattern 1 display (or eight LEDs 76b for special pattern 2 change display).
[0175] In addition, the main control unit 520 is configured to have multiple types of big win stop light emission patterns that differ depending on the type of big win, multiple types of small win stop light emission patterns that differ depending on the type of small win, and multiple types of miss stop light emission patterns that differ depending on the type of miss.
[0176] In addition, in this embodiment, the special symbol 1 variable display and the special symbol 2 variable display are not executed in parallel, and while one of the variable displays is being executed, the other variable display is not executed, and after the variable display being executed is finished, the other variable display is started. However, there is no particular limitation, and the special symbol 1 variable display and the special symbol 2 variable display may be configured to be executed in parallel.
[0177] (Special pattern 1 memory display, special pattern 2 memory display) When the special symbol 1 start means 38 detects a game ball during a special symbol change pending period, such as during special symbol 1 change display, special symbol 2 change display, jackpot play, or small jackpot play, the random numbers for jackpot determination acquired as a result of this are stored as special symbol 1 pending memory up to a predetermined upper limit (e.g., 4). After that, when the predetermined period ends, if the special symbol 1 pending memory is 1 or more, one pending memory is consumed, and execution of the special symbol 1 change display begins. This number of pending memories is notified as a special symbol 1 memory display by the special symbol 1 memory display LED 76c of the symbol display device 76. The special symbol 1 memory display has five display modes that indicate a predetermined number (0 to 4) by combining the illumination modes (e.g., on, flashing, off) of the two special symbol 1 memory display LEDs 76c. The number of pending memories of the special symbol 1 pending memory can be notified by illuminating the special symbol 1 memory display LED 76c.
[0178] When the special symbol 2 start means 39 detects a game ball during a special symbol change pending period, such as during special symbol 1 change display, special symbol 2 change display, jackpot play, or small jackpot play, the random numbers for jackpot determination acquired as a result of this are stored as special symbol 2 pending memory up to a predetermined upper limit (e.g., 4). After that, when the predetermined period ends, if there is one or more special symbol 2 pending memories, one pending memory is consumed, and execution of the special symbol 2 change display begins. This number of pending memories is notified as a special symbol 2 memory display by the special symbol 2 memory display LED 76d of the symbol display device 76. The special symbol 2 memory display has five display modes that indicate a predetermined number (0 to 4) by combining the illumination modes (e.g., on, flashing, off) of the two special symbol 2 memory display LEDs 76d. The number of pending memories of the special symbol 2 pending memory can be notified by illuminating the special symbol 2 memory display LED 76d.
[0179] In addition, in this embodiment, when there are one or more special symbol 1 reserved memories and one or more special symbol 2 reserved memories, the special symbol 2 reserved memories are configured to be consumed preferentially. Therefore, when there are one or more special symbol 1 reserved memories and one or more special symbol 2 reserved memories, if the currently running special symbol 1 variable display or special symbol 2 variable display ends, the reserved memory number of the special symbol 2 reserved memory is consumed preferentially, so that the special symbol 2 variable display will be executed as the next variable display. However, this is not particularly limited, and it may be configured so that the special symbol 1 reserved memory is consumed preferentially.
[0180] (Normal pattern change display) The normal pattern variation display using the pattern display device 76 is started on the condition that the right gate switch 46a (normal pattern start switch) detects a gaming ball, and the two normal pattern variation display LEDs 76e are illuminated in a variation illumination pattern. After that, the normal pattern variation display LEDs 76e are illuminated in a stop illumination pattern, and the normal pattern variation display ends. Specifically, when the right gate switch 46a detects a gaming ball, the main control unit 520 acquires a win determination random number (0 to 30000), executes a win lottery process based on the acquired win random number, and the main control unit 520 executes the normal pattern variation display in a variation illumination pattern based on the lottery result.
[0181] The main control unit 520 executes the normal symbol variation display using the variation light-emitting pattern for a predetermined time, and then selects a winning stop light-emitting pattern if the lottery result is a win, and selects a losing stop light-emitting pattern if the lottery result is a loss. The main control unit 520 causes the normal symbol variation display LED 76e to light up based on the selected stop light-emitting pattern, and ends the normal symbol variation display. Here, if the stop light-emitting pattern is a winning stop light-emitting pattern, the special symbol 2 starting means 39 is activated to open (electric chute support).
[0182] In addition, it may be configured to have a plurality of different winning stop light emission patterns depending on the type of winning, and a plurality of different losing stop light emission patterns depending on the type of losing.
[0183] (Normal pattern memory display) When the right gate switch 46a detects a game ball during a normal symbol change pending period, such as during normal symbol change display or during open play of the special symbol 2 starting means 39, the random numbers for winning judgment acquired as a result of this are stored as normal symbol pending memory up to a predetermined upper limit number (for example, 4). After that, when the normal symbol change pending period ends, if the normal symbol pending memory is 1 or more, one pending memory number is consumed and the normal symbol change display starts to be executed.
[0184] The number of reserved memories is notified as a normal pattern memory display by the normal pattern memory display LED 76f of the pattern display device 76. The normal pattern memory display is configured to be able to notify the number of reserved memories of the normal pattern reserved memories by illuminating the normal pattern memory display LED 76f in five display modes that indicate a predetermined number (0 to 4) by combining the light emitting modes (e.g., on, blinking, off) of the two normal pattern memory display LEDs 76f.
[0185] (Denchu support) When the normal symbol variation display ends and the result is a winning stop light-emitting pattern, the special symbol 2 start means 39 is opened (electric chute support). When this electric chute support occurs, the main control unit 520 drives the special symbol 2 start port opening / closing solenoid 72, causing the movable piece 39b of the special symbol 2 start port 39 to open and close in a predetermined opening / closing pattern. This opens the special symbol 2 start port 39, allowing a game ball to enter the special symbol 2 start port 39.
[0186] When a game ball enters the special pattern 2 starting hole 39, the special pattern 2 starting hole switch 39a inside the special pattern 2 starting hole 39 detects the winning, and if the main control unit 520 receives the detection signal from the special pattern 2 starting hole switch 39a and determines that the winning is normal, a predetermined number of prize balls are paid out to the player, a jackpot lottery process related to the special pattern 2 variable display is carried out, and the special pattern 2 variable display begins.
[0187] At this time, if there is a special symbol 2 variable display or the like currently in progress, one is added to the reserved memory for special symbol 2. The opening of special symbol 2 start hole 39 is completed for a predetermined time (e.g., 0.068 seconds when the extension function is not activated, or 5.7 seconds when the extension function is activated) or when the number of winning symbols in special symbol 2 start hole 39 reaches a predetermined number (e.g., 10), and special symbol 2 start hole 39 is closed. By performing this electric chute support using special symbol 2 start hole 39 once, electric chute support is realized that can grant the player a certain number of prize balls and the opportunity to execute the special symbol 2 variable display.
[0188] Incidentally, in this embodiment, the special pattern 2 starting port 39 is located in the right flow-down passage 89, so that a game ball that has flowed down the right flow-down passage 89 is more likely to enter the special pattern 2 starting port 39 than a game ball that has flowed down the left flow-down passage 88.
[0189] In addition, if there are multiple winning stop light emission patterns, the opening and closing pattern of the electric chute support may be configured to differ depending on the type of winning stop light emission pattern.
[0190] (Jackpot game) When the special symbol 1 variable display or special symbol 2 variable display ends and the result is a jackpot stop light-up pattern, a jackpot game occurs. In this jackpot game, the main control unit 520 drives the large prize opening opening / closing solenoids 70, 71, causing the opening / closing plates 44b, 45b of the large prize openings 44, 45 to open and close in a predetermined opening / closing pattern. This opens the large prize openings 44, 45, allowing game balls to enter the large prize openings 44, 45.
[0191] When a game ball enters the large prize openings 44, 45, the large prize opening switches 44a, 45a inside the large prize openings 44, 45 detect the entry, and if the main control unit 520 receives a detection signal from the large prize opening switches 44a, 45a and determines that the entry is normal, a predetermined number of prize balls are paid out to the player. The large prize openings 44, 45 remain open for a predetermined time (maximum continuous open time is 29.8 seconds) or end when the number of balls entering the large prize openings 44, 45 reaches a predetermined number (e.g., 10 balls), and the large prize openings 44, 45 are closed. This opening game (round game) of the large prize openings 44, 45 is counted as one round, and by repeating this a predetermined number of times (e.g., 2 to 10 rounds), a jackpot game in which a certain number of prize balls can be awarded to the player is realized.
[0192] Incidentally, in this embodiment, the large prize openings 44, 45 are located in the right-flow passage 89, so that game balls that have flowed down the right-flow passage 89 are more likely to enter the large prize openings 44, 45 than game balls that have flowed down the left-flow passage 88.
[0193] In addition, interval times are set for the jackpot game, such as an interval before the start of the jackpot, an interval between rounds, and an interval after the jackpot ends.
[0194] The time between the start of the first round of play after the special symbol 1 or special symbol 2 variation display becomes the jackpot stop light pattern is the interval before the jackpot starts, and during this time, the player is given instructions regarding the round of play, etc. For example, to make it easier for the game ball to enter the jackpot openings 44 and 45, the player is instructed to aim the game ball at the right flow passage 89.
[0195] Next, the time provided after one round of play ends and before the next round of play begins is the inter-round interval, and this time is used as an ejection waiting time until game balls remaining in the large prize openings 44, 45 pass through the large prize opening switches 44a, 45a and are ejected, or to update information such as the number of rounds of play displayed using the image display means 31. Here, the ejection waiting time may be the inter-round interval, or a separate ejection waiting time may be provided, and the inter-round interval may start after this ejection waiting time has elapsed.
[0196] Next, the time set aside after the final round play ends until the special symbol 1 variation display or special symbol 2 variation display can be executed again is the jackpot end interval, and this time is used to warn the player about forgetting to remove the prepaid card and preventing addiction, to notify the game status after the jackpot play ends, the number of balls won up to that point, display the company logo, etc. Incidentally, although the time from the end of the final round play until the start of the jackpot end interval is not strictly between rounds of play, it is also possible to set a time similar to the above-mentioned inter-round interval for this time.
[0197] In addition, in the gaming machine of this embodiment, three types of jackpot games can be executed as the number of rounds of play in the jackpot game: a 10-round jackpot, a 5-round jackpot, and a 2-round jackpot. The types of jackpot games that can be executed differ depending on whether the trigger is the special symbol 1 variable display or the special symbol 2 variable display. Specifically, 5-round jackpots and 2-round jackpots can be executed as jackpot games triggered by the special symbol 1 variable display, and 10-round jackpots and 5-round jackpots can be executed as jackpot games triggered by the special symbol 2 variable display. Furthermore, this is not particularly limited, and the types of jackpot games that can be executed may be the same for the special symbol 1 variable display and the special symbol 2 variable display.
[0198] (Small win game) When the special symbol 1 or special symbol 2 variable display ends and the result is a small win stop light-up pattern, a small win game occurs. In this small win game, the main control unit 520 drives the large prize opening opening / closing solenoids 70 and 71, causing the opening / closing plates 44b and 45b of the large prize openings 44 and 45 to open and close in a predetermined opening / closing pattern. This opens the large prize openings 44 and 45, allowing game balls to enter the large prize openings 44 and 45.
[0199] When a game ball enters the large prize openings 44, 45, the large prize opening switches 44a, 45a inside the large prize openings 44, 45 detect the winning, and if the main control unit 520 receives the detection signal from the large prize opening switches 44a, 45a and determines that the winning is normal, a specified number of prize balls are paid out to the player.
[0200] The opening of the large prize openings 44, 45 is carried out for a predetermined time (maximum continuous opening time is 1.8 seconds) or ends when the number of winning balls in the large prize openings 44, 45 reaches a predetermined number (for example, 10 balls), and the large prize openings 44, 45 are closed. By performing such an opening game (small prize game) using the large prize openings 44, 45 once, a small prize game in which a certain number of prize balls can be awarded to the player is realized.
[0201] Here, when the opening and closing plates of the large prize openings 44, 45 are operated in a short opening and closing pattern in which they are repeatedly opened and closed in a short period of time, it is sufficient that the total time that the large prize openings 44, 45 are open is set so that it does not exceed a specified time (1.8 seconds).For example, it is not a problem if the time for one small prize game exceeds 1.8 seconds by repeating an opening and closing operation with a relatively long closing time.
[0202] Furthermore, in the gaming machine of this embodiment, a small win game can be executed when either the special pattern 1 change display or the special pattern 2 change display is triggered, but this is not limited to this, and the machine may be configured so that a small win game can be executed only when either the special pattern 1 change display or the special pattern 2 change display is triggered.
[0203] (Round display) The round display using the symbol display device 76 starts at approximately the same timing as the start of the interval before the jackpot in the jackpot game, and the four round display LEDs 76h display the number of rounds in the current jackpot game. For example, if three types of jackpot games can be executed as the number of rounds in the jackpot game - a 10-round jackpot, a 5-round jackpot, and a 2-round jackpot - the round display LEDs 76h indicate which of these jackpot games will be executed this time. This allows the player to know the type of jackpot game they have won.
[0204] The lighting control of the round display LED 76h is performed by the main control unit 520, which selects a lighting pattern for a 10-round jackpot when a 10-round jackpot is executed, a lighting pattern for a 5-round jackpot when a 5-round jackpot is executed, and a lighting pattern for a 2-round jackpot when a 2-round jackpot is executed, and this is realized by the main control unit 520 lighting up and displaying the round display LED 76h based on the selected lighting pattern.
[0205] (Game status) In this gaming machine, in addition to the big win gaming state and the small win gaming state, multiple types of gaming states can be generated. As will be described in detail later, one of four gaming states, namely, a low probability low base state (normal gaming state), a low probability high base state (time-saving gaming state), a high probability low base state (latent probability gaming state), and a high probability high base state (probability variable gaming state), is generated by the main control unit 520.
[0206] The main control unit 520 has a probability variation function (special pattern probability variation function) that varies the probability of winning a lottery for the special pattern (special pattern 1, special pattern 2) variable display, and a probability variation function (normal pattern probability variation function) that varies the probability of winning a lottery for the normal pattern variable display.
[0207] The special symbol probability variation function changes the jackpot lottery probability from the normal low probability state (e.g., 205 / 65535 ≒ 1 / 319) to a high probability state (e.g., 658 / 65535 ≒ 1 / 99) that is more favorable to the player than the low probability state. Activating the special symbol probability variation function creates a special symbol high probability state in which the special symbol is highly probable. During this special symbol high probability state, the jackpot lottery process by the main control unit 520 sets a wider range for determining whether a jackpot will occur than the normal state (special symbol low probability state), making it easier for a jackpot to occur. Incidentally, when there are multiple jackpot probability levels (six levels from Setting 1 to Setting 6), not only the lottery probability for the low probability state but also the lottery probability for the high probability state differs for each setting level.
[0208] The normal symbol probability variation function is a function that changes the winning lottery probability from a low normal probability state (e.g., 125 / 251 ≒ 1 / 2.008) to a high probability state (e.g., 250 / 251 ≒ 1 / 1.004) that is more advantageous to the player than the low probability state. Activating the normal symbol probability variation function creates a normal symbol high probability state in which the normal symbol is in a high probability state. During this normal symbol high probability state, the main control unit 520 sets a wider range for determining whether a winning game will occur in the winning lottery process than in the low probability state (normal symbol low probability state), making it easier for a jackpot game to occur.
[0209] In addition, the special chart probability change function and the regular chart probability change function may be configured to have both functions, or may be configured to have only the special chart probability change function or only the regular chart probability change function.
[0210] The main control unit 520 further has a fluctuation shortening function (special pattern fluctuation shortening function) that shortens the fluctuation time of the special pattern (special pattern 1, special pattern 2) fluctuation display, and a fluctuation shortening function (normal pattern fluctuation shortening function) that shortens the fluctuation time of the normal pattern fluctuation display.
[0211] The special symbol variation shortening function is a function that shortens the time it takes for one special symbol (special symbol 1, special symbol 2) variation display (the time from the start of variation to the end of variation). When the special symbol variation shortening function is activated, a special symbol variation shortening state occurs in which the time it takes for the special symbol to vary is shortened. During this special symbol variation shortening state, the number of times that the special symbol can vary per specified time increases compared to the normal state (special symbol non-variation shortening state), and the number of times you will be entered into the jackpot lottery increases accordingly.
[0212] The normal symbol variation shortening function is a function that shortens the time it takes for one normal symbol variation display (the time from the start of variation to the end of variation). When the normal symbol variation shortening function is activated, a normal symbol variation shortening state occurs in which the normal symbol variation time is shortened. During this normal symbol variation shortening state, the number of normal symbol variations that can occur per specified time increases compared to the normal state (normal symbol non-variation shortening state), and the number of times you will be drawn for a winning prize increases accordingly.
