gaming machines
The gaming machine improves entertainment value by incorporating a control system for virtual game media management, enhancing gameplay dynamics and interaction.
Patent Information
- Application Number
- JP2022136301
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-29
- Publication Date
- 2025-12-15
- Estimated Expiration
- 2042-08-29
AI Technical Summary
There is a need to enhance the entertainment value of gaming machines, particularly in terms of presentation and gameplay experience.
A gaming machine with a main control means for controlling game progression and virtual game media, including a virtual game media number control means that manages the display and transfer of virtual game media based on predefined conditions, ensuring enjoyment through dynamic gameplay mechanics.
Enhances the enjoyment of playing games by providing dynamic gameplay elements and improved interaction with the gaming machine.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pop-up pachinko gaming machine. [Background technology]
[0002] A pachinko gaming machine is equipped with a main control board that controls the progress of the game, and a presentation control board that controls the presentation of the game through the control of the LCD display on the game board and the gadgets. Some pachinko gaming machines have a normal state and a time-saving state in which the advantage of auxiliary games is higher than in the normal state, and are configured to make it easier to win a starting prize in the time-saving state. Patent Document 1 is a document that discloses technology related to the presentation of this type of gaming machine. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-195798 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in the presentation of this type of gaming machine in terms of the entertainment value of the presentation.
[0005] The present invention has been made in view of such problems, and aims to further enhance the enjoyment of playing with gaming machines. [Means for solving the problem]
[0006] In order to solve the above problem, the present invention provides a gaming machine comprising: a main control means for controlling the progress of a game involving the awarding of virtual game media and including means for stopping the progress of the game; and a virtual game media number control means for receiving a transfer signal of the number of virtual game media corresponding to information from a connected card unit, performing processing related to subtraction and addition of the number of playable virtual game media according to the progress of the game and displaying the number of playable virtual game media on a game media number display means, and transmitting a transfer signal of a predetermined number of virtual game media to the card unit when a transfer condition is met; wherein when the virtual game media number control means displays a predetermined error code on the game media number display means, the transfer condition is not met and the transmission of the transfer signal of the predetermined number of virtual game media to the card unit is restricted, thereby enabling the number of playable virtual game media to be transmitted to the card unit. [Effects of the Invention]
[0007] According to the present invention, it is possible to further increase the enjoyment of playing games on gaming machines. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a gaming machine 1 and a card unit 9 according to first to eighth embodiments of the present invention. [Figure 2] FIG. 10 is an enlarged view of the second big winning port 17 in the gaming machine 1 of the first to eighth embodiments. [Figure 3] 1 is a perspective view of the rear side of the gaming machine 1 and the card unit 9 of the first to eighth embodiments. [Figure 4] 1 is a diagram showing the main control board 10 and the frame control board 160 on the rear surface of the gaming machine 1, and the covers 10c and 160c that cover them. [Figure 5] 1 is a block diagram showing the configuration of a gaming machine 1 according to first to sixth embodiments. [Figure 6] FIG. 2 is a block diagram showing the configuration of a card unit 9 in the first to eighth embodiments. [Figure 7]10 is a diagram showing how a bill 6 is inserted into the card unit 9 of the first to eighth embodiments and how the number of gaming balls is transferred from the card unit 9 to the gaming machine 1. FIG. [Figure 8] 10 is a diagram showing the state of transfer of the number of gaming balls from the gaming machine 1 to the card unit 9 of the first to eighth embodiments. FIG. [Figure 9] 10 is a diagram showing the state of transfer of the number of gaming balls from the gaming machine 1 to the card unit 9 of the first to eighth embodiments. FIG. [Figure 10] FIG. 10 is a diagram showing how a card 7 is ejected from a card unit 9 according to the first to eighth embodiments. [Figure 11] 10A and 10B are diagrams showing how a card 7 is inserted into a card unit 9 according to the first to eighth embodiments. [Figure 12] 1 is a diagram showing a gaming state of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 13] FIG. 2 is a diagram showing a game flow of the gaming machine 1 according to the first to eighth embodiments. [Figure 14] 10A to 10C are diagrams showing the pattern changes and reserved display images in the gaming machines 1 of the first to eighth embodiments. [Figure 15] 1 is a diagram showing each presentation mode, a game state, and a background image of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 16] FIG. 10 is a diagram showing normal variable effects of the gaming machine 1 of the first to eighth embodiments. [Figure 17] FIG. 10 is a diagram showing normal reach effects of the gaming machines 1 of the first to eighth embodiments. [Figure 18] FIG. 10 is a diagram showing roulette effects of the gaming machine 1 of the first to eighth embodiments. [Figure 19] FIG. 10 is a diagram showing roulette effects of the gaming machine 1 of the first to eighth embodiments. [Figure 20] FIG. 10 is a diagram showing the SP reach effects of the gaming machines 1 of the first to eighth embodiments. [Figure 21] FIG. 10 is a diagram showing the preview pending display change presentation of the gaming machine 1 of the first to eighth embodiments. [Figure 22]10 is a diagram showing the normal power-on operation, the main control board RAM clear power-on operation, the frame control board RAM clear power-on operation, and the all RAM clear power-on operation in the gaming machines 1 of the first to eighth embodiments. FIG. [Figure 23] 4 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 24] 10 is a diagram showing a sequence of transmission of a gaming machine information notification command from the main control board 10 to the frame control board 160 in the gaming machines 1 of the first to eighth embodiments. FIG. [Figure 25] 10 is a flowchart showing timer interrupt processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 26] 10 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 27] 10 is a flowchart showing timer interrupt processing of the performance control unit 120m in the first to eighth embodiments. [Figure 28] 10 is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1 according to the first to eighth embodiments. [Figure 29] 10 is a flowchart showing the launch control process of the launch control unit 170 of the gaming machine 1 according to the first to eighth embodiments. [Figure 30] 10 is a flowchart showing the main processing of the game ball count control unit 180 of the gaming machine 1 according to the first to eighth embodiments. [Figure 31] 10 is a diagram showing a sequence of transmitting gaming machine information notification data from the frame control board 160 of the gaming machine 1 of the first to eighth embodiments to the card unit 9. FIG. [Figure 32] 10 is a diagram showing a sequence of transmitting count notification data from the frame control board 160 to the card unit 9 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 33] 10 is a flowchart showing the main processing of the card unit control board 90 of the gaming machine 1 of the first to eighth embodiments. [Figure 34] 10 is a diagram showing a sequence of transmission and reception of loan notification data and loan receipt result response data between the card unit 9 and the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 35] 5 is a flowchart showing the initial setting process of the main control board 10 of the first and third to seventh embodiments. [Figure 36] 5 is a flowchart showing the initial setting process of the main control board 10 of the gaming machine 1 according to the first to sixth embodiments. [Figure 37] 5 is a flowchart showing a gaming machine information notification process of the main control board 10 of the gaming machine 1 of the first to sixth embodiments. [Figure 38] 10 is a flowchart showing an initial setting process of the game ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 39] 10 is a flowchart showing an error determination process of the game ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 40] 10 is a diagram showing the display of the game ball count display 84 and the frame control display 85 when an error occurs in the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 41] 10 is a flowchart showing a response process of the game ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 42] 10 is a flowchart showing a gaming machine information notification process of the gaming ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 43] 10 is a flowchart showing a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 44] 10 is a flowchart showing a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 45] 10 is a flowchart showing the counting process of the game ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 46] 10 is a flowchart showing processing for determining whether a game ball number shift condition is met by the game ball number control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 47] 1 is a diagram showing an operation information storage area of the gaming machine 1 according to the first to eighth embodiments and an example of updating the same. FIG. [Figure 48]10 is a flowchart showing the count notification process of the gaming ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 49] 10 is a flowchart showing the lending control process of the game ball count control unit 180 of the gaming machine 1 according to the first to eighth embodiments. [Figure 50] 10 is a flowchart showing a game notification control process of the game ball count control unit 180 of the gaming machine 1 according to the first to eighth embodiments. [Figure 51] 10 is a flowchart showing a game notification control process of the game ball count control unit 180 of the gaming machine 1 according to the first to eighth embodiments. [Figure 52] 10 is a diagram showing a seated lamp light color determination table and a seated background color determination table of the game ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 53] 10 is a diagram showing an away-from-seat lamp light color determination table and an away-from-seat background color determination table of the game ball count control unit 180 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 54] 10 is a flowchart showing a bill insertion recognition process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 55] 10 is a flowchart showing a card insertion recognition process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 56] 10 is a flowchart showing the transition process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 57] 10 is a flowchart showing the lending process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 58] 10 is a flowchart showing a response confirmation process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 59] 10 is a flowchart showing the return process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 60] 10 is a flowchart showing a gaming machine information analysis process of the card unit control board 90 of the gaming machine 1 of the first to eighth embodiments. [Figure 61]4 is a flowchart showing the input control process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 62] 10 is a flowchart showing the first start hole detection switch input processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 63] 1 is a