[0213] In addition, the main control unit 520 has an opening extension function (opening extension function) that extends the opening time of the special pattern 2 starting port 39 by this electric chute support during the opening game (electric chute support) of the special pattern 2 starting means 39.
[0214] The extended opening function extends the opening time of the movable piece 39b of the special symbol 2 starting hole 39 when the electric chute support is activated (e.g., from 0.068 seconds to 5.7 seconds). Activating the extended opening function creates an extended opening state in which the opening time of the special symbol 2 starting hole 39 is extended. During this extended opening state, it is easier for the ball to enter the special symbol 2 starting hole 39 than in the normal state (when the extended opening function is not activated), so the number of times the special symbol 2 can change per given time increases compared to the normal state, and the number of times a jackpot draw will be drawn increases.
[0215] From these facts, it can be said that the special pattern high probability state, normal pattern high probability state, special pattern variation shortened state, normal pattern variation shortened state, and open extension state are gaming states that are more advantageous to the player than the normal state.
[0216] Furthermore, when a jackpot game that activates each function occurs as a result of the special symbol (special symbol 1, special symbol 2) variable display, each function (special symbol probability variable function, normal symbol probability variable function, special symbol variation shortening function, normal symbol variation shortening function, open extension function) starts to operate after the jackpot game ends, and transitions to each state (special symbol high probability state, normal symbol high probability state, special symbol variation shortening state, normal symbol variation shortening state, open extension state). More specifically, when the result of the jackpot lottery is a jackpot, the main control unit 520 performs a jackpot symbol lottery to select which of multiple types of jackpot games will be executed, and when the winning symbol (probability variable jackpot symbol or time-saving jackpot symbol) of the jackpot game that activates each function is selected as a result of the jackpot symbol lottery, each state will occur.
[0217] Furthermore, even if the result of the jackpot lottery is a loss, a loss symbol lottery is held to determine the type of loss, and if the result of the loss symbol lottery is that a winning symbol (loss time-saving symbol) that activates the special symbol variation shortening state, normal symbol variation shortening state, or extended opening state among the various functions is selected, all or any of several or one of the special symbol variation shortening state, normal symbol variation shortening state, and extended opening state will be generated. In the loss symbol lottery, there is no winning symbol that will trigger the special symbol high probability state or the normal symbol high probability state, and these game states will not be generated in the case of a loss.
[0218] By activating one or more of the above-mentioned functions, it is possible to create four types of game states: low probability low base state, low probability high base state, high probability low base state, and high probability high base state. The details are shown below. Low probability low base state (normal game state) = state in which each function is not activated Low probability high base state (time-saving game state) = The special chart probability change function is not activated, and all or any of the normal chart probability change function, normal chart fluctuation shortening function, and open extension function are activated. High probability low base state (potential game state) = The extension function has not been activated, and at least the special chart probability function is activated. High probability high base state (probability game state) = state in which each function is activated Incidentally, in the big win game state or small win game state, each function is performed in an inactive state.
[0219] Furthermore, the low-probability high base state may be configured to generate multiple types of low-probability high base states. For example, in addition to the above-mentioned low-probability high base state (time-shortened game state), there may be a specific low-probability high base state (shortened game state) in which the special symbol probability variable function and the normal symbol probability variable function are not activated, and both or either the normal symbol variation shortening function or the open extension function are activated. Furthermore, this specific low-probability high base state (shortened game state) may be configured to be able to occur when the result of the above-mentioned jackpot lottery is a miss and a winning symbol (missing time-shortened symbol) is selected.
[0220] From these facts, it can be said that the low probability high base state, high probability low base state, high probability high base state, specific low probability high base state, jackpot game state, and small jackpot game state are game states that are more advantageous to the player than the low probability low base state.
[0221] (Right-handed display) The right-hit display using the symbol display device 76 displays information indicating whether it is more advantageous for the player to hit the ball to the right so that the ball flows down the right-downflow passage 89, or whether it is more advantageous for the player to hit the ball to the left so that the ball flows down the left-downflow passage 88, using the two right-hit display LEDs 76g. For example, when it is indicated that a right-hit is advantageous, the two LEDs 76g are lit, and when it is indicated that a left-hit is advantageous, the two LEDs 76g are unlit.
[0222] Here, states where hitting with the right hand is advantageous include a low probability high base state, a high probability high base state, a big win game state, and a small win game state, while states where hitting with the left hand is advantageous include a low probability low base state and a high probability low base state.
[0223] In the low probability high base state and the high probability high base state, it is easy for the ball to land in the special symbol 2 starting hole 39 located in the right flow-down passage 89, and it is more advantageous to aim for the right flow-down passage 89 and aim for the special symbol 2 variation than to aim for the left flow-down passage 88 and aim for the special symbol 1 variation, so a right hit display is displayed. In the big win game state and the small win game state, it is easy for the ball to land in the large prize holes 44 and 45 located in the right flow-down passage 89, and it is more advantageous to aim for the right flow-down passage 89 and aim for the large prize holes 44 and 45 than to aim for the left flow-down passage 88 and aim for the large prize holes 44 and 45, so a right hit display is displayed.
[0224] On the other hand, in the low probability low base state and the high probability low base state, it is impossible or difficult to get the ball to enter the special pattern 2 starting hole 39 located in the right flow-down passage 89, and since it is more advantageous to aim for the left flow-down passage 88 and aim for the special pattern 1 variation than to aim for the right flow-down passage 89 and aim for the special pattern 2 variation, the left hit display (off state) is displayed.
[0225] In addition, in the case of a specific low probability high base state, if the opening extension function is activated, it is easy for the ball to land in the special pattern 2 starting hole 39 located in the right flow down passage 89, and it is more advantageous to aim for the right flow down passage 89 and aim for a special pattern 2 variation than to aim for the left flow down passage 88 and aim for a special pattern 1 variation, so a right hit display is displayed, but if the opening extension function is not activated, it is impossible or difficult for the ball to land in the special pattern 2 starting hole 39 located in the right flow down passage 89, and it is more advantageous to aim for the left flow down passage 88 and aim for a special pattern 1 variation than to aim for the right flow down passage 89 and aim for a special pattern 2 variation, so a left hit display (off state) is displayed.
[0226] (Status display) The status display using the pattern display device 76 is composed of a total of two status display LEDs 76i, 76j, including one high probability notification LED 76i that indicates whether or not at least one of the probability variation function (special pattern probability variation function) that varies the probability of winning the lottery for the special pattern (special pattern 1, special pattern 2) variation display and the probability variation function (normal pattern probability variation function) that varies the probability of winning the lottery for the normal pattern variation display is operating, and one fluctuation shortening notification LED 76j that indicates whether or not at least one of the fluctuation shortening function (special pattern fluctuation shortening function) that shortens the fluctuation time of the special pattern (special pattern 1, special pattern 2) variation display and the fluctuation shortening function (normal pattern fluctuation shortening function) that shortens the fluctuation time of the normal pattern variation display is operating.
[0227] For example, the high probability notification LED 76i lights up in the low probability high base state (when the normal probability variable function is activated), the high probability low base state, and the high probability high base state, thereby notifying that the special probability variable function or the normal probability variable function is activated in the current game state. On the other hand, in the low probability low base state, the low probability high base state (when the normal probability variable function is not activated), the jackpot game state, and the small jackpot game state, the high probability notification LED 76i lights up in the low probability low base state, the low probability high base state (when the normal probability variable function is not activated), the jackpot game state, and the small jackpot game state, thereby notifying that the special probability variable function or the normal probability variable function is not activated in the current game state.
[0228] The fluctuation shortening notification LED 76j is in a lighting state in the low probability high base state (when the normal chart fluctuation shortening function is activated), the high probability low base state (when the special chart fluctuation shortening function is activated), and the high probability high base state, thereby notifying that the special chart fluctuation shortening function or the normal chart fluctuation shortening function is activated in the current game state. On the other hand, in the low probability low base state, the low probability high base state (when the normal chart fluctuation shortening function is not activated), the high probability low base state (when the special chart fluctuation shortening function is not activated), the jackpot game state, and the small jackpot game state, it is in a non-lighting state, thereby notifying that the special chart fluctuation shortening function or the normal chart fluctuation shortening function is not activated in the current game state.
[0229] In addition, the high probability notification LED 76i is set to be in a lighting state when at least one of the special probability variable function and the normal probability variable function is activated, but it is not limited to this, and may be configured to be in a lighting state only when the special probability variable function is activated. Also, it may be configured to be in a lighting state only when the normal probability variable function is activated.
[0230] In addition, the variation reduction notification LED 76j is set to be in a lighting state when at least one of the special chart variation reduction function and the normal chart variation reduction function is activated, but it is not limited to this, and may be configured to be in a lighting state only when the special chart variation reduction function is activated. Also, it may be configured to be in a lighting state only when the normal chart variation reduction function is activated.
[0231] In addition, the high probability notification LED 76i may be configured to indicate whether the special symbol probability variable function or the normal symbol probability variable function is operating in the current game state only when the power is turned on, and in this case, even if the game state changes thereafter and the operation of the special symbol probability variable function or the normal symbol probability variable function changes, it is desirable to keep the LED 76i in a non-illuminated or lit state regardless of whether the special symbol probability variable function or the normal symbol probability variable function is operating. The fluctuation reduction LED 76j may also be configured in a similar manner.
[0232] In addition, the fluctuation reduction notification LED 76j may be configured not to be lit when the current game state is a minute time-shortened game state, regardless of whether the normal game fluctuation reduction function is operating or not. On the other hand, when the current game state is a time-shortened game state, it is desirable that the LED be lit when the normal game fluctuation reduction function is operating.
[0233] In this way, the fluctuation reduction notification LED 76j may be configured not to light up in the minute time-shortening game state, but to light up only in the time-shortening game state. This makes it impossible to determine whether the minute time-shortening game state is in the minute time-shortening game state from the lighting state of the fluctuation reduction notification LED 76j, making it possible to conceal from the player whether the current game state is in the minute time-shortening game state or the normal game state. However, this is not limited to this, and the LED may be configured to light up when the normal fluctuation reduction function is activated even in the minute time-shortening game state.
[0234] Also, if the game state when the power is turned on is the minute time-shortening game state, the fluctuation reduction notification LED 76j may be configured to light up, and if the game state changes thereafter and the minute time-shortening game state is restored, the fluctuation reduction notification LED 76j may not be configured to light up. In this way, the fluctuation reduction notification LED 76j lights up only when the power is turned on, so that it is possible to know whether the minute time-shortening game state is in effect only when the power is turned on.
[0235] (Decorative pattern change game, hold display) In the image display means 31, a decorative symbol variation game is performed in which a plurality of decorative symbols 100, 101, 102 are displayed in a variable manner in parallel with the special symbol 1 variable display or special symbol 2 variable display using the symbol display device 76. The decorative symbols 100, 101, 102 are mainly composed of character portions 100a, 101a, 102a and number portions 100b, 101b, 102b, and nine different characters are displayed in the character portions 100a, 101a, 102a corresponding to the numbers 1 to 9 in the number portions 100b, 101b, 102b.
[0236] The left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 start to scroll in a predetermined direction (e.g., high-speed changing display) to start the changing display, and at approximately the same time that the special pattern 1 changing display or the special pattern 2 changing display stops changing, the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 are also stopped and displayed.
[0237] If the result of the special symbol 1 variation display or special symbol 2 variation display is a jackpot stop light emitting pattern, the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 will all be the same symbol, resulting in a jackpot display mode, and if it is a miss stop light emitting pattern, the display will stop in a miss display mode, where at least one or all of the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 will be a different symbol. Also, a decorative symbol variation game that ultimately results in a jackpot display mode is called a jackpot variation pattern, and a decorative symbol variation game that ultimately results in a miss display mode is called a miss variation pattern.
[0238] Incidentally, the types of decorative patterns 100, 101, and 102 may be configured to include types other than those described above. For example, if the result of the special pattern 1 variable display or the special pattern 2 variable display is a small win stop light-up pattern, at least one or all of the left decorative pattern 100, the center decorative pattern 101, and the right decorative pattern 102 may be configured to stop and display a small win pattern consisting of character parts 100a, 101a, and 102a and number parts 100b, 101b, and 102b indicating a small win. Similarly, it may be configured to stop and display a jackpot pattern consisting of character parts 100a, 101a, and 102a and number parts 100b, 101b, and 102b indicating a jackpot, or a loss pattern consisting of character parts 100a, 101a, and 102a and number parts 100b, 101b, and 102b indicating a loss. In addition, a decorative pattern variation game in which a small win display mode in which a small win pattern is ultimately displayed stopped is called a small win variation pattern.
[0239] Here, in each decorative pattern variation game (big hit variation pattern, small hit variation pattern, miss variation pattern), before the left decorative pattern 100, middle decorative pattern 101, and right decorative pattern 102 are stopped and displayed, it is possible to execute a reach state in which some of the patterns that make up the common stopping points among the decorative patterns 100, 101, and 102 that will finally be stopped and displayed are in a provisional stopping state (a state in which they are not displayed as confirmed).
[0240] Moreover, each decorative symbol variation game in which a reach state is executed is called a reach variation pattern (jackpot reach variation pattern, small hit reach variation pattern, miss reach variation pattern). Specifically, when the left decorative symbol 100 finally reaches a jackpot display mode of 7 (number part 100b is 7), the middle decorative symbol 101 reaches a 7 (number part 101b is 7), and the right decorative symbol 102 reaches a 7 (number part 100c is 7), the left decorative symbol 100 and the right decorative symbol 102 are temporarily stopped at the 7 (number parts 100b and 100c are 7), and the middle decorative symbol 101 is scrolled. Furthermore, when the left decorative pattern 100 finally becomes a losing display pattern of 7 (number portion 100b is 7), the middle decorative pattern 101 becomes a 6 (number portion 101b is 6), and the right decorative pattern 102 becomes a 7 (number portion 100c is 7), the left decorative pattern 100 and the right decorative pattern 102 are temporarily stopped at 7 (number portions 100b, 100c are 7), and the middle decorative pattern 101 is scrolled. By executing such a reach effect, the outcome of the game differs depending on whether the middle decorative pattern 101 being scrolled finally stops at 7 (number portion 101b is 7) or 6 (number portion 101b is 6), and therefore, a sense of anticipation can be given to the player about the end of the line.
[0241] During this reach state, it is possible to execute reach effects as an effect to give a greater sense of expectation by inciting how the center decorative symbols 101 will stop. The reach effects are performed in synchronization with the image effects by the image display means 31, using audio effects by the speakers 19a, 19b, 19c, 19d, light-emitting effects by the LEDs 63a, 64a, movable object effects by movable objects (center push button movable objects, side unit movable objects, board side movable objects (lower movable objects 30a, upper movable objects 30b)), operation effects by the operation means 14a, etc.
[0242] In addition, the image display means 31 also displays various effects accompanying the decorative symbol variation game to suggest and predict the outcome of the decorative symbol variation game. Such effects are also performed in synchronization with the decorative symbol variation game and the preview effects, such as sound effects, light-emitting effects, movable object effects, and operation effects. In this embodiment, the effects executed using such various presentation means to suggest and notify the winning probability of the decorative symbol variation game (the winning probability of a big win, the winning probability of a small win, the winning probability of a losing time reduction, etc.) are referred to as preview effects.
[0243] In addition, in the image display means 31, in parallel with the special symbol 1 variable display or special symbol 2 variable display using the symbol display device 76, in addition to the decorative symbol variable display, a mini symbol variable display is performed in which a variable display is performed using the mini symbol 103a. This mini symbol variable display is displayed at the edge of the display area of the image display means 31, and the variable display is performed in a variable area smaller than the variable area in which the decorative symbol variable display is performed. The mini symbol 103a is mainly composed of only the numbers 1 to 9, and the variable display begins by switching between the left mini symbol, center mini symbol, and right mini symbol in a predetermined order, and the left mini symbol, center mini symbol, and right mini symbol are also stopped and displayed at approximately the same timing as the special symbol 1 variable display or special symbol 2 variable display stops.
[0244] The role of this mini symbol 103a is primarily to counter risks in the event that the visibility of the decorative symbol variable game becomes difficult or impossible. For example, if a movable object (lower movable object 30a, upper movable object 30b) located in front of the image display means 31 moves to the front of the display screen, the movable object (lower movable object 30a, upper movable object 30b) may obscure the decorative symbol variable game. Even in such a case, by displaying the mini symbol 103a so that its visibility is not impaired, it is possible to continuously display the details of the symbol variable game (decorative symbol variable game or mini symbol variable game) synchronized with the special symbol 1 variable display or special symbol 2 variable display on the image display means 31. Due to this nature, the mini symbol variable game is basically executed in synchronization with the decorative symbol variable game. Furthermore, by constantly displaying the mini symbol variable game while maintaining visibility, it is possible, for example, to display it in a manner that temporarily obscures the decorative symbols 100, 101, and 102. In this way, the presence of the miniature pattern 103a makes it possible to provide variety in the way the decorative patterns 100, 101, and 102 are displayed.
[0245] Also, although the mini symbol 103a is configured to be composed only of a number portion, it is not limited to this and may be configured to have a character portion (or only a character portion). Furthermore, the types of mini symbol 103a may be configured to include those other than those described above. For example, when the result of the special symbol 1 variable display or the special symbol 2 variable display is a small win stop light-emitting pattern, at least one or all of the left mini symbol, the center mini symbol, and the right mini symbol may be configured to stop and display a small win symbol composed of a character portion or a number portion indicating a small win. Similarly, it may be configured to stop and display a jackpot symbol composed of a character portion or a number portion indicating a jackpot, or a loss symbol composed of a character portion or a number portion indicating a loss.
[0246] Furthermore, the image display means 31 displays a reserved display 104a that indicates the current number of reserved memories in response to the special symbol 1 memory display and the special symbol 2 memory display. The reserved display 104a is displayed in a form in which a predetermined dynamic animation is added to a reserved image to indicate whether or not there is a reserved memory. The reserved images are displayed in the same number as the current number of reserved memories (e.g., 1 to 4). (104b indicates the undisplayed unreserved display part that has not yet been reserved.)
[0247] The reserved images are displayed in the reserved display area 104 at predetermined intervals, starting with the side closest to the reserved display area 105 for displaying the image of the reserved 105a. Here, the reserved 105a is a display object corresponding to the currently changing special symbol 1 memory display or special symbol 2 memory display, and when the changing special symbol 1 memory display or special symbol 2 memory display ends, the corresponding reserved image is deleted. If the special symbol 1 memory display or special symbol 2 memory display increases based on the special symbol 1 start means or special symbol 2 start means detecting a gaming ball during the special symbol 1 changing display or special symbol 2 changing display, one additional reserved image is displayed in the reserved display area 104 (reserved display 104a is displayed in the non-reserved display location 104b on the side closer to the reserved display area 105).
[0248] Furthermore, when the currently changing special symbol 1 variable display or special symbol 2 variable display ends and a new special symbol 1 variable display or special symbol 2 variable display starts, and the special symbol 1 memory display or special symbol 2 memory display decreases, the reserved image is deleted and one reserved image at the top of the reserved display area 104 is shifted and displayed toward the reserved display area. At this time, if there are multiple reserved images (maximum of four), each reserved image is also shifted one by one toward the front of the queue.
[0249] Also, the image display means 31 displays a special symbol 1 memory number display 106a that displays the current number of special symbol 1 memory displays, and a special symbol 2 memory number display 106b that displays the current number of special symbol 2 memory displays. Here, FIG. 1-5 shows a situation where there are two special symbol 1 memory displays and zero special symbol 2 memory displays, and the special symbol 1 memory number display 106a displays "2" indicating two, and the special symbol 2 memory number display 106a displays "0" indicating zero. Also, in the reserved display area 104, the reserved display 104a shows a situation where there are two reserved displays 104a, and two reserved display areas 104b that have not yet been displayed are displayed in the reserved display area 104a.
[0250] (Preview preview) The pre-reading notice is a type of notice performance, in which, for a reserved memory that is waiting for the execution of a decorative pattern change game, a performance is performed that suggests the probability of winning for the target reserved display 104, before the decorative pattern change game corresponding to the target reserved memory is executed, by using the display mode of the reserved image or a previous decorative pattern change game that is executed before the decorative pattern change game corresponding to the target reserved display 104.
[0251] The effects of the advance notice are carried out using image effects using the image display means 31, as well as audio effects using speakers 19a, 19b, 19c, and 19d, light-emitting effects using LEDs 63a and 64a, and movable object effects using movable objects (middle push button movable objects, side unit movable objects, and board-side movable objects (lower movable object 30a, upper movable object 30b)).
[0252] In this embodiment, the display mode of the reserved image is changed (for example, from white to blue, yellow, green, red, rainbow, etc.), and the advance notice that suggests the probability of winning in advance according to the change mode is called the reserved change effect. (For example, the probability of winning increases in the order of blue → yellow → green → red → rainbow, and rainbow indicates a confirmed win.)
[0253] (Pseudo consecutive announcement) The pseudo consecutive announcement is a type of announcement effect, which executes a pseudo-variable display using the variable display of the decorative symbols 100, 101, and 102. Specifically, in one decorative symbol variable game, some or all of the decorative symbols 100, 101, and 102 are temporarily stopped, and the pseudo-variable display of the decorative symbols is repeated one or more times from the temporary stopped state. This makes it possible to give the player the illusion that multiple decorative symbol variable games are being played, even though in reality it is only one decorative symbol variable game.
[0254] In such a pseudo consecutive announcement, the winning expectation of the decorative symbol variation game is suggested according to the number of times the pseudo variation is executed. In other words, in one decorative symbol variation game, the more times the pseudo variation is executed by the pseudo consecutive announcement, the higher the winning expectation of the decorative symbol variation game.
[0255] (Step Up Notice) The step-up notice is a type of notice effect, and is an effect consisting of multiple effect steps. Specifically, it is an effect that develops from the first step-up 1 effect (SU1 effect) to multiple step-up N effects (N≦2), and the higher the development result (the larger the value of N), the higher the probability of winning the decorative symbol variation game. The development of the step-up effect may be made in stages, such as SU1 effect → SU2 effect → SU3 effect, or it may be made to develop by skipping a predetermined stage, such as SU1 effect → SU3 effect.
[0256] (Background change notice) A background change notice is a type of notice effect that transitions the current presentation stage to a different presentation stage during a decorative symbol variation game. When the presentation stage changes, for example, the design of the background image, the design of the character portions 100a, 101a, and 102a and the number portions 100b, 101b, and 102b of the decorative symbols 100, 101, and 102, the design of the reserved image in the reserved display 104, and the design of the reserved image in the reserved display 105 are changed to correspond to the presentation stage to which the game is transitioning. The type of presentation stage to which the game is transitioning and the content of the stage transition effect that occurs when the presentation stage transitions are configured to increase the likelihood of winning in the decorative symbol variation game.
[0257] (movable animal) The game board 8 is equipped with movable objects for effect purposes, namely, a lower movable object 30a arranged at a position that does not obstruct the flow of game balls below the front side of the image display means 31, and an upper movable object 30b arranged at a position that does not obstruct the flow of game balls above the front side of the image display means 31. The lower movable object 30a and the upper movable object 30b are each configured to be movable within a movable space formed between the image display means 31 and a plywood board 80 (or a transparent resin board). The lower movable object 30a is formed with a design having a picture of a predetermined character, and moves from an origin position at the front lower part of the image display means 31 toward the upper side of the movable space, and stops moving when it reaches a performance position at the front center of the display area of the image display means 31. At this performance position, it performs an LED light-up performance (light-up by the LED on the movable object LED board installed inside the movable object, or light-up by the LED 64a mounted on the game frame 5 side or the LED 63a mounted on the game board 8 side) or a predetermined performance action (such as a stopping action at the performance position or a vibration action that vibrates the movable object in small increments), and is then configured to return to the origin position.
[0258] On the other hand, the upper movable object 30b is formed with a logo design having a predetermined character string, and moves from an origin position at the front upper part of the image display means 31 toward the lower side of the movable space, and stops moving when it reaches a performance position at the front center of the display area of the image display means 31, and at this performance position performs an LED light-up performance (light-up by the LED on the movable object LED board installed inside the movable object, or light-up by LED 64a mounted on the game frame side or LED 63a mounted on the game board side) or a predetermined performance action (such as a stopping action at the performance position or a vibration action that vibrates the movable object in small increments), and is then configured to be able to return to the origin position.
[0259] Such moving performance actions by the lower movable object 30a and the upper movable object 30b are performed by control instructions from the performance control unit 540. The performance control unit 540 is configured to be able to execute a movement pattern that moves only the lower movable object 30a, a movement pattern that moves only the upper movable object 30b, and a movement pattern that moves the lower movable object 30a and the upper movable object 30b simultaneously. In this way, a series of moving performances using one or more movable objects are realized by executing various movement patterns by the performance control unit 540.
[0260] (memory map) FIG. 2-1 shows a memory map of the main control unit 520. A readable / writable internal RWM is allocated to the address area from start address 0000H to 01EBH (00C6H to 0112H, 0130H to 0150H, and 017CH to 01EBH are unused). Next, a partially readable / writable internal register (≒ built-in function register) is allocated to the address area from 1000H to 1073H. Next, a readable but non-writable internal ROM is allocated to the address area from 8000H to A32FH (8A36H to 9000H, 9935H to 9C10H, A07DH to A2000H, and A32FH to the last address FFFFH are unused).
[0261] Here, of the address areas allocated to the internal RWM, the address area from 0000H to 0130H (00C6H to 0112H are unused) contains the work area for the used area and the stack area for the used area (collectively referred to as the internal RWM). Also, of the address areas allocated to the internal RWM, the address area from 0150H to 0200H (017CH to 01EBH are unused) contains the work area outside the used area and the stack area outside the used area (collectively referred to as the external RWM). The internal RWM is an area that is determined to be within a specified upper limit capacity in the regulations regarding gaming machine certification and model certification (the RWM's storage capacity is 1024 bytes), and the external RWM is an area provided separately from that.
[0262] Furthermore, of the address areas allocated to the built-in ROM, the address area from 8000H to 9935H (8A36H to 9000H is unused) contains programs in the used area and data in the used area (collectively referred to as programs in the used area). Furthermore, of the address areas allocated to the built-in ROM, the address area from 9C10H to A32FH (A07DH to A200H is unused) contains programs outside the used area and data outside the used area (collectively referred to as programs outside the used area). The programs in the used area are an area that is stipulated to be within a specified upper limit capacity in regulations regarding the certification of gaming machines and the certification of model types (ROM storage capacity is a maximum of 16KB), and the programs outside the used area are an area provided separately from that.
[0263] A program in the used area can reference the data area in the used area and reference and update the in-area RWM, but can only reference, not update, the out-of-area RWM. Also, a program outside the used area can reference the data area outside the used area and reference and update the out-of-area RWM, but can only reference, not update, the in-area RWM. Therefore, if you want to update the out-of-area RWM while a program in the used area is processing, you must call a program outside the used area and update the out-of-area RWM during the processing of the program outside the used area. The same applies when updating the in-area RWM while a program outside the used area is processing.
[0264] (Main control system processing) 2-2 shows a flowchart of the system processing executed by the main control unit 520 when the power is turned on. This system processing is executed by a program in the use area.
[0265] When system processing begins, the first initial settings (S1000) include prohibiting the execution of timer interrupt processing, setting the stack pointer, disabling the protection state of the RWM area and disabling RWM protection to make it readable / writable, disabling the prohibited area to disable the occurrence of an illegal access reset when access is made to a prohibited area of the RWM area, and turning off the launch control signal to prevent inadvertent launch before the start of play.
[0266] Next, the sub-CPU boot wait process (S1001) is executed. Here, a wait process is executed for a predetermined time until the initial settings of the performance control unit 540 are completed and it is ready to receive commands. While this wait process is being executed, the WDT clear process is executed and a power supply abnormality check process is executed. If a power supply abnormality is confirmed by this power supply abnormality check process, a power-off command 1 (BA33H) and a power-off command 2 (BA55H) are sent to the performance control unit 540. When the performance control unit 540 receives the power-off command 2 (BA55H), a black screen is displayed on the image display means 31. Furthermore, the performance control unit 540 enters a state of waiting for a WDT reset by infinite loop processing.
[0267] When the sub-CPU boot waiting process is completed, a standby screen display command (BA08H) is sent to the performance control unit 540 (S1002). When the performance control unit 540 receives the standby screen display command (BA08H), the image display means 31 displays "Please Wait" in white letters on a black screen.
[0268] Next, the chip code is transmitted (S1003) to the performance control unit 540. A different value is set for this chip code for each individual one-chip microcomputer, and it is stored in a chip code register as unique identification information.
[0269] The performance control unit 540 stores the chip code received when the power is first turned on, and each time the power is turned on, it determines whether the newly received chip code matches the chip code already stored. If the chip codes match, it determines that a normal chip code has been received and does not perform any special processing, but if they do not match, it is possible to issue an abnormality alert, assuming that an abnormal chip code has been received. This makes it possible to determine whether the main control unit 520 may have been illegally replaced due to cheating or the like.
[0270] Next, the CPU 101 waits for the start of the dispensing control unit 510 while repeatedly executing the WDT clearing process and the power supply abnormality check process until it is determined that the communication signal from the dispensing control unit 510 is ON (S1004).
[0271] After the process up to S1004 is completed, it is next determined whether or not the setting change conditions for performing the setting change process that can change the setting value are met (S1005). In S1005, if the inner frame 3 is in an open state with respect to the outer frame 2 (the inner frame open switch 35b is in an ON state), the RWM clear switch 522 is in a pressed state (ON state), and the setting key switch 523 is in a rotated state (ON state), it is determined that the setting change conditions are met, and the setting change process (S1006) is executed.
[0272] (settings change processing) In the setting change process (S1006), first, a setting change start command (BA76H) is sent to the performance control unit 540. When the performance control unit 540 receives the setting change start command (BA76H), the image display means 31 displays "setting change in progress" in white letters on a black screen, and the speakers 19a, 19b, 19c, and 19d output the sound "setting change in progress."
[0273] Next, the backup flag is cleared, and the setting value information is acquired from the setting value storage area of the RWM in the used area into a register, and it is determined whether the acquired setting value is an abnormal value (a value other than 00H to 05H corresponding to the six levels of setting 1 to setting 6). If it is an abnormal value, the acquired setting value is corrected to a normal value (00H). However, at this time, the value in the setting value storage area is not changed.
[0274] Next, input information from the RWM clear switch 522 is obtained. The RWM clear switch 522 functions as a set value change operation means for changing the set value while the setting is being changed. When the set value change operation means is operated, the obtained set value is updated (+01H). At this time, if the updated set value exceeds 05H corresponding to setting 6 (05H → 06H), it is corrected to 00H corresponding to setting 1, so that the set value switches cyclically within the range of settings 1 to 6.
[0275] Thereafter, the setting display means 521 displays the setting value information (information on any of Settings 1 to 6) based on the acquired setting value or the updated setting value.
[0276] Then, it is determined whether the setting key switch 523 is in the ON state, and if it is in the ON state, the above-mentioned process is repeated from the point where the input information of the RWM clear switch 522 is obtained again, and if it is in the OFF state, the current setting value is stored in the setting value memory area, the setting value is confirmed, and a setting value command (BA70H to BA75H corresponding to the six stages of setting 1 to setting 6) is sent to the performance control unit 540, and the setting change process is terminated.
[0277] Furthermore, even during a setting change, the WDT is cleared and a power supply abnormality check process is performed, allowing for a configuration that can handle power supply abnormalities and program abnormalities during setting changes.
[0278] Furthermore, during the setting change, security information is sent to the hall computer as external output information.
[0279] Incidentally, the setting change process may be configured to be executable even when there is only one setting stage, in which case the setting value will not be changed even if the setting value change operation means is operated. However, in terms of internal control processing, the acquired setting value (e.g., 00H) may be updated (+01H), and if it is determined that the updated setting value exceeds 00H corresponding to setting 1, it may be corrected again to 00H corresponding to setting 1. By configuring in this way, even if there are setting stages depending on the model, the only program modification required is to change the numerical value, so most of the programs can be standardized.
[0280] On the other hand, if it is determined in S1005 that the setting change condition is not met, the process proceeds to S1007 to determine whether the setting value is abnormal. In S1007, setting value information is acquired from the setting value storage area of the RWM in the used area, and it is determined whether the acquired setting value is an abnormal value (a value other than 00H to 05H corresponding to the six levels of setting 1 to setting 6). As a result, if it is determined to be an abnormal value, RWM error processing (S1008) is executed.
[0281] If it is determined in S1007 that the setting value acquired from the setting value storage area is not an abnormal value, the process proceeds to S1009 to determine the backup flag. In S1009, it is determined whether the backup flag, which is set when power cutoff processing was executed normally during the previous power cutoff, is in the ON state (AA55H). If it is determined that the backup flag is not in the ON state (≠ AA55H), RWM error processing (S1008) is executed.
[0282] (RWM error handling) In the RWM error processing (S1008), the main control unit 520 controls to enter a game stop state, which stops the progress of the game program. Specifically, information indicating that the game is stopped (displaying "E") is displayed on the performance display LED 521, and an RWM error command (BA7FH) is sent to the presentation control unit 540. When the presentation control unit 540 receives the RWM error command (BA7FH), the image display means 31 displays "Please change settings" in white letters on a black screen, and the speakers 19a, 19b, 19c, and 19d output a predetermined error sound.