diagram showing a special symbol storage area of the main control board 10 and a performance information storage area of the performance control board 120 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 64] 10 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 65] 10 is a flowchart showing specific area detection switch input processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 66] 10 is a flowchart showing the special chart special electricity control process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 67] 10 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 68] 10 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 69] 10 is a diagram showing a jackpot lottery determination table and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 70] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 71] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 72] 10 is a diagram showing a first special symbol variation pattern determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 73] 10 is a diagram showing a second special symbol variation pattern determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 74] 10 is a flowchart showing the special symbol variation process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 75] 10 is a flowchart showing the special symbol stopping process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 76] 1 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 77] FIG. 10 is a diagram showing a big win opening opening control table for a big win of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 78] FIG. 10 is a diagram showing a control table for opening and closing a special winning port for small wins on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 79] 10 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 80] 10 is a flowchart showing the big win game processing of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 81] 10 is a flowchart showing the small win game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 82] 10 is a diagram showing a specific area opening / closing control table for small win game of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 83] 10 is a flowchart showing the process of shifting to a second type big win game in the gaming machine 1 of the first to eighth embodiments. [Figure 84] 10 is a flowchart showing the big win game ending process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 85] 10 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 86] 4 is a flowchart showing the normal power control process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 87] 10 is a flowchart showing the normal symbol variation process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 88]10 is a diagram showing a normal symbol variation pattern determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 89] 1 is a diagram showing an auxiliary game control table of a main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 90] 10 is a diagram showing an auxiliary game movable piece opening control table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 91] 4 is a flowchart showing auxiliary game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 92] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 93] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 94] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 95] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 96] 10 is a flowchart showing background image display control processing of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 97] 10 is a diagram showing a normal background setting table and a special background setting table of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 98] 10A to 10C are diagrams showing examples of background image display in the gaming machine 1 of the first to eighth embodiments. [Figure 99] 10A to 10C are diagrams showing examples of background image display in the gaming machine 1 of the first to eighth embodiments. [Figure 100] 10 is a flowchart showing the initial setting process of the main control board 10 of the gaming machine 1 of the second and eighth embodiments. [Figure 101] 10 is a flowchart showing the initial setting process of the game ball count control unit 180 of the gaming machine 1 of the second and eighth embodiments. [Figure 102]11 is a flowchart showing a game notification control process of a game ball count control unit 180 of the gaming machine 1 of the third embodiment. [Figure 103] 10 is a flowchart showing a game notification control process of a game ball count control unit 180 of the gaming machine 1 of the fourth embodiment. [Figure 104] 10 is a flowchart showing a game notification control process of a game ball count control unit 180 of the gaming machine 1 of the fourth embodiment. [Figure 105] 13 is a flowchart showing a game notification control process of the game ball count control unit 180 of the gaming machine 1 of the fifth embodiment. [Figure 106] 13 is a flowchart showing a game notification control process of the game ball count control unit 180 of the gaming machine 1 of the sixth embodiment. [Figure 107] 10A and 10B are diagrams showing the gaming state of the gaming machine 1 of the seventh and eighth embodiments. [Figure 108] FIG. 10 is a diagram showing a game flow of the gaming machine 1 of the seventh and eighth embodiments. [Figure 109] 10A and 10B are diagrams showing the presentation modes, game states, and background images of the gaming machine 1 of the seventh and eighth embodiments. [Figure 110] FIG. 10 is a block diagram showing the configuration of the gaming machine 1 according to seventh and eighth embodiments. [Figure 111] 10 is a diagram showing a special symbol storage area of the main control board 10 and a performance information storage area of the performance control board 120 of the gaming machine 1 of the seventh and eighth embodiments. FIG. [Figure 112] 10 is a flowchart showing the initial setting process of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 113] 10 is a flowchart showing a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 114] 10 is a flowchart showing a gaming machine information analysis process of the card unit control board 90 