[0283] After that, an infinite loop process is executed in which the WDT clear process and the power supply abnormality check process are repeated. Once the game has stopped due to the RWM error process (S1008), the game stop state will not be resolved and the infinite loop process will continue unless the power is turned on again using the power switch and the setting change process (S1006) is executed.
[0284] In addition, during the gaming suspension state, the device is configured to transmit security information to the hall computer as external output information.
[0285] Incidentally, the RWM error processing (S1008) may be configured to be executable even when there is only one setting stage. By configuring it in this way, even if there are different setting stages for each model, the only program modification required is to change the numerical values, so most of the programs can be standardized.
[0286] On the other hand, if it is determined in S1009 that the backup flag is in the ON state (AA55H) (=AA55H), the process proceeds to S1010 to determine whether the RWM clear condition is met. In S1010, it is determined whether the RWM clear switch 522 is in the ON state (depressed state). As a result, if it is determined to be in the ON state, the RWM clear process (S1011) is executed.
[0287] (RWM clear processing) In the RWM clear process (S1011), a used area RWM clear process is executed to clear all of the RWM areas within the used area except for the setting value storage area (RWMs outside the used area are not subject to the clear process). Furthermore, an initialize command (BA01H) and an RWM clear command (BA02H) are sent to the performance control unit 540. When the performance control unit 540 receives the initialize command (BA01H), an initialize operation is executed to drive the movable objects (center push button movable objects, side unit movable objects, and board-side movable objects (lower movable object 30a, upper movable object 30b)) in a predetermined operation pattern to check their operation. Furthermore, when the performance control unit 540 receives the RWM clear command (BA02H), an RWM clear notification is executed for a predetermined time (e.g., 30 seconds) using the image display means 31, speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, etc. to notify that the RWM has been cleared. At this time, the image display means 31 displays a default background screen indicating the initial state, and the decorative patterns 100, 101, and 102 are displayed in a predetermined display mode (e.g., "2," "3," and "7") indicating the state after RWM is cleared.
[0288] Next, the RWM clear initialization is performed according to the RWM clear processing of the used area. The RWM clear initialization includes the setting of a fraud information timer to measure the RWM clear notification time (30 seconds), the setting of a specific miss stop light pattern to display the special symbol 1 variable display LED 76a and the special symbol 2 variable display LED 76b in a specific miss stop light pattern, and the setting of a rescue activation counter to activate rescue mode (time-saving game state) when the number of times the special symbol 1 variable display or the special symbol 2 variable display has reached a predetermined number (900 times). After these settings are completed, the RWM clear processing (S1011) is terminated.
[0289] Furthermore, the RWM clear process (S1011) is configured to be executed not only when it is determined in S1010 that the RWM clear switch 522 is in the ON state, but also after the setting change process (S1006) is completed. Therefore, when the setting change process (S1006) is performed, the RWM clear process (S1011) is also executed.
[0290] On the other hand, if it is determined in S1010 that the RWM clear switch 522 is in the OFF state (not pressed), the process proceeds to determining whether the setting confirmation condition in S1012 is met. In S1012, if the inner frame 3 is in the open state with respect to the outer frame 2 (the inner frame open switch 35b is in the ON state) and the setting key switch 523 is in the turned state (ON state), it is determined that the setting confirmation condition is met, and the setting confirmation process (S1013) is executed.
[0291] (Settings confirmation process) In the setting confirmation process (S1013), first, the setting value information is obtained from the setting value memory area of the RWM in the used area and stored in a register, and based on the obtained setting value, the setting value information (information on any of settings 1 to 6) is displayed on the setting display means 521.
[0292] Next, it transmits a setting check start command (BA60H to BA65H corresponding to the six levels of setting 1 to setting 6) to the performance control unit 540. When the performance control unit 540 receives the setting check start command, the image display means 31 displays a setting history list screen along with a black screen displaying "settings changing" in green letters. In addition, the speakers 19a, 19b, 19c, and 19d output a sound saying "settings changing." When the setting history list screen is displayed, it is possible to check the history information of the setting values up to now, the setting time, and the like by using the operation means 14a or the cross button 18.
[0293] The setting history can display up to 50 previous settings, and each time new setting information is updated, the oldest setting information (50th setting) is deleted. The setting time can be displayed up to 999:59 (minutes). When the setting history list screen is displayed, the setting history can be cleared by pressing and holding the up or down key on the directional pad for 3 seconds.
[0294] Thereafter, it is determined whether the setting key switch 523 is in the ON state, and if it is in the ON state, the above-mentioned process is repeated from the point where the input information of the RWM clear switch 522 is obtained again, and if it is in the OFF state, a setting value command (BA70H to BA75H corresponding to the six stages of setting 1 to setting 6) is sent to the performance control unit 540, and the setting confirmation process (S1013) is terminated.
[0295] Furthermore, even during the setting check, the WDT is cleared and a power supply abnormality check process is performed, so that power supply abnormalities and program abnormalities can be dealt with during the setting check.
[0296] In addition, while the settings are being confirmed, security information is sent to the hall computer as external output information, and the security signal is configured to be output for a predetermined period of time (30 seconds) even after the settings confirmation is completed.
[0297] Incidentally, the configuration may be such that the setting confirmation process (S1013) can be executed even when there is only one setting stage. By configuring in this way, even if there are different setting stages for each model, the only program modification required is to change the numerical values, so most of the programs can be standardized.
[0298] On the other hand, if it is determined in S1012 that the setting confirmation condition is not met, the process proceeds to backup restoration processing in S1014.
[0299] (Backup restoration process) In the backup restoration process (S1014), restoration procedures for various game processes are carried out based on the backup data backed up at the time of power outage.
[0300] It also sends an initialize command (BA01H) and a backup restore command (BA03H) to the performance control unit 540. When the performance control unit 540 receives the setting change start command (BA76H), the image display means 31 displays the message "Power has been restored from power outage. Please resume play" in white text on a black screen. In parallel with this, the initialize command is also used to initialize the movable objects (center push button movable objects, side unit movable objects, and board-side movable objects (lower movable object 30a, upper movable object 30b)). When the command transmission to the performance control unit 540 is complete, the backup restore process (S1014) is terminated.
[0301] Furthermore, the backup restoration process (S1014) is configured to be executed not only when it is determined in S1012 that the setting confirmation condition is not met, but also after the setting confirmation process (S1013) is completed. Therefore, when the setting confirmation process (S1013) is performed, the backup restoration process (S1014) is also executed.
[0302] To summarize the above processing, the main control system processing involves one of the following processing (1) to (4). (1) Setting change process (S1006) + RWM clear process (S1011) (2) RWM clear process (S1011) (3) Setting confirmation process (S1013) + backup restoration process (S1014) (4) Backup restoration process (S1014) Then, after any of the processes (1) to (4) is performed, the game start clear process (S1015) shown in FIG. 2-3 is performed. In this process, the error information storage area for storing error information in the usage area RWM is cleared. Specifically, the backup flag, the power supply abnormality counter for storing the number of power supply abnormality determinations, the payout abnormality counter for storing the number of times an abnormality in the payout control unit 510 is determined, the error flag for determining various errors (ball jam, supply shortage, counting abnormality, wire break, door open, prize slot error, radio wave error, magnetic error, etc.), the error detection timer for detecting various error states, and the error notification timer for managing the various error notification times are cleared. As a result, when the power is turned on, the error information before the power failure is cleared, so that when the power-on process is performed, it is possible to return to a state where the error state has been cleared.
[0303] Next, game start setting (S1016) is performed. In this process, internal function registers are set and various settings related to the game are performed.
[0304] First, the internal function registers are set, including the interrupt priority register, CTC control register, CTC data register, interrupt enable register, WDT control register, transmit prescaler register, 8-bit variable length random number maximum value register, 16-bit variable length random number maximum value register, and external latch control register.
[0305] The interrupt priority register is a register that sets the priority when multiple interrupt requests occur. In this embodiment, only one CTC interrupt request is used, so prioritization is not particularly required, but the priority of the interrupt request by the CTC used is set to be higher.
[0306] The CTC control register is a register that sets the method for setting the timer value by the CTC, and is set to a fixed value. The CTC data register is a register that sets a count value that determines the timing of outputting an interrupt request signal by the CTC, and in this embodiment, a count value equivalent to 4 ms is set to realize timer interrupt processing that occurs every 4 ms.
[0307] The interrupt enable register is a register that sets whether an interrupt request signal from the CTC is enabled or disabled, and is set to an enabled state to generate a timer interrupt process (S1024 to S1045).
[0308] The WDT control register is used to set the WDT clear mode and timer settings. The transmission prescaler register is used to set the transmission baud rate for serial communication with the payout control unit 510.
[0309] The 8-bit variable length random number maximum value register sets the total number of random numbers for special symbols (e.g. 205) used in the special symbol lottery process to draw the types of stop symbols such as big win stop light emission pattern, small win stop light emission pattern, and miss stop light emission pattern in the special symbol 1 variation display and special symbol 2 variation display, and the total number of random numbers for normal symbols (e.g. 200) used in the normal symbol lottery process to draw the types of stop symbols such as win stop light emission pattern and miss stop light emission pattern in the normal symbol variation display. Each random number circuit is configured to be activated by setting the maximum value (total number) of each random number in the 8-bit variable length random number maximum value register.
[0310] The 16-bit variable length random number maximum value register sets the total number (e.g. 10,000) of special symbol fluctuation pattern random numbers used in the special symbol fluctuation pattern lottery process to draw the fluctuation modes (fluctuation time and fluctuation presentation) of the special symbol 1 fluctuation display and the special symbol 2 fluctuation display, and the total number (e.g. 30,000) of normal symbol fluctuation pattern random numbers used in the normal symbol fluctuation pattern lottery process to draw the fluctuation modes (fluctuation time and fluctuation presentation) of the normal symbol fluctuation display. Each random number circuit is configured to be activated by setting the maximum value (total number) of each random number in the 16-bit variable length random number maximum value register.
[0311] The external latch control register performs settings to allow acquisition of each random number value when an acquisition signal to acquire (latch) a random number value is input to each random number circuit (8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, 16-bit variable-length random number circuit).
[0312] In addition, multiple types of special symbol fluctuation pattern random numbers may be provided, and the fluctuation pattern may be determined using the multiple types of special symbol fluctuation pattern random numbers.In this case, the 8-bit variable length random number maximum value register may be configured to set the total number of second special symbol fluctuation pattern random numbers (e.g., 240) or the total number of third special symbol fluctuation pattern random numbers (e.g., 252).
[0313] Incidentally, a 16-bit fixed-length random number circuit is used for the random numbers used to determine whether a jackpot is won or lost in the lottery for the special symbol 1 variable display and the special symbol 2 variable display, and for the random numbers used to determine whether a jackpot is won or lost in the lottery for the normal symbol variable display, and this 16-bit fixed-length random number circuit is configured to start automatically after a system reset of the main control unit 520 or a WDT reset. Therefore, there is no need to set a maximum value for the random number to start the random number circuit.
[0314] Furthermore, the random numbers for determining a jackpot, the random numbers for determining a win, the random numbers for special symbols, the random numbers for normal symbols, the random numbers for special symbol variation patterns, and the random numbers for normal symbol variation patterns may be generated by a program without using each random number circuit (software random numbers). In this case, it is desirable to configure the system to perform random number update processing for updating each random number value and setting the initial value of each random number value in the cyclically executed main loop processing (S1017 to S1023) and timer interrupt processing (S1024 to S1045).
[0315] Next, various settings related to the game are performed, such as clearing the LED common port, setting the launch control signal to ON, and setting the operation confirmation display timer for the performance display LED 521.
[0316] In this embodiment, the lighting of the performance display LED 521 and the pattern display device 76 is controlled by a dynamic lighting method, and in the LED common port clearing process, the common data of the common port output to each is first cleared.
[0317] Next, the launch control signal that was set to OFF at the start of the main control system processing is set to ON, thereby allowing the launching operation of the game ball.
[0318] Finally, an operation check display timer is set to display an operation check display for a predetermined time (approximately 5 seconds) by fully flashing the performance display LED 521. This causes the performance display LED 521 to display an operation check display for the predetermined time every time the power is turned on, and after the operation check display for the predetermined time has ended, it starts displaying the base value.
[0319] Once these settings are complete, the process proceeds to the main loop process (S1017 to S1023).
[0320] (Main loop processing) In the main loop processing (S1017 to S1023), first, an interrupt disable processing (S1017) is performed to disable the generation of an interrupt processing program. Next, all registers are saved to the stack area, and the table pointer register, which is the base address for specifying the used area RWM area, is saved to the stack area (S1018 to S1019). After that, the main loop outside area processing (S1020) placed in the used area outside program is called and executed. After the main loop outside area processing (S1020) is executed, the table pointer register is restored, and all registers are restored (S1021 to S1022), and an interrupt enable processing (S1023) is performed to enable the generation of an interrupt processing program.
[0321] While this series of main loop processes (S1017 to S1023) is being repeated, if an interrupt timing occurs that occurs at a predetermined cycle (4 ms cycle), timer interrupt processes (S1024 to S1045) are executed. Incidentally, since the interrupt disable process (S1017) is being executed while the main loop processes (S1017 to S1023) are being executed, the timer interrupt processes (S1024 to S1045) are not executed. The timer interrupt processes (S1024 to S1045) are executed between the interrupt enable process being executed in S1023 and the next interrupt disable process (S1017) being executed.
[0322] (Processing outside the main loop) Here, the processing outside the area in the main loop (S1020) will be described with reference to Figure 2-5. Figure 2-5 shows a flowchart of the processing outside the area in the main loop (S1020). The processing outside the area in the main loop (S1020) is called and executed during execution of the main loop processing (S1017 to S1023).
[0323] When the processing outside the area in the main loop (S1020) is called, first the stack pointer of the area in use is saved, and the stack pointer outside the area in use is set (S1046).
[0324] Next, RWM initialization determination processing (S1047) is executed. Here, it is determined whether there is an abnormality in the contents of the out-of-use RWM. If it is determined that an abnormality has occurred, the out-of-use RWM is cleared and initial data is set. The determination of whether an abnormality has occurred here involves monitoring for abnormalities such as whether the value of the display content pointer that specifies the display content (real-time base value, first cumulative base value, second cumulative base value, third cumulative base value) of the performance display LED 521 is an abnormal value, and whether the value of the division task pointer that manages the stage of the division task in the tallying and division processing (S1048) of the performance display LED 521 is an abnormal value. It also monitors whether an initial flag that determines whether the gaming machine 1 is being powered on for the first time is ON (initial power-on). This is because the necessary data has not yet been set when the gaming machine 1 is first powered on, and initial data must be set.
[0325] Next, a performance display LED tallying and division process (S1048) is executed to calculate a base value to be displayed on the performance display LED 521. In the performance display LED tallying and division process (S1048), when a prize is won in one of the various winning slots (special symbol 1 starting slot 38, special symbol 2 starting slot 39, upper left winning slot 40, middle left winning slot 41, lower left winning slot 42, right winning slot 43, upper large winning slot 44, lower large winning slot 45), the number of prize balls associated with the prize is counted, and when a ball enters the out switch count 47a, the number of outs is counted, and a base value is calculated based on the number of prize balls and the number of outs counted. The calculated base value is stored in the ratio buffer of the RWM outside the use area, and the base value stored in this ratio buffer is displayed on the performance display LED 521.
[0326] Finally, the stack pointer outside the area in use is restored (S1049), and the processing outside the area in the main loop (S1020) ends.
[0327] (Timer interrupt processing) When an interrupt timing occurs during the execution of the main loop process (S1017 to S1023), the timer interrupt process (S1024 to S1045) shown in Fig. 2-4 is executed. In the timer interrupt process (S1024 to S1045), each process related to the game (game process) is executed in the order of (1) to (18) below. (1) Power supply abnormality check process (S1024) that checks for power supply abnormalities and performs power outage processing in the event of an emergency. (2) Timer management process (S1025) for updating various timers used in game processing (3) Input management process (S1026) that creates and manages input data based on input information from switches (special symbol 1 start port switch 38a, special symbol 2 start port switch 39a, prize port switches 40a, 42a, 43a, large prize port switches 44a, 45a, right gate switch 46a, out switch 47a, etc.) (4) Random number circuit processing to check for abnormalities in the random number circuit (S1027) (5) A prize ball management process (S1028) that refers to the information of the winning counter and, if a winning occurs, sends a payout control command (a prize ball command) that specifies the number of prize balls to the payout control unit 510. (6) Normal pattern management processing (S1029) for monitoring ball entry into the right gate switch 46a (normal pattern start gate switch), updating normal pattern reserved memory information, winning lottery processing, normal pattern lottery processing, normal pattern change pattern lottery processing, and starting and stopping the normal pattern change display (7) A normal electric accessory management process (S1030) that performs processing necessary for the execution of the electric chute support, such as the opening and closing operation of the movable piece 39b of the special pattern 2 starting port 39. (8) Special symbol management process (S1031) for monitoring balls entering the special symbol 1 start port switch 38a and the special symbol 2 start port switch 39a, updating the special symbol reserved memory information, determining whether to execute a pre-reading notice, lottery processing for a big win, lottery processing for a special symbol, lottery processing for a special symbol change pattern, start processing and stop processing of the special symbol change display, and setting processing for transition of the game state. (9) Special electric device management process (S1032) that executes the winning game (jackpot game, small win game) and sets the game status after the winning game. (10) An error management process (S1033) is performed to monitor whether an error (abnormality) has occurred in the game operation based on the detection information of various sensors (magnetic sensor 73, radio wave sensor 74, vibration sensor 75) and switches (ball counting switch 23c, supply shortage detection switch 23d, launch stop switch 34, frame opening switch 35, ball jam detection switch 36), and to send an error command to the performance control unit 540 that can identify the type of error. (11) Game information notification management process (S1034) for turning on the right-hit display LED 76g when right-hit is advantageous and turning off the right-hit display LED 76g when left-hit is advantageous. (12) External terminal management process (S1035) for transmitting an external terminal signal relating to external output information from the external terminal board 60 to the hall computer (13) Solenoid management process (S1036) for outputting drive signals (excitation signals) to the drive sources (large prize opening / closing solenoids 70 and 71, special symbol 2 start opening / closing solenoid 72). (14) LED management processing (S1037) that updates the port output counter that manages the lighting cycle of the dynamic lighting control and outputs control signals (common data, lighting data) to the pattern display device 76 and the performance display LED 521. (15) Area transition processing that performs processing related to the transition between the use area program and the use area out-of-area program, display processing for displaying the base value on the performance display LED 521, and processing related to the creation and output of the test firing test signal (S1038 to S1042) (16) An out command transmission process (S1043) for transmitting an out command indicating the detection information to the performance control unit 540 when the out switch 47a detects a gaming ball. (17) SPI communication start process (S1044) that outputs the serial data stored in the serial communication buffer (18) WDT clearing process (S1045)
[0328] Each of the above processes (1) to (18) will be described in detail below.
[0329] ((1) Power supply abnormality check process) In the power supply abnormality check process (S1024), first, information on the input port through which the power supply abnormality signal is input is obtained, and if the power supply abnormality signal is ON, the power supply abnormality counter is incremented (+01H), and if it is OFF, the value of the power supply abnormality counter is cleared (cleared to 00H). At this time, if the power supply abnormality signal is OFF, the process ends here. If the power supply abnormality signal is ON, the process continues, and a determination is made as to whether the incremented value of the power supply abnormality counter has reached a predetermined value (e.g., 02H). If it is determined that the predetermined value has been reached (if the power supply abnormality signal is determined to be ON twice in a row), it is determined that there is a power supply abnormality, and backup processing is executed. After that, an infinite loop process is executed to stop the progress of the game processing in preparation for a power cutoff.
[0330] In the backup process carried out before power is cut off, a power off command 1 (BA33H) and a power off command 2 (BA55H) are sent to the performance control unit 540. When the performance control unit 540 receives the power off command 2 (BA55H), a black screen is displayed on the image display means 31. Incidentally, the power off command 1 (BA33H) and the power off command 2 (BA55H) are also sent to the performance control unit 540 if a power supply abnormality is confirmed in the power supply abnormality check process carried out during the setting change process S1006, the RWM error process S1008, and the setting confirmation process S1013.
[0331] Next, the backup flag is set to ON (AA55H). By setting the backup flag to ON (AA55H), it is possible to determine the next time the power is turned on that the backup process was performed successfully before the power was turned off. Furthermore, the protection status of the RWM area is enabled, and RWM protection is enabled to make the area readable / unwriteable, prohibiting further rewriting of data in the RWM area.
[0332] After that, the solenoid ports for outputting drive signals for the various solenoids (large prize opening / closing solenoids 70, 71, special symbol 2 starting opening / closing solenoid 72) driven and controlled by the main control unit 520, launch control signals, and strobe signals sent when sending commands to the performance control unit 540 are cleared. Furthermore, external output information (OFF signal) for turning off all outer end signals, OFF data for turning off all common data output to the symbol display device 76 and performance display LED 521, and turn-off data for turning off all data output to the symbol display device 76 and performance display LED 521 are stored in the serial communication output buffer, and output processing begins. This stops various functions before the power is shut down.
[0333] Finally, in order to prohibit the occurrence of timer interrupt processing, the interrupt enable register is set to a prohibited state, and interrupt prohibition processing is performed to prohibit the occurrence of the interrupt processing program (S1024 to S1045), and the process transitions to infinite loop processing.
[0334] ((2) Timer management processing) The timer management process (S1025) updates the values of various timers used in the game process. The types of timers that are subject to this process include the normal power timer, the special power timer, the fraudulent information timer, the magnetic error alarm timer, the radio wave error alarm timer, the prize slot error alarm timer, the normal power prize valid timer, the special prize slot prize valid timer, and the operation confirmation display timer.
[0335] Here, the normal symbol / normal electric timer is a timer that is set whenever necessary to manage the change time of the normal symbol change display, the light emission time of the stop light emission pattern (normal symbol confirmation time, normal symbol confirmation time), the opening time of the electric chute support, and the interval time before and after opening.
[0336] The special symbol special light timer is a timer that is used to set and manage the change time of the special symbol change display, the light emission time of the stop light emission pattern (special symbol determination time, special symbol determination time), the opening time of the large prize entry ports 44 and 45, the interval time before the start of the jackpot, the interval time between rounds, and the interval time after the jackpot ends whenever necessary.
[0337] The fraud information timer is a timer that is set whenever necessary to manage the RWM clear notification time, the fraud notification time due to fraudulent entry into the special pattern 2 start port (a win when the electric chute support is not activated), and the fraud notification time due to fraudulent entry into the large prize ports 44 and 45 (a win when the large prize ports 44 and 45 are not open).
[0338] The magnetic error alarm timer is a timer that sets and manages the magnetic error alarm time based on magnetic detection by the magnetic sensor 73. The radio wave error alarm timer is a timer that sets and manages the radio wave error alarm time based on radio wave detection by the radio wave sensor 74. The vibration error alarm timer is a timer that sets and manages the vibration error alarm time based on vibration detection by the vibration sensor 75. The prize slot alarm timer is a timer that sets and manages the fraud detection time based on fraudulent winning (each prize slot switch 40a, 42a, 43a continuously detecting for a predetermined period of time) at multiple prize slots (top left prize slot 40, middle left prize slot 41, bottom left prize slot 42).
[0339] The regular electric winning validity timer is a timer for managing a predetermined winning validity time set after the opening time of the electric chute support has ended. The special electric winning validity timer is a timer for managing a predetermined winning validity time set after the opening time of the large winning openings 44, 45 has ended. The operation confirmation display timer is a timer for managing a setting for the execution time of the operation confirmation display that causes the performance display LED 521 to flash completely.
[0340] In addition, in the timer management process, a 2-byte timer consisting of 2 bytes is basically used as the timer to be updated, but it is not limited to this and may be configured to use a 4-byte timer consisting of 4 bytes. In this case, in the timer management process (S1025), timer update processing for the 2-byte timer and timer update processing for the 4-byte timer are executed respectively.
[0341] ((3) Input management processing) In the input management process (S1026), switch input data (switch edge data and level data) is created based on the input information of switches (special pattern 1 start port switch 38a, special pattern 2 start port switch 39a, prize port switches 40a, 42a, 43a, large prize port switches 44a, 45a, right gate switch 46a, out switch 47a, etc.).
[0342] Furthermore, based on the created switch input data, it checks whether there has been any fraudulent entry into the special pattern 2 start port 39 and the large prize entry ports 44, 45, and if it determines that there has been any fraudulent entry, it clears the switch input data relating to the special pattern 2 start port 39 or the large prize entry ports 44, 45 that have been determined to be fraudulent entry, and sets a fraud alarm time in the fraud information timer.
[0343] Next, the information of the winning counter is updated based on the switch input data. Based on the updated information of the winning counter, a winning ball command is sent to the payout control unit 510 in the prize ball management process (S1028) described later.
[0344] Furthermore, a plurality of winning counters are provided according to the number of winning balls. Finally, based on the switch input data, a switch pass command is sent to the performance control unit 540, and this process is completed.
[0345] ((4) Random number circuit processing) In the random number circuit processing (S1027), a random number error status register (built-in register) that indicates an abnormality in the random number circuit is referenced to check whether there is an abnormality in the random number circuit. Here, the random number error status register indicates the status of each of the 8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, and 16-bit variable-length random number circuit individually, and is configured to be able to determine which random number circuit has an abnormality.
[0346] If, as a result of referencing the random number error status register, it is determined that an abnormality has occurred in at least one of the random number circuits, it sets the random number circuit abnormality confirmation flag to the ON state (05AH) and sends a main board error command (E00BH) to the performance control unit 540. When the performance control unit 540 receives the main board error command (E00BH), "main board error" is displayed on the image display means 31. If it is determined that no abnormality has occurred, it ends the processing without setting the flag or sending the command.
[0347] Here, when the random number circuit abnormality confirmation flag is set to the ON state (05AH), the normal symbol management process (S1029) described later is configured to clear (set to 00H) the winning determination random number, normal symbol random number, and normal symbol variation pattern random number that are acquired when a ball is detected entering the right gate switch 46a. By clearing (setting to 00H) the winning determination random number and normal symbol random number, the winning / losing lottery result and the normal symbol lottery result will always be a loss, and the normal symbol variation display result will always be a loss stop pattern. In addition, by clearing (setting to 00H) the normal symbol variation pattern random number, a normal symbol variation pattern with a short variation time and few variation effects will be selected.
[0348] Similarly, in the special symbol management process (S1031), the random numbers for determining a jackpot, the random numbers for special symbols, and the random numbers for special symbol variation patterns, which are acquired when a ball is detected entering the special symbol 1 start port switch 38a and the special symbol 2 start port switch 39a, are also configured to be cleared (set to 00H). By clearing the random numbers for determining a jackpot and the random numbers for special symbols (set to 00H), the results of the win / loss lottery and the special symbol lottery will always be a loss, and the result of the special symbol variation display will always be a loss stop pattern. In addition, by clearing the random number for the special symbol variation pattern (set to 00H), a special symbol variation pattern with a short variation time and few variation effects will be selected.
[0349] In this way, when it is determined that an abnormality has occurred in the random number circuit, the acquired random number values (random number for hit determination, random number for normal symbol, random number for normal symbol variable pattern, random number for jackpot determination, random number for special symbol, random number for special symbol variable pattern) are forcibly rewritten in order to avoid malfunctions or goto (such as extracting only the winning value) due to the abnormality. Also, once the random number circuit abnormality confirmation flag is set to the ON state (05AH), the normal symbol management process (S1029) and the special symbol management process (S1031) will not be executed normally unless the random number circuit abnormality confirmation flag is cleared by the RWM clear process (S1011).
[0350] ((5) Prize ball management processing) In the prize ball management process (S1028), the prize counter is referenced, and if it is determined that there is winning information in the prize counter, a prize ball command based on the winning information is sent to the payout control unit 510.
[0351] When sending a prize ball command, the prize information in the prize counter is cleared (the prize counter is decremented by 01H), so that one prize ball command is sent for one piece of prize information.
[0352] In addition, since multiple winning counters are provided according to the number of winnings, if any of the winning counters has winning information, a winning ball command will be sent to the payout control unit 510.
[0353] Incidentally, even if there is winning information in multiple winning counters, the prize ball command is configured to be sent only once in one prize ball management process (S1028), and the winning information of winning counters that has not been processed is configured to be processed in the prize ball management process (S1028) of the next or subsequent timer interrupt process (S1024 to S1045).By configuring it in this way, the processing time required for the prize ball management process (S1028) is not affected by the number of winning information, so it is possible to keep the processing time constant.
[0354] In addition, the prize ball management process (S1028) determines whether the communication signal from the payout control unit 510 is in the ON state (normal state), and if it is determined to be in the OFF state (abnormal state), it increments the payout communication abnormality confirmation counter (+01H) and determines whether the value of the incremented payout communication abnormality confirmation counter has reached a predetermined value (e.g., 02H).
[0355] If it is determined that the predetermined value has been reached (if it is determined that the communication signal is in the OFF state twice in a row), it is determined that there is a dispensing communication abnormality, and the serial circuit error flag is set to the ON state (5AH), and a dispensing board error command (E009H) is sent to the performance control unit 540. When the performance control unit 540 receives the dispensing board error command (E009H), the image display means 31 displays "dispensing board error."
[0356] In this way, when the serial circuit error flag is set to the ON state (5AH), in the current prize ball management process (S1028) or the next or subsequent prize ball management process (S1028), regardless of whether there is winning information in the winning counter, a prize ball command is not sent to the payout control unit 510. Therefore, once the serial circuit error flag is set to the ON state (5AH), no prize ball command is sent to the payout control unit 510 unless the serial circuit error flag is cleared by the RWM clear process.
[0357] On the other hand, if it is determined that the communication signal from the payout control unit 510 is in the ON state (normal state), the payout communication abnormality confirmation counter is cleared (cleared to 00H), and a prize ball command is sent depending on whether or not there is winning information.
[0358] ((6) Ordinary Design Management Processing) In the normal pattern management process (S1029), regardless of whether the normal variable display is being executed or not, the right gate switch 46a monitors whether a game ball has been detected, and if it is determined that a game ball has been detected, the normal pattern reserved memory is incremented (+1) and a process is executed to obtain multiple types of random number information (random number for hit determination, random number for normal pattern, random number for normal pattern variable pattern) required to execute the normal pattern variable display.
[0359] As areas for storing this random number information, random number memory areas (random number memory area for winning judgment, random number memory area for normal symbols, random number memory area for normal symbol variable pattern) are provided in the number equal to the upper limit number of normal symbol reserved memories (e.g., 4), and the acquired random number information is stored in the memory area corresponding to the current number of normal symbol reserved memories (number of normal symbol reserved memories after addition).
[0360] Then, when the conditions for starting the normal pattern change display are met, the number of reserved memories for normal patterns is subtracted, and the information stored in the first memory area (information in the memory area corresponding to reserved memory number 1) is stored in a buffer area (random number buffer for hit determination, random number buffer for normal patterns, random number buffer for normal pattern change patterns) provided as an area for storing information to be used in this normal pattern change display, and the information stored in the subsequent memory areas (information in the memory areas corresponding to reserved memory numbers 2 to 4) is shifted in order toward the head of the queue (information in the memory area corresponding to reserved memory number 4 → information in the memory area corresponding to reserved memory number 3 → information in the memory area corresponding to reserved memory number 2 → information in the memory area corresponding to reserved memory number 1).
[0361] In this way, the random number information stored in the memory area is configured to be processed on a first-in, first-out basis. Then, using the random number information stored in the buffer area, a winning lottery process, a normal symbol lottery process, and a normal symbol variation pattern lottery process for the current normal symbol variation display are executed, respectively.
[0362] In the winning lottery process, the winning / losing lottery process is performed using a winning determination table in which a winning lower limit judgment value and a winning upper limit judgment value are set, and if it is determined that the value of the random number information stored in the winning determination random number buffer is a random number value that is greater than the winning lower limit judgment value and less than the winning upper limit judgment value (winning lower limit judgment value < random number information < winning upper limit judgment value), it is determined that the random number value belongs to the winning determination range, and the winning determination flag is set to ON (winning determination).
[0363] On the other hand, if it is determined that the random number value does not fall within the hit determination range, the hit determination flag is set to OFF (miss determination). By setting the hit determination flag to ON (hit determination), the processing required to execute the electric chute support is executed in the normal electric role management processing described later.
[0364] In the normal symbol lottery process, depending on the result of the winning lottery process (depending on the content of the winning determination flag), the symbol lottery process is performed using either the normal symbol losing symbol table or the normal symbol winning symbol table. The normal symbol losing symbol table and the normal symbol winning symbol table are set with a random number determination value, stopping symbol type information for determining the type of stopping symbol corresponding to this random number determination value, and variation pattern offset information used to determine the normal symbol variation pattern in the normal symbol variation pattern lottery process, and the random number determination value corresponding to the value of the random number information stored in the normal symbol random number buffer is searched for, and as a result of the search, the stopping symbol type information and variation pattern offset information corresponding to the corresponding random number determination value are obtained.
[0365] The stop symbol after the normal symbol change display is determined based on the stop symbol type information acquired here, and when the normal symbol change display is finished, the content of the determined stop symbol is displayed. Also, based on the acquired change pattern offset information, the normal symbol change pattern is selected in the normal symbol change pattern lottery process described later.