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 115] 10 is a flowchart showing the input control process of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 116]10 is a flowchart showing the special chart special electricity control process of the main control board 10 of the gaming machine 1 of the seventh to eighth embodiments. [Figure 117] 10 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 118] 10 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 119] 10 is a flowchart showing the special symbol stopping process of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 120] 10 is a flowchart showing the big win game processing of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 121] 10 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. FIG. [Figure 122] 10 is a diagram showing a first special symbol jackpot lottery determination table, a second special symbol jackpot lottery determination table, and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. FIG. [Figure 123] 10A and 10B are diagrams showing a big win symbol determination table, a special loss symbol determination table, and a normal loss symbol determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 124] 10 is a diagram showing a first special symbol variation pattern determination table of the main control board 10 of the gaming machine 1 of the seventh to eighth embodiments. FIG. [Figure 125] 13 is a diagram showing a variable pattern determination table for a second special symbol of the main control board 10 of the gaming machine 1 of the seventh to eighth embodiments. FIG. [Figure 126] FIG. 10 is a diagram showing a special game control table for a big win of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 127] FIG. 10 is a diagram showing a big win opening opening control table for a big win of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 128] 10 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the seventh to eighth embodiments. FIG. [Figure 129]10 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. FIG. [Figure 130] FIG. 10 is a diagram showing an example of display of a background image in the modified examples of the first to eighth embodiments. [Figure 131] FIG. 10 is a diagram showing an example of display of a background image in the modified examples of the first to eighth embodiments. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment FIG. 1 is a front view of a gaming machine 1 and a card unit 9 according to a first embodiment of the present invention. FIG. 2 is an enlarged view of a second large winning slot 17 in the gaming machine 1. FIG. 3 is a perspective view of the rear side of the gaming machine 1 and the card unit 9. FIG. 4 is a diagram showing the main control board 10 and the frame control board 160 on the rear side of the gaming machine 1, and the covers 10c and 160c that cover them. FIG. 5 is a block diagram showing the configuration of the gaming machine 1. FIG. 6 is a block diagram showing the configuration of the card unit 9.
[0010] The gaming machine 1 of this embodiment is a type 1 / type 2 mixed machine, and is called a controlled gaming machine in which gaming balls, which are virtual gaming media, are enclosed and circulated within the gaming machine 1. The gaming machine 1 is connected to a card unit 9.
[0011] As shown in Figure 1, there are a loan button 98 and an ejection button 99 in the center of the front of the card unit 9. Above the loan button 98, there is provided an amount display 93 and a bill insertion slot 91 of a bill validator 91a. Below the ejection button 99, there are provided a ball count display 94 and a card insertion slot 92 of a card reader / writer 92a. A player takes a seat at a desired gaming machine 1 in the hall, and starts playing by inserting a bill 6 into the bill insertion slot 91 or inserting his / her card 7 into the card insertion slot 92.
[0012] As shown in FIG. 7, when a player inserts a bill 6 into the bill insertion slot 91, a number indicating the amount of the inserted bill 6 (5, indicating 5,000 yen in the example of FIG. 7) is displayed on the amount display 93. In this state, when the player presses the lending button 98 on the card unit 9, the number on the amount display 93 changes to a number obtained by subtracting 1,000 yen (4, indicating 4,000 yen in the example of FIG. 7), and lending notification data, which is a transfer signal of the number of game balls available for play on the gaming machine 1, is transmitted from the card unit 9 to the gaming machine 1, and the number of game balls indicated by this lending notification data (250 in the example of FIG. 7, since 1 game ball = 4 yen) is displayed on the game ball number display 84 of the gaming machine 1. When the lending button 98 is pressed multiple times, a larger number of game balls are transferred from the card unit 9 to the gaming machine 1. When the card 7 inserted into the card unit 9 has information on the number of balls possessed recorded therein, the number of balls possessed is subtracted from the information on the number of balls possessed by the number of game balls indicated by the lending notification data and consumed in preference to the amount of money.
[0013] When the number of game balls displayed on the game ball count display 84 of the gaming machine 1 is 1 or more, if the player performs a firing operation, a game ball is fired, and with each shot, the number on the game ball count display 84 changes to a number subtracted by 1. Also, when a game ball enters the general prize slot 12, the first major prize slot 16, the second major prize slot 17, the first start slot 14, or the second start slot 15, the number on the game ball count display 84 changes to a number adding the number of prize balls.
[0014] As shown in Figure 8, when a player briefly presses the counting button 8 on the gaming machine 1 once, the number on the game ball count display 84 changes to a number minus 1 (in the example of Figure 8, 13253, which is 13254 minus 1), and counting notification data, which is a transition signal for one game ball, is sent from the gaming machine 1 to the card unit 9, and the number on the ball count display 94 on the card unit 9 changes to a number plus 1.