[0366] In the normal symbol variation pattern lottery process, the variation pattern offset information acquired in the normal symbol lottery process, information on the current game state and game mode, and, if necessary (for example, only in the case of a miss), the number of reserved memories are referenced, and the variation pattern lottery process is performed using a variation pattern table determined from multiple types of variation pattern tables.
[0367] A random number determination value is set in the variation pattern table, and the random number determination value corresponding to the random number information stored in the normal symbol variation pattern random number buffer is searched for, and as a result of the search, normal symbol variation pattern information corresponding to the corresponding random number determination value is obtained. Based on the normal symbol variation pattern information obtained here, the variation execution time of the normal symbol variation display is determined, and the variation execution time is set in the normal symbol normal power timer.
[0368] In addition, a normal pattern variation pattern command may be sent to the performance control unit 540 based on the acquired normal pattern variation pattern information, and when the performance control unit 540 receives the normal pattern variation pattern command, the image display means 31 may be configured to execute a decorative pattern normal variation game in which a variation display using multiple decorative patterns 100, 101, and 102 is executed in parallel with the normal pattern variation display using the pattern display device 76.
[0369] In this way, the current normal pattern change display is started by executing the winning lottery process, normal pattern lottery process, and normal pattern change pattern lottery process, but the system is configured so that the conditions for starting a new normal pattern change display are not met while the current normal pattern change display is being executed, and the winning lottery process, normal pattern lottery process, and normal pattern change pattern lottery process for the new normal pattern change display will not be executed until the current normal pattern change display has finished (until the change execution time and pattern determination time have finished).
[0370] In the normal symbol management process (S1029), while the normal symbol variable display is being executed, the variable execution time set in the normal symbol normal power timer is monitored, and when the variable execution time has ended, a new symbol determination time is set in the normal symbol normal power timer, and a process for displaying the contents of the determined stopped symbol is executed. Then, when the symbol determination time has ended, if it is determined that the hit determination flag is set to the ON state (hit determination), the electric chute support execution flag is set.
[0371] By setting this electric chute support execution flag, the electric chute support execution process is performed in the normal electric accessory management process (S1030) described later. With this, the series of processes related to the normal symbol variable display is completed.
[0372] Also, when the right gate switch 46a detects a gaming ball, information about the added normal symbol reserved memory may be sent as a normal symbol reserved addition command to the performance control unit 540. Also, when the start condition for the normal symbol variable display is established, information about the subtracted normal symbol reserved memory may be sent as a normal symbol subtraction command to the performance control unit 540. This allows the performance control unit 540 to grasp the current number of normal symbol reserved memories, and also allows the image display means 31 to display a normal symbol reserved display indicating the current number of normal symbol memory displays.
[0373] In addition, the system may be configured to execute a winning lottery process, a normal symbol lottery process, and a normal symbol variation pattern lottery process not only when the start condition for the normal symbol variation display is met, but also when the right gate switch 46a detects a gaming ball. Furthermore, when a normal symbol reserved addition command is sent to the performance control unit 540, the system may be configured to send the normal symbol variation pattern information acquired by the normal symbol variation pattern lottery process together with the command. This allows the performance control unit 540 to grasp the variation content of the normal symbol variation display based on the current normal symbol reserved memory, and to execute a pre-reading performance according to the variation content (such as a dedicated pre-reading performance that can only be executed with specific variation content).
[0374] In addition, it may be configured to add pre-reading notice prohibition information to the normal symbol reserved addition command and transmit it. This makes it possible to restrict the execution of pre-reading notice by the performance control unit 540.
[0375] ((7) Management and processing of ordinary electric accessories) The normal electric device management process (S1030) is configured to execute the processing required to execute the electric chute support when the result of the normal variable display is determined to be a win in the above-mentioned normal symbol management process (S1029) and the electric chute support execution flag is set as a result. Therefore, if the electric chute support execution flag is not set, the processing required to execute the electric chute support is not executed in the normal electric device management process (S1030).
[0376] In the normal electric role management process (S1030), the normal electric role pre-operation setting process (electric chute support pre-operation setting process), the normal electric role start time setting process (electric chute support operation start time setting process), the normal electric role operation setting process (electric chute support operation setting process), and the normal electric role operation end setting process (electric chute support operation end setting process) are executed. Incidentally, the normal electric role management process (S1030) is configured so that the start conditions for new normal symbol variation display are not met while these processes are being executed.
[0377] First, in the normal electric device operation pre-setting process, the interval time before the electric chute support is started is set in the normal electric timer. The interval time before the electric chute support is started set here determines the time from the end of the normal pattern variation display to the start of the electric chute support.
[0378] When the interval time before the electric chute support starts has elapsed, the normal electric device operation start setting process is executed, where the normal electric device winning number counter for counting the number of wins into the special symbol 2 starting hole 39 is cleared (set to 0), and an opening / closing pattern for opening and closing the movable piece 39b of the special symbol 2 starting hole 39 is selected. Then, based on the selected opening / closing pattern, the drive control data for the special symbol 2 starting hole opening / closing solenoid 72 is set. Furthermore, the continuous opening time for opening the movable piece 39b of the special symbol 2 starting hole 39 is set in the normal electric timer, and the process proceeds to the normal electric device operation setting process.
[0379] In the normal electric device operation setting process, the value of the normal electric device winning number counter is monitored to see if it has reached the maximum number of winnings, and if it is determined that it has, it sets the drive control of the special symbol 2 start port opening / closing solenoid 72 to end at that point, and sets the electric chute support end interval time after the electric chute support ends in the normal electric timer. Also, even if the maximum number of winnings has not been reached, if the continuous opening time set in the normal electric timer has elapsed, it makes the same setting and moves to the normal electric device operation end setting process.
[0380] When the electric chute support end interval time has elapsed, the normal electric device operation end setting process is executed. Here, the information on the opening and closing pattern used in this electric chute support, the electric chute support execution flag, and various counters are cleared, and a setting process is performed so that the start conditions for the next normal symbol change display can be met. In other words, the electric chute support end interval time set here determines the time from when the electric chute support ends until the next normal symbol change display can start.
[0381] With the above processing, the series of processing related to the execution of electric chute support by the normal electric device management processing (S1030) is completed.
[0382] ((8) Special Design Management Processing) In the special symbol management process (S1031), whether or not the special symbol 1 variable display or the special symbol 2 variable display is being executed is monitored to see if the special symbol 1 start port switch 38a or the special symbol 2 start port switch 39a has detected a game ball. Note that the subsequent processes are essentially the same, with the only difference being whether they are related to special symbol 1 or special symbol 2, so to avoid repetition, the following description will focus on the details related to special symbol 1.
[0383] When it is determined that the special symbol 1 start port switch 38a has detected a gaming ball, the special symbol 1 reserved memory is incremented (+1), and processing is executed to acquire multiple types of random number information (random numbers for jackpot determination, random numbers for special symbols, random numbers for special symbol variation patterns) required to execute the special symbol 1 variation display. As areas for storing this random number information, random number memory areas (random number memory area for jackpot determination, random number memory area for special symbols, random number memory area for special symbol variation patterns) are provided for each of the upper limit number of special symbol reserved memories (e.g., 4), and the acquired random number information is stored in a memory area corresponding to the current number of special symbol reserved memories (the number of special symbol reserved memories after the increment).
[0384] Also, at this time, if the number of reserved memories for special pattern 1 has reached the upper limit (4), it is determined that an over-winning has occurred, exceeding the upper limit, and an over-winning command is sent to the performance control unit 540.
[0385] Next, a process is performed to determine whether or not to prohibit the execution of the pre-reading notice. If it is determined by this process that the special symbol 1 pre-reading prohibition condition is established, pre-reading notice prohibition information is acquired. If pre-reading notice prohibition information is acquired, the pre-reading notice prohibition information is added to the special symbol reserved addition command, which is information related to the added special symbol 1 reserved memory, and sent to the performance control unit 540. This restricts the execution of the pre-reading notice.
[0386] Incidentally, the special symbol 1 pre-read prohibition condition is met when the current game state is a low probability high base state (time-shortened game state) in which special symbol 2 reserved memory is likely to occur, or a jackpot game state.
[0387] In addition, the special symbol 2 pre-read prohibition condition is established when the current game state is a low probability low base state (or high probability low base state) in which special symbol 1 reserved memory is likely to occur, or a jackpot game state.
[0388] In addition, if it is determined that the special symbol 1 pre-read prohibition condition is not established, special symbol variation pattern information is added to the special symbol pending addition command and sent to the performance control unit 540. This special symbol variation pattern information is created based on the information in the random number storage area. This makes it possible to execute a pre-read notice according to the special symbol variation pattern.
[0389] When the start condition for the special symbol variable display is met, the number of reserved special symbol memories is subtracted, and a special symbol reserved subtraction command, which is information about the subtracted reserved special symbol 1, is sent to the performance control unit 540. Furthermore, the information stored in the first memory area (information in the memory area corresponding to reserved memory number 1) is stored in a buffer area (random number buffer for jackpot determination, random number buffer for special symbol, random number buffer for special symbol variable pattern) provided as an area for storing information to be used in this special symbol variable display, and the information stored in the subsequent memory areas (information in the memory areas corresponding to reserved memory numbers 2 to 4) is shifted in order toward the head of the queue (information in the memory area corresponding to reserved memory number 4 → information in the memory area corresponding to reserved memory number 3 → information in the memory area corresponding to reserved memory number 2 → information in the memory area corresponding to reserved memory number 1).
[0390] In this way, the random number information stored in the memory area is configured to be processed on a first-in, first-out basis.The random number information stored in the buffer area is then used to execute the jackpot lottery process, special symbol lottery process, and special symbol variation pattern lottery process for the current special symbol variation display.
[0391] In the jackpot lottery process, the win / lose lottery process is performed using a jackpot determination table in which a jackpot lower limit judgment value and an upper limit judgment value, and a small win lower limit judgment value and an upper limit judgment value are set.If it is determined that the value of the random number information stored in the jackpot determination random number buffer is a random number value that is greater than the jackpot lower limit judgment value and smaller than the jackpot upper limit judgment value (jackpot lower limit judgment value < random number information < jackpot upper limit judgment value), it is determined that the random number value belongs to the jackpot determination range and the jackpot determination flag is set to ON (jackpot determination).Similarly, if it is determined that the random number value belongs to the small win determination range, the small win determination flag is set to ON (small win determination).
[0392] On the other hand, if it is determined that the random number value does not belong to the big hit determination range or the small hit determination range, the big hit determination flag or the small hit determination flag is set to the OFF state (miss determination).
[0393] In addition, the range of determining whether a jackpot will occur is set to be different between the low probability state and the high probability state.
[0394] In the special symbol lottery process, the symbol lottery process is performed using either the special symbol miss symbol table, the special symbol big hit symbol table, or the special symbol small hit symbol table, depending on the result of the big hit symbol lottery process (depending on the contents of the big hit determination flag and the small hit determination flag).
[0395] Each pattern table is set with a random number determination value, stopping pattern type information for determining the type of stopping pattern corresponding to this random number determination value, and variation pattern offset information used to determine the special pattern variation pattern in the special pattern variation pattern lottery process, and the random number determination value corresponding to the value of the random number information stored in the special pattern random number buffer is searched, and as a result of the search, stopping pattern type information and variation pattern offset information corresponding to the corresponding random number determination value are obtained.
[0396] The stop symbol type information acquired here determines the stop symbol after the special symbol variation display, and when the special symbol variation display ends, the content of the determined stop symbol is displayed. Furthermore, this stop symbol type information determines the symbol type, such as the jackpot type (10R probability jackpot, 4R probability jackpot, 4R normal jackpot) and the miss type (miss A, miss B).
[0397] In addition, based on the acquired variation pattern offset information, a special symbol variation pattern is selected in the special symbol variation pattern lottery process described later.
[0398] In the special symbol variation pattern lottery process, the variation pattern offset information acquired in the special symbol lottery process, information on the current game state and game mode, and, if necessary (for example, only in the case of a miss), the number of reserved memories are referenced, and the variation pattern lottery process is performed using a variation pattern table determined from multiple types of variation pattern tables.
[0399] A random number determination value is set in the variation pattern table, and the random number determination value corresponding to the random number information stored in the special symbol variation pattern random number buffer is searched for, and as a result of the search, special symbol variation pattern information corresponding to the corresponding random number determination value is acquired. Based on the special symbol variation pattern information acquired here, the variation execution time of the special symbol variation display is determined, and the variation execution time is set in the special symbol special power timer.
[0400] Furthermore, based on the acquired special symbol variation pattern information, it transmits a special symbol variation pattern command to the performance control unit 540, and also transmits a symbol designation command based on the stopped symbol type information. When the performance control unit 540 receives the special symbol variation pattern command and the symbol designation command, a decorative symbol variation game is executed in which a variation display of a plurality of decorative symbols 100, 101, 102 is executed in parallel with the special symbol 1 variation display using the symbol display device 76 on the image display means 31. Furthermore, the performance control unit 540 determines the performance content of the decorative symbol variation game (variation pattern without reach, variation pattern with reach, etc.) according to the content of the received special symbol variation pattern command.
[0401] In this way, the current special pattern change display is started by executing the jackpot lottery process, special pattern lottery process, and special pattern change pattern lottery process, but while the special pattern change display is being executed, the conditions for starting a new special pattern change display are not met, and the jackpot lottery process, special pattern lottery process, and special pattern change pattern lottery process for a new special pattern change display will not be executed until the current special pattern change display has finished (until the change execution time and pattern determination time have finished).
[0402] In the special symbol management process (S1031), while the special symbol variable display is being executed, the variable execution time set in the special symbol special electric timer is monitored, and when the variable execution time has expired, a new symbol determination time is set in the special symbol special electric timer, and a process for displaying the contents of the determined stopped symbol is executed. Also, at this time, a symbol stop command is sent to the performance control unit 540, thereby stopping the variable display of the decorative symbols 100, 101, and 102 due to the decorative symbol variable game.
[0403] Then, when the symbol determination time has ended, if it is determined that the jackpot determination flag is set to the ON state (jackpot determination), the jackpot game execution flag is set. By setting this jackpot game execution flag, the execution process of the jackpot game is performed in the special electric accessory management process (S1032) described later.
[0404] In addition, if it is determined that the small hit determination flag is set to the ON state (small hit determination), a small hit game execution flag is set. When the small hit game execution flag is set, the special electric accessory management process (S1032) executes the small hit game. With the above, the series of processes related to the normal pattern variable display is completed.
[0405] In addition, in this embodiment, when both the special symbol 1 reserved memory and the special symbol 2 reserved memory exist, the special symbol 2 reserved memory is consumed (decremented) preferentially, and the special symbol 2 variable display is started (special symbol 2 priority variation). However, without being limited to this, it may be configured to consume (decrement) the special symbol 1 reserved memory preferentially, and start the special symbol 1 variable display (special symbol 1 priority variation).
[0406] In addition, the numbers may be consumed (deducted) in the order in which they are reserved and stored, and the display of the special symbol 1 or the special symbol 2 may be displayed in order (changing in the order of winning).
[0407] In addition, the reserved memory may be simultaneously consumed (decremented) in parallel, and the special symbol 1 variation display and the special symbol 2 variation display may be simultaneously performed in parallel (simultaneous variation).
[0408] ((9) Special Electric Device Management Processing) The special electric device management process (S1032) is configured to execute the processing required to execute a big win game or a small win game when the result of the special symbol variation display is determined to be a big win or a small win and, as a result, the big win game execution flag or the small win game execution flag is set. If these execution flags are not set, the processing required to execute a big win game or a small win game is not performed in the special electric device management process (S1032).
[0409] In the special electric device management process (S1032), the following processes are executed: special electric device pre-operation setting process (pre-operation setting process for a big win or small win), special electric device operation start setting process (round game operation start setting process), special electric device operation in-progress setting process (round game operation in-progress setting process), special electric device operation continuation process (round game continuation process), and special electric device operation end setting process (large win or small win operation end setting process). Incidentally, the special electric device management process (S1032) is configured so that the start conditions for new special symbol variation display are not met while these processes are being executed.
[0410] First, in the special electric device activation pre-setting process, the pre-jackpot interval time before the jackpot game is executed is set in the special electric timer. The pre-jackpot interval time set here determines the time from the end of the special symbol variable display to the start of the first round of play. In addition, by referring to the jackpot type in the stopped symbol type information, the number of rounds for this jackpot game is stored in the maximum round number buffer, and the round number counter for counting the number of rounds executed is incremented (+01H) in preparation for the execution of the first round.
[0411] Next, a jackpot start command is sent to the performance control unit 540. The jackpot start command includes information such as the type of jackpot and the game status, and when the performance control unit 540 receives this command, it determines the content of the jackpot game performance to be executed during the jackpot game and starts the jackpot start interval performance.
[0412] When the interval time before the start of the jackpot has elapsed, the special electric accessory operation start setting process is executed. Note that for the first round of play (1st round), this process is executed after the interval time before the start of the jackpot has elapsed, but for the next and subsequent rounds of play (2nd round and onwards), this process is executed after the interval time between rounds set in the special electric accessory operation continuation process described below has elapsed.
[0413] In the special electric device activation start setting process, the special electric device win number counter for counting the number of wins at the large prize openings 44, 45 is cleared (set to 0), and an opening / closing pattern for opening and closing the opening / closing plates 44b, 45b of the large prize openings 44, 45 is selected. The opening / closing pattern is determined based on the type of jackpot and the current number of rounds. Then, based on the selected opening / closing pattern, the drive control data for the large prize opening opening / closing solenoids 70, 71 is set. Furthermore, the maximum continuous opening time for opening the opening / closing plates 44b, 45b of the large prize openings 44, 45 is set in the special chart special electric timer.
[0414] Next, a special prize opening command is sent to the performance control unit 540. The special prize opening command includes information such as the current number of rounds played, and when the performance control unit 540 receives this command, it executes a round performance according to the current number of rounds played and updates the round number display that shows the number of rounds played. This then transitions to the special electric device operation setting process.
[0415] In the special electric device operation setting process, the value of the special electric device winning number counter is monitored to see if it has reached the maximum number of winnings. If it is determined that a winning has occurred in the large winning slots 44 and 45, a large winning slot winning command is sent to the performance control unit 540. The large winning slot winning command includes information on the occurrence of winnings and the number of winnings, and when the performance control unit 540 receives this command, it executes a winning performance in response to the occurrence of a winning. Furthermore, if the number of winnings exceeds the maximum number of winnings, it executes an over winning performance in response to the occurrence of an over winning.
[0416] Then, when it is determined that the value of the separate electric device winning number counter has reached the maximum number of winnings, settings are made to end the drive control of the large prize opening opening solenoids 70, 71 at that point, and the special chart special electric timer is set to the discharge waiting time until the game balls remaining in the large prize openings 44, 45 pass through the large prize opening switches 44a, 45a and are discharged. Also, even if the maximum number of winnings has not been reached, if the maximum continuous opening time set in the special chart special electric timer has elapsed, the same setting is made and the process transitions to the special electric device operation continuation process.
[0417] When the ejection waiting time has elapsed, the special electric device operation continuation process is executed, the value of the round number counter is compared with the value of the maximum round number buffer, and if it is determined that the maximum number of rounds has not been reached (continuation judgment), the round number counter is incremented (01H) in preparation for the execution of the next round of play, and the interval time between added rounds is set in the special chart special electric timer in preparation for the execution of the first round.
[0418] Furthermore, an inter-round interval command is sent to the performance control unit 540, and the process transitions again to the special electric device operation start setting process. The inter-round interval command includes round end information and information on the number of rounds, and when the performance control unit 540 receives this command, it executes a round end performance associated with the end of a round game, an inter-round performance performed between rounds, and the like.
[0419] On the other hand, if it is determined that the maximum number of rounds has been reached (end determination), the jackpot end interval time for ending the jackpot game is set in the special chart special electric timer. Furthermore, a jackpot end command is sent to the performance control unit 540, and the process proceeds to the special electric device operation end setting process. The jackpot end command includes information such as the jackpot type and game status, and when the performance control unit 540 receives this command, it executes the ending performance that is performed at the end of the jackpot.
[0420] When the jackpot end interval time has elapsed, a special electric device operation end setting process is executed, and a setting process is performed to generate the game state to which the game will transition after the jackpot game ends, based on information such as the jackpot type. This determines the game state after the jackpot game ends. In addition, the information on the opening and closing pattern used in the current jackpot game, the jackpot game execution flag, and various counters are cleared, and setting processes are performed so that the start conditions for the next special symbol variation display can be established.
[0421] With the above processing, the series of processing related to the execution of the jackpot game by the special electric device management processing (S1032) is completed. Also, here, the contents related to the execution of the jackpot game have been mainly described, but when a small jackpot game is executed, the round game is not played consecutively by its nature, so the continuation determination is not made in the special electric device operation continuation processing, but otherwise the processing related to the small jackpot game is carried out in roughly the same procedure as when the jackpot game is executed. (Regarding the jackpot start command and jackpot end command, when a small jackpot occurs, a small jackpot start command and a small jackpot end command are sent)
[0422] ((10) Error Management Processing) In the error management process (S1033), the ball count switch 23c, supply shortage detection switch 23d, frame open switches 35a, 35b, ball jam detection switch 36, magnetic sensor 73, radio wave sensor 74, vibration sensor 75, signal line disconnection, and detection of illegal winning are monitored, and if it is determined that an abnormality has occurred as a result of the monitoring, an error notification command that can identify the nature of the abnormality is sent to the performance control unit 540. In addition, if it is determined that the abnormality has been resolved, an error release command is sent to the performance control unit 540.
[0423] Here, a predetermined error determination time is provided for the detection of the magnetic sensor 73, the detection of the radio wave sensor 74, the detection of the vibration sensor 75, and the detection of an illegal win, and it is configured to determine that an abnormality has occurred if the abnormality is detected for a predetermined time. Therefore, even if a signal from each sensor is temporarily detected due to noise or the like, it will not be determined that an abnormality has occurred.
[0424] In addition, the error determination time is measured using each detection timer (radio error detection timer, magnetic error detection timer, vibration error detection timer, prize slot error detection timer), and these are configured to be updated within the timer management process (S1025).
[0425] In addition, if an abnormality occurs, an error notification command is sent to the performance control unit 540, and each notification timer (radio error notification timer, magnetic error notification timer, vibration error notification timer, prize slot notification timer, and fraudulent information timer) is set to measure the error notification time (e.g., 30 seconds).
[0426] In the error management process (S1033), even if the event that is determined to be an abnormality (for example, abnormality detection in magnetic sensor 73) is resolved, an error release command is not sent to performance control unit 540 at that point, but after the event is resolved, when the value of the set notification timer becomes 0, an error release command is sent to performance control unit 540. As a result, when performance control unit 540 receives an error notification command and starts error notification, it is configured to continue error notification until a predetermined error notification time has elapsed and the error release command is received.
[0427] Furthermore, if an event that is determined to be an abnormality continues to occur, an error notification time is set in each notification timer. Therefore, even if the event itself has not been resolved, the value of the error notification timer will not become 0, and a predetermined error notification time will always be set while the event is occurring, and no error clear command will be sent.
[0428] ((11) Game Information Notification Management Processing) In the game information notification management process (S1034), the current game state is determined, and if it is determined that the game state is favorable for right-hitting (low probability high base state, high probability high base state, jackpot game state, small jackpot game state), LED data for lighting is created to light up the right-hit display LED 76g of the pattern display device 76.
[0429] In addition, if it is determined that the game state is favorable for left-handed hits (low probability low base state, high probability low base state), LED data for turning off the right-handed hit display LED 76g of the pattern display device 76 is created.
[0430] ((12) External terminal management processing) In the external terminal management process (S1035), the external output information to be output to the hall computer as an external terminal signal is created. Here, the external output information created includes the following (External Output Information 1) to (External Output Information 10). (External output information 1) Special pattern confirmation count information (output for 100 ms from the stop of fluctuation of special pattern fluctuation display 1 and special pattern fluctuation display 2) (External output information 2) Start port information (output for 100 ms from the time the special symbol 1 start port switch 38a or the special symbol 2 start port switch 39a detects the game ball) (External output information 3) Jackpot and fluctuation shortening information (output during fluctuation shortening function operation and jackpot) (External output information 4) Jackpot information (output during jackpot play) (External output information 5) Special symbol 1 start gate information (output for 100 ms from the time the special symbol 1 start gate switch 38a detects the passage of the game ball) (External output information 6) Special symbol 2 start port information (output for 100 ms from the time the special symbol 2 start port switch 39a detects the passage of the game ball) (External output information 7) Special pattern 1 confirmation count information (output for 100 ms from the stop of the special pattern 1 change display) (External output information 8) Normal winning gate information (output for 100 ms from the time the right gate switch 46a detects the passage of the game ball) (External output information 9) Main prize ball information (outputs prize ball schedule signal) (External output information 10) Security information (output when a specified error occurs) The external terminal management process (S1035) is configured to create these external output information when necessary and store them in the serial communication output buffer as external terminal signals.
[0431] ((13) Solenoid Management Processing) In the solenoid management process (S1036), based on the drive control data of the special symbol 2 start port opening / closing solenoid 72 set in the normal electric accessory management process (S1030) and the drive control data of the large prize port opening / closing solenoids 70, 71 set in the special electric accessory management process (S1032), drive signals are output to the solenoids 70, 71, 72. This realizes the opening and closing operations of the movable piece 39b of the special symbol 2 start port 39 and the opening and closing plates 44b, 45b of the large prize ports 44, 45.
[0432] ((14) LED management processing) In the LED management process (S1037), the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that make up the pattern display device 76 and the LEDs that make up the performance display LED 521 are managed by a dynamic lighting method. The details of this method are described below.
[0433] When the LED management process (S1037) starts, the value of the port output counter is first incremented (+01H). Then, the LED common output selection table is referenced, and the common data corresponding to the value of the port output counter is selected and stored in the serial communication output buffer.
[0434] The LED output selection table is set with common information to be output, specifically, first common information specifying the LEDs 76a (8 in total) for displaying special symbol 1 variation of the symbol display device 76, second common information specifying the LEDs 76b (8 in total) for displaying special symbol 2 variation of the symbol display device 76, third common information specifying the LEDs 76c for displaying special symbol 1 memory of the symbol display device 76, the LEDs 76d for displaying special symbol 2 memory, the LEDs 76f for displaying normal symbol memory, and the status display LEDs 76i and 76j (8 in total), and the LEDs 76e for displaying normal symbol variation of the symbol display device 76, the LEDs 76i and 76j for displaying right-hit. g, fourth common information specifying the round display LED 76h (8 in total), fifth common information specifying the LED of 7-segment indicator 1 (8 in total) of the multiple 7-segment indicators of performance display LED 521, sixth common information specifying the LED of 7-segment indicator 2 (8 in total) of the multiple 7-segment indicators of performance display LED 521, seventh common information specifying the LED of 7-segment indicator 3 (8 in total) of the multiple 7-segment indicators of performance display LED 521, and eighth common information specifying the LED of 7-segment indicator 4 (8 in total) of the multiple 7-segment indicators of performance display LED 521 are set.
[0435] Furthermore, the LED output selection table is configured to allow selection of the first common information to the eighth common information by dividing them into four common data, and specifically, any of the first common data specifying the first common information and the fifth common information, the second common data specifying the second common information and the sixth common information, the third common data specifying the third common information and the seventh common information, and the fourth common data specifying the fourth common information and the eighth common information can be selected. For example, if the common data selected this time is the first common data, the LEDs 76a (total of eight) for displaying special pattern 1 variation on the pattern display device 76 and the LEDs (total of eight) of the 7-segment display device 1 among the multiple 7-segment displays of the performance display LED 521 become the control targets.
[0436] In this embodiment, each time the LED management process (S1037) is executed, the first common data to fourth common data are selected cyclically according to the value of the port output counter that is updated (first common data → second common data → third common data → fourth common data → first common data → second common data → ...). This allows the common data to be output to be switched every predetermined period (the 4 ms period in which the timer interrupt process (S1024 to S045) is executed), thereby achieving dynamic lighting at a predetermined period (4 ms period).
[0437] Once the common data has been stored in the serial communication output buffer, lighting data is then selected and stored in the serial communication output buffer. When selecting lighting data, the LED output selection lighting table is again referenced and lighting data corresponding to the previously selected common data is selected.
[0438] The LED output selection table contains lighting data to be output in addition to the common data. Two types of lighting data are set for each type of common data. Specifically, 1-1 lighting data and 1-2 lighting data corresponding to the first common data, 2-1 lighting data and 2-2 lighting data corresponding to the second common data, 3-1 lighting data and 3-2 lighting data corresponding to the third common data, and 4-1 lighting data and 4-2 lighting data corresponding to the fourth common data are set. For example, if the common data selected this time is the first common data, one of the lighting data from the 1-1 lighting data and the 1-2 lighting data will be selected.
[0439] In this embodiment, each time the LED management process (S1037) is executed, the process switches between selecting lighting data corresponding to the currently selected common data from the first lighting data table (1-1 lighting data, 2-1 lighting data, 3-1 lighting data, 4-1 lighting data) and selecting lighting data corresponding to the currently selected common data from the second lighting data table (1-2 lighting data, 2-2 lighting data, 3-2 lighting data, 4-2 lighting data) in a predetermined cycle (128 ms cycle) according to the value of the updated port output counter. As a result, for example, by arranging lighting data in the first lighting data table and lighting-off data in the second lighting data table, it is possible to realize a blinking display with a predetermined cycle (128 ms).
[0440] In this way, when the common data and lighting data have been stored in the serial communication output buffer, the LED management process (S1037) ends.
[0441] Incidentally, in this embodiment, all of the lighting data set in the LED output selection table is data related to the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that make up the pattern display device 76, and no data related to the LEDs that make up the performance display LED 521 is set. Therefore, all of the lighting data stored in the serial communication output buffer during the LED management process (S1037) is data related to the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that make up the pattern display device 76, and no data related to the LEDs that make up the performance display LED 521 is selected here. Data related to the LEDs that make up the performance display LED 521 is configured to be selected in an external program after the LED management process (S1037) is completed and stored in the serial communication output buffer. In the LED management process (S1037), by selecting common data (any of the first to fourth common data), it is possible to simply select the 7-segment display to be controlled this time from among the multiple 7-segment displays (7-segment display 1 to 7-segment display 4) of the performance display LED 521.
[0442] ((15) Area transition processing & timer interrupt area out-of-area processing) In the area transfer process (S1038 to S1042), first, all registers are saved to the stack area, and the table pointer register, which is the base address for specifying the RWM area, is saved to the stack area (S1038 to S1039). After that, the timer interrupt outside area process (S1040) placed in the outside area program is called and executed.
[0443] The timer interrupt out-of-area processing (S1040) performs display processing to display the base value on the performance display LED 521, processing related to the creation and output of a test firing signal, etc. After the timer interrupt out-of-area processing (S1040) is executed, the table pointer register is restored, and all registers are restored (S1040 to S1041), and the process moves to the next processing.
[0444] (Timer interrupt out-of-area processing) Here, the timer interrupt area outside processing (S1040) will be described with reference to Figure 2-5. Figure 2-5 shows a flowchart of the timer interrupt area outside processing (S1040). The timer interrupt area outside processing (S1040) is called and executed during execution of the timer interrupt processing (S1024 to S1045).
[0445] When the timer interrupt outside area processing (S1040) is called, first the stack pointer of the area in use is saved, and the stack pointer of the area outside the area in use is set (S1050).
[0446] Next, the performance display LED display content update process (S1051) is executed. This performance display LED display content update process (S1051) performs processes such as an operation confirmation display (full flashing) in which the performance display LED 521 repeatedly turns on and flashes for a predetermined time (approximately 5 seconds), and a process for cyclically switching and displaying multiple types of base values (real-time base value, first cumulative base value, second cumulative base value, third cumulative base value) in a predetermined order.
[0447] Here, when the operation check display is executed, an operation check display timer is referenced. The operation check display timer stores the execution time of the operation check display. In the performance display LED display content update process (S1051), display control is performed by switching between an all-on display pattern and an all-off display pattern at predetermined time intervals until the value of the operation check display timer reaches a predetermined value (0). In this way, the operation check display by the performance display LED 521 is realized.
[0448] Furthermore, when displaying the base value, the ratio buffer of the out-of-use RWM is referenced. The calculated base value is stored in the ratio buffer. In the performance display LED display content update process (S1051), a lighting display pattern corresponding to the value of the ratio buffer is selected from the lighting display pattern table to control the display of the base value. This allows the performance display LED 521 to display the base value.
[0449] Also, if the value of the ratio buffer is equal to or greater than a predetermined value (100), a specific display pattern ("99.") is selected as the lighting display pattern. This is because the number of digits of the base value that can be displayed by the performance display LED 521 is two digits (two ratio segments).
[0450] In the performance display LED display content update process (S1051), a lighting pattern according to the operation confirmation display, a lighting pattern according to the value of the discrimination ratio buffer (base value), and a lighting pattern according to the display content of the discrimination segment indicating the type of base value ("bL.", "b1.", "b2.", "b3.") are selected, and the selected lighting pattern is stored in the performance display output buffer. The lighting pattern stored in the performance display output buffer is stored in the serial communication output buffer in the out-of-use area LED update process (S1052), and is output by processing within the timer interrupt, so that the selected lighting pattern is displayed on the performance display LED 521.