[0015] As shown in Figure 9, when a player presses and holds the counting button 8 on the gaming machine 1 once, the number on the gaming ball count display 84 changes to a number obtained by subtracting 250 (in the example of Figure 9, 13004, obtained by subtracting 250 from 13254), and counting notification data, which is a transition signal for the number of gaming balls of 250, is sent from the gaming machine 1 to the card unit 9, and the number on the gaming ball count display 84 on the card unit 9 changes to a number obtained by adding 250.
[0016] 10, when a player presses the eject button 99 of the card unit 9, the amount information corresponding to the number in the amount display 93 at that time and the number of balls held corresponding to the number in the game ball number display 84 are written to a card 7 stored in advance in the card unit 9, and this card 7 is ejected from the card insertion slot 92 of the card unit 9. When the player wants to stop playing and leave the seat at the gaming machine 1, he or she can press the eject button 99 to record the amount information and the number of game balls held that have been transferred from the gaming machine 1 to the card unit 9 on the card 7 and take it with him or her.
[0017] As shown in FIG. 11, when a player inserts his / her card 7 into the card insertion slot 92, the number in the amount display 93 changes to the number of amount information in the card 7 (2, indicating 2000 yen in the example of FIG. 11), and the number in the number of balls in hand display 94 changes to the number of balls in hand information in the card 7 (13253 in the example of FIG. 11). If no amount information is written on the card 7, the amount display 93 displays 0. From this point on, as in FIGS. 7 to 10, the player plays the game while operating the lending button 98 to transfer the number of game balls from the card unit 9 to the gaming machine 1, and operating the counting button 8 to transfer the number of game balls from the gaming machine 1 to the card unit 9, and then operates the eject button 99 to record the amount information and number of balls in the card unit 9 onto the card 7, and then leaves the table with the card 7.
[0018] As shown in FIG. 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that covers a gaming area 56 of the outer frame 60 so that the gaming area 56 can be seen.
[0019] One end of the glass door 50 (on the left side when facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism 51. A locking mechanism is provided at the other end of the glass door 50 (on the right side when facing the gaming machine 1). When the locking mechanism of the glass door 50 is unlocked with a special key, the glass door 50 can be swung by the hinge mechanism 51 to open the gaming area 56. A door sensor 81d is provided on the glass door 50. When the door sensor 81d detects that the glass door 50 is open, it outputs a door open detection signal.
[0020] On the lower left side of the game area 56, a first special pattern display device 20, a second special pattern display device 21, a first special pattern reserved display device 23, a normal pattern display device 22, and a normal pattern reserved display device 25 are provided.
[0021] The first special pattern display device 20 notifies the result of a jackpot lottery triggered by a gaming ball entering the first starting hole 14 of the gaming area 56 (hereinafter referred to as the "starting winning"). The second special pattern display device 21 notifies the result of a jackpot lottery triggered by a gaming ball entering the second starting hole 15 of the gaming area 56 (hereinafter referred to as the "starting winning"). The first special pattern display device 20 and the second special pattern display device 21 each variably display a plurality of identifiable special patterns. In the following explanation, the special pattern variably displayed on the first special pattern display device 20 will be referred to as the "first special pattern" and the special pattern variably displayed on the second special pattern display device 21 will be referred to as the "second special pattern".
[0022] The first special symbol reserved display 23 displays the number of reserved variations of the first special symbol.
[0023] The normal symbol display device 22 notifies the result of the normal symbol lottery that is held when a gaming ball passes through the normal symbol gate 13. The normal symbol display device 22 variably displays a plurality of types of normal symbols that are each identifiable.
[0024] The normal symbol reserved indicator 25 displays the number of reserved normal symbol variations.
[0025] The gaming area 56 of the gaming machine 1 is roughly egg-shaped. The gaming area 56 is divided into a left area 56L on the left side of the center in the left-right direction and a right area 56R on the right side. At the left end of the left area 56L, rails 5a and 5b are provided, extending in an arc shape with a gap slightly wider than the gaming ball between them.
[0026] An effect button 35 is provided under the portion of the glass door 50 that covers the game area 56. An effect button detection switch 35a is provided on the effect button 35. When the effect button detection switch 35a detects that the effect button 35 has been pressed, it outputs an ON signal indicating that the effect button 35 has been pressed.