[0451] Next, an out-of-use area LED update process (S1052) is executed. In the out-of-use area LED update process (S1052), the lighting pattern stored in the performance display output buffer is stored in the serial communication output buffer. The number of performance display output buffers provided is equal to the number of 7-segment indicators (four) that make up the performance display LED 521, and the performance display output buffer to be the target of this output is selected according to the value of the port output counter updated in the LED management process (S1037) within the timer interrupt process (S1024 to S1045). The lighting pattern of the performance display output buffer selected here is output to the 7-segment indicator (one of 7-segment indicators 1 to 4) of the performance display LED 521 that is the target of the common data (one of the first common data to the fourth common data) selected in the LED management process (S1037).
[0452] Next, a normal state determination process (S1053) is executed. In the normal state determination process (S1053), it is determined whether the current gaming state is a low-probability, low-base state. Here, only when it is determined that the current gaming state is a low-probability, low-base state, the number of prize balls and the number of outs (the number of detections of the out switch 47a) associated with the winning of each winning slot 38, 39, 40, 41, 42, 43, 44, 45 are counted, thereby making it possible to display the base value in the low-probability, low-base state ((number of payouts in the low-probability, low-base state ÷ number of outs in the low-probability, low-base state) × 100).
[0453] Next, a test firing signal update process (S1054) is executed. In the test firing signal update process (S1054), a process for outputting necessary information used in the model test of the gaming machine is carried out.
[0454] Finally, the stack pointer outside the used area is restored (S1055), and the timer interrupt outside area processing (S1040) is terminated.
[0455] ((16) Out command sending process) In the out command transmission process (S1043), when the out switch 47a detects a gaming ball, an out command (CD71H) indicating the detection information of the out switch 47a is transmitted to the performance control unit 540. When the performance control unit 540 receives the out command (CD71H), it increments a counting counter for counting the number of outs. This counts the total number of outs. Furthermore, without being limited to this, it may be configured to execute a performance related to the number of outs or the detection of the out switch 47a.
[0456] ((17) SPI communication start) After steps (1) to (16) in the timer interrupt process are performed, SPI (Serial Peripheral Interface) communication is initiated (S1044). Here, data stored in a serial communication output buffer for storing data for serial communication is output to the output port. The serial communication output buffer stores external output information in the external terminal management process (S1035), common data for the symbol display device 76 and the performance display LED 521, and lighting data for the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that make up the symbol display device 76 in the LED management process (S1037), and lighting data for the LEDs that make up the performance display LED 521 in the out-of-use area LED update process (S1052). In this way, this process is configured to output different types of serial data simultaneously.
[0457] In this way, by standardizing the output timing of serial data for different output targets such as the pattern display device 76 and the performance display LED 521, for example, the display timing (lighting timing of each LED) of the pattern display device 76 and the performance display LED 521 is synchronized, making it possible to perform display control without any sense of incongruity.
[0458] In addition, by standardizing the output timing of serial data not only for the pattern display device 76 and performance display LED 521 but also for external output information, it is possible to reduce the program capacity compared to specifying individual programs for output processing.
[0459] ((18) WDT clear processing) At the end of the timer interrupt process, the WDT is cleared (S1045). This ends the timer interrupt process (S1024 to S1045), and the main loop process (S1017 to S1023) is executed until the next timer interrupt process (S1024 to S1045) starts.
[0460] (Performance control system settings) FIG. 3-1 shows a flowchart of the system setting process executed by the performance control unit 540 when the power is turned on. When the system setting process starts, the bus state controller is first set up (S2000). The bus state controller functions based on the settings of the control registers, and optimizes communication between the performance control CPU 540 and various functional units (VDP circuit 541, motor circuit, RTC circuit), various ICs (movable object IC 530, audio IC 531), and various memory devices (control ROM 542, performance ROM 560, DRAM). By setting up the bus state controller in its initial setting, it becomes possible for the performance control CPU 540 to access it.
[0461] Next, processing is performed to wait for startup of the VDP circuit 541 (S2001). The performance control CPU 540 acquires the value of a specific VDP register in which the device code of the VDP circuit 541 is stored, and determines whether or not the value is a normal value (device code). If the value is normal, it is determined that the VDP circuit 541 can accept commands from the performance control CPU 540, but if the value is not normal (the device code cannot be acquired normally), it is determined that the VDP circuit 541 itself has not yet completed the hardware reset operation, and this processing is repeated until a normal value is acquired.
[0462] If it is determined that the startup of the VDP circuit 541 is complete, various bus settings are performed (S2002). Specifically, the data bus width is set (set to 32 bits) when the performance control CPU 540 accesses the VDP circuit 541, and bus addresses are set to control the various functional units (VDP circuit 541, motor circuit, RTC circuit), various ICs (mobile IC 530, audio IC 531), and various memory devices (control ROM 542, performance ROM 560, DRAM).
[0463] Next, the memory section is initialized (S2003). Of the programs and data previously stored in the control ROM 542, the interrupt processing program (S2029 to S2033), the main processing program (S2004), variables with initial values, constant data, etc. are transferred to the external DRAM or the RWM built into the performance control unit 540. This avoids access to the ROM (control ROM 542), which has a slower access speed, and enables the performance control CPU to speed up its processing.
[0464] Furthermore, when initializing this memory section (S2003), a DMAC circuit (Direct Memory Access Controller) is used, which allows data transfer without going through the performance control CPU. This reduces the load on the performance control CPU and shortens the data transfer time. This DMAC circuit is configured to be usable not only for initializing the memory section (S2003), but also for transferring lamp data, sound data, motor data, and display lists. In this embodiment, the DMAC circuit is used when transferring a display list from the performance control CPU to the preloader circuit (and ultimately the VDP circuit), but it may also be configured to be used when transferring lamp data, sound data, and motor data.
[0465] The processing up to this point is realized by executing an initial setting program (S2000-S2003) stored in the control ROM 542, and the main processing (S2004) is called at the end of this initial setting program. This main processing (S2004) is a main processing program (S2004) transferred to the RWM built into the performance control unit 540, and the processing thereafter is realized by reading out the main processing program (S2004) from the RWM built into the performance control unit 540 and executing it.
[0466] (Main processing for performance control) Figure 3-2 shows a flowchart of the performance control main processing. When the performance control main processing (S2004) starts, hardware setup is first performed (S2005). This initializes the internal circuits of the performance control unit 540, such as the various ICs (movable object IC 530, audio IC 531), VDP circuit 541, WDT circuit, and interrupt controller that generates the performance control timer interrupt processing (S2029-S2033), through software processing. Additionally, various schedulers (image scheduler, performance scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are initialized, and the movable objects (center push button movable object, side unit movable object, and board-side movable object (lower movable object 30a, upper movable object 30b)) are returned to their initial positions (origin positions).
[0467] Next, in order to permit the performance control timer interrupt process (S2029 to S2033) to occur, an interrupt permission setting value is written to the interrupt permission register, and the state is set to an interrupt permission state (S2006).
[0468] Once the processing up to this point is completed, the performance control loop processing (S2007 to S2028) is repeatedly executed, during which time the performance control timer interrupt processing (S2029 to S2033) occurs at predetermined intervals (1 ms intervals).
[0469] In this embodiment, the performance control loop processing (S2007 to S2028) is configured to complete one cycle at a cycle of 33.3 ms. The performance control loop processing (S2007 to S2028) monitors the V blank signal of the image display means 31, which occurs every 16.6 ms, and updates the frame of the image data displayed on the image display means 31 in response to two V blank signals occurring, thereby designing the update cycle for one frame to be 33.3 ms. Furthermore, in the performance control loop processing (S2007 to S2028), updates of various schedulers (image scheduler, performance scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are executed during this one frame update cycle (33.3 ms), enabling the updates of various schedulers to be synchronized with the frame update cycle of the image data.
[0470] The contents of this performance control loop process (S2007 to S2028) will be described in detail below.
[0471] In the performance control loop processing (S2007 to S2028), first, a frame update flag determination process is performed (S2007). The frame update flag is a flag for determining whether or not the processing required to update the frame of image data of the image display means 31 has been executed. If the processing has been executed, the determination is ON and the process proceeds to S2016. However, since the processing has not been executed at the start of the performance control loop processing (S2007 to S2028), the determination is OFF and the process proceeds to S2008.
[0472] If the result of the frame update flag determination process (S2007) is that it is OFF, then the display list buffer is initialized (S2008). The display list buffer is a storage area provided in the RWM for storing created display lists. Here, the display list buffer is initialized in advance in preparation for storing a newly created display list. This is because there is a possibility that information from the previously stored display list remains.
[0473] Once the initialization of the display list buffer is complete, the frame buffer is set up (S2009). The frame buffer is an area for temporarily storing image data to be displayed on the image display means 31 provided in the built-in VRAM, and one frame's worth of image data is drawn here by the VDP circuit 541 based on the contents of the display list. In this embodiment, a double-buffer structure divided into a drawing area and a read-out area is employed, and the pair of frame buffers are used alternately for different purposes.
[0474] The settings made here use environment setting commands such as the SETDAVR command and the SETDAVF command to specify the drawing area for drawing the image data to be actually displayed on the image display means 31. Specifically, by setting the base address to a predetermined coordinate (0, 0), the starting position of the frame buffer is used as valid data for drawing. This links the drawing area of the frame buffer with the valid display area of the display circuit.
[0475] Once the frame buffer settings are complete, the image scheduler is executed (S2010).
[0476] In the image scheduler execution process (S2010), the scenario timer of the image scheduler (not shown) is updated. The image scheduler manages the execution of video playback scenarios for multiple video data for each playback channel, and the scenario timer is a timer for managing the progress of each video playback scenario.
[0477] Here, after this process ends, the frame update flag is set to ON in S2015, which results in an ON determination in the subsequent S2007, and the process proceeds to S2016. Therefore, the subsequent performance control loop process (S2007 to S2028) is configured to avoid the processes of S2008 to S2015, including this process (S2010). The processes of S2008 to S2015 are executed again if the frame update flag is set to OFF in S2028. In other words, in the performance control loop process (S2007 to S2028) which is configured to complete one cycle in 33.3 ms, each of S2008 to S2015, including this process (S2010), is executed only once.
[0478] The scenario timer is updated once (every 33.3 ms) each time this process (S2010) is executed, so each video playback scenario is configured to progress at a 33.3 ms cycle. In this way, the scenario timer is configured to be updated in accordance with the update cycle of one frame (33.3 ms).
[0479] The video playback scenario registered in the image scheduler includes information about video data for each frame, and information about one frame of video data to be drawn at this time is obtained from the video playback scenario in response to an update of the scenario timer. In this way, information about video data based on the video playback scenario is obtained frame by frame in sequence in response to an update of the scenario timer, and ultimately a series of videos based on the video playback scenario are displayed on the image display means 31.
[0480] Then, based on the information of one frame of moving image data acquired here, a display list is created (S2011).
[0481] The display list specifies the image data that the display circuit should output to the image display means 31, and more specifically, is composed of a series of instruction commands for specifying the image data for one frame of the image display means 31. The series of instruction commands includes commands for instructing the VDP circuit 541 to perform drawing operations, such as a command for reading and decoding image data from the performance ROM 560 (CGROM), a command for specifying the VRAM area to decode, and a command for arranging the decoded image data in the frame buffer.
[0482] When creating the display list in S2011, the aforementioned instruction commands are listed in an appropriate order, and information about one frame of video data for each video playback scenario obtained in the image scheduler execution process (S2010) is referenced to identify the video data to be read from the performance ROM 560 (CGROM). The display list is then completed by listing a series of instruction commands in the display list buffer.
[0483] Furthermore, the display list is created with its data size adjusted to always be 256 bytes. This is to match the data transfer size when the display list is transferred to the VDP circuit 541, thereby improving transfer efficiency. The data size is adjusted using NOP (no operation) commands, and by filling in insufficient areas (unused areas) in the display list buffer with NOP commands, the data size of the display list is adjusted to a constant size (256 bytes) every time.
[0484] Once the display list is complete, the lamp data creation process (S2012) is performed next. The lamp data created here is lighting data to be sent to the LED drivers that actually drive each LED 63a, 64a, based on lamp scenario information registered in the lamp scheduler (described later). Incidentally, the lamp data created here includes lighting information (including lighting color and brightness information) and extinguishing information, and lighting information is created not only for the LEDs to be lit, but also for the LEDs to be extinguished. In other words, lamp data for all LEDs is created here and stored in the lamp data buffer. The lamp data stored in the lamp data buffer is output to each LED driver in the lamp data transmission process (S2027) (described later).
[0485] When the lamp data creation process (S2012) is completed, the preloading of the display list begins (S2013). The completed display list in the display list buffer is then transferred to the preloader circuit, which then executes a preload operation. When the preload operation is executed, the image data contained in the display list is read from the performance control ROM 560 (CGROM) to DRAM prior to the actual drawing operation (drawing to the frame buffer by the VDP circuit 541). This allows the image data (compressed CG data) required for drawing to be preloaded to the DRAM, which has a faster access speed than the performance control ROM 560 (CGROM), which is a NAND-type flash memory. This improves the processing speed when the VDP circuit 541 draws the image data to the frame buffer. This improves the drawing speed compared to when the VDP circuit 541 directly obtains image data from the performance control ROM 560 (CGROM) without executing the preload operation.
[0486] Furthermore, when the preloader circuit reads image data written in the display list from the performance control ROM 560 (CGROM) to the DRAM, it issues a rewritten display list in which the reference destination of the image data is rewritten to the address on the DRAM that is the transfer destination to the VDP circuit 560. As a result, when the VDP circuit 560 performs drawing on the frame buffer, the contents of the rewritten display list are referenced, and the image data required for drawing is obtained from the DRAM.
[0487] After the display list preload process is started, the scheduler update flag is set to OFF (S2014). The scheduler update flag is a flag for determining whether or not the performance scenario scheduler execution process (S2021), sound scheduler execution process (S2022), and lamp scheduler execution process (S2023), which will be described later, have been executed. At this point, these have not yet been executed, so the scheduler update flag is set to OFF.
[0488] Incidentally, when the scheduler update flag is set to ON in S2020, the processes of S2020 to S2023 are avoided in the subsequent performance control loop processing (S2007 to S2028). In this way, by switching the scheduler update flag, the processes of S2020 to S2023 are executed only once each in one performance control loop processing (S2007 to S2028). As a result, each scenario of each scheduler updated in S2021 to S2023 is configured to proceed in synchronization with the update period of one frame (33.3 ms).
[0489] Next, the frame update flag is set to ON (S2015), and the process returns to the frame update flag determination process (S2007). Because the frame update flag is set to ON in S2015, the next frame update flag determination process (S2007) determines that the flag is ON, and the process proceeds to S2016. Therefore, in the subsequent performance control loop process (S2007 to S2028), the processes of S2008 to S2015 are avoided until the frame update flag is set to OFF in S2028.
[0490] In S2016, it is determined whether or not the frame processing elapsed time is 26 ms or more. The frame processing elapsed time is the time elapsed since the image of the current frame (first frame) was displayed on the image display means 31. When the frame processing elapsed time reaches 33.3 ms, a second V blank signal is generated and the image is updated to the image of the next frame (second frame).
[0491] Here, if the frame processing elapsed time is less than 26 ms, a determination is made in S2017 as to whether or not a command has been received from the main control unit 520. If a received command exists, a command an...
Claims
[Claim 1] A pattern variation execution means for executing a pattern variation based on a pattern lottery; A special game execution means for executing a special game advantageous to a player when the result of the pattern variation becomes a specific mode; a counting means for performing a counting process for counting predetermined information based on game results; a predetermined information storage means capable of storing the predetermined information; a game stop means for performing a stop process for stopping a game process when the predetermined information stored in the predetermined information storage means reaches a predetermined value; a notification means for issuing a special notification regarding the stop processing when the predetermined information stored in the predetermined information storage means reaches a predetermined value; a test signal generating means for executing a generation process for generating a test signal to be output to a test device outside the gaming machine; Equipped with the test signal generating means is configured to generate a predetermined test signal when the predetermined information stored in the predetermined information storage means becomes a specific value different from the predetermined value; The game stopping means includes a determination process for determining whether the predetermined information has reached a predetermined value, the program area including the program for executing the stop processing, the program for executing the determination processing, and the program for executing the generation processing includes an in-area program area for executing processing related to a game, and an out-area program area different from the in-area program area; a program for executing the stop process is stored in the program area within the area; the out-of-area program area stores a program for executing the determination process and the generation process; When the predetermined information stored in the predetermined information storage means reaches a predetermined value during the special game, the game stop means causes the notification means to issue the special notification for a predetermined time and then executes the stop process. On the other hand, when the predetermined information stored in the predetermined information storage means reaches a predetermined value during a non-special game that is not the special game, the game stop means executes the stop process without causing the notification means to issue the special notification. A gaming machine characterized by:
Citation Information
Patent Citations
Enclosed type game machine
JP2014217645A
Game machine
JP2016059474A
Game machine
JP2019068996A
Game machine
JP2020137808A
Game machine
JP2023107132A