[0027] A cross key 39 is provided to the left of the effect button 35. The cross key 39 consists of an up cursor key 39A, a down cursor key 39B, a left cursor key 39C, and a right cursor key 39D. A center key 39E is provided in a position surrounded by the up cursor key 39A, the down cursor key 39B, the left cursor key 39C, and the right cursor key 39D.
[0028] The up cursor key 39A, down cursor key 39B, left cursor key 39C, and right cursor key 39D of the cross key 39 are provided with cross key detection switches 39a, 39b, 39c, and 39d. The center key 39E is provided with a center key detection switch 39e. When the cross key detection switch 39a detects that the up cursor key 39A has been pressed, it outputs an ON signal indicating that. When the cross key detection switch 39b detects that the down cursor key 39B has been pressed, it outputs an ON signal indicating that. When the cross key detection switch 39c detects that the left cursor key 39C has been pressed, it outputs an ON signal indicating that. When the cross key detection switch 39d detects that the right cursor key 39D has been pressed, it outputs an ON signal indicating that. When the center key detection switch 39e detects that the center key 39E has been pressed, it outputs an ON signal indicating that.
[0029] The control handle 3 is located to the lower right of the effect button 35 on the glass door 50. A touch sensor 3a is located within the control handle 3. The touch sensor 3a is a capacitance-type proximity switch that utilizes the change in capacitance caused by the player's contact with the control handle 3. A launch volume 3b, a launch solenoid 4a, and a ball feed solenoid 4b are located near the rotating part of the control handle 3. The launch volume 3b is a variable resistor. The launch solenoid 4a is a rotary solenoid. The ball feed solenoid 4b is a linear solenoid. Each of these components 3a, 3b, 4a, and 4b performs operations related to the launch operation under the control of the launch control unit 170 within the frame control board 160. The game balls launched by each component 3a, 3b, 4a, and 4b pass between the rails 5a and 5b, reach the play area 56, and fall unpredictably within the play area 56.
[0030] Between the rails 5a and 5b, there are provided a shot ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, an iron ball sensor 81b, and a radio wave sensor 81c. When the shot ball sensor 2a detects that a game ball shot between the rails 5a and 5b has passed the shot detection point at the top of the rail 5b, it outputs a shot signal. When the foul ball sensor 2b detects that a game ball shot between the rails 5a and 5b has returned without reaching the play area 56, it outputs a foul signal. When the small ball sensor 81a detects that a small ball has been shot between the rails 5a and 5b, it outputs a small ball detection signal. When the iron ball sensor 81b detects that an iron ball has been shot between the rails 5a and 5b, it outputs an iron ball detection signal. When the radio wave sensor 81c detects radio waves, it outputs a radio wave detection signal.
[0031] A decorative member 7 that influences the flow of game balls is provided at the top of the play area 56. A first performance drive device 330a, a second performance drive device 330b, a third performance drive device 330c, and a fourth performance drive device 330d are provided on the periphery of the play area 56. The first performance drive device 330a has a first movable role device 33a. The second performance drive device 330b has a second movable role device 33b. The third performance drive device 330c has a third movable role device 33c. The fourth performance drive device 330d has a fourth movable role device 33d.
[0032] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d perform game performances through the operation of the first movable role unit 33a, the second movable role unit 33b, the third movable role unit 33c, and the fourth movable role unit 33d under the control of the lamp / drive control unit 150 in the performance control board 120.
[0033] The first movable role 33a, the second movable role 33b, the third movable role 33c, and the fourth movable role 33d are located in a position where part or all of the role is hidden behind the periphery of the play area 56 (hereinafter, this position will be referred to as the initial position), and by moving from the initial position toward the play area 56 and exposing the role, they notify the development of the performance, confirmation of a jackpot, etc.
[0034] As shown in FIG. 1 , a first performance lighting device 340a is provided at the center of the first movable role piece 33a of the gaming machine 1. The first performance lighting device 340a has a first lamp 34a. A second performance lighting device 340b is provided at the center of the top of the glass door 50. The second performance lighting device 340b has a second lamp 34b. A third performance lighting device 340c is provided at the center of the third movable role piece 33c. The third performance lighting device 340c has a third lamp 34c. A fourth performance lighting device 340d is provided slightly inside the left and right corners of the top of the glass door 50. The fourth performance lighting device 340d has a fourth lamp 34d. The first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d are RGB full-color LED lamps.
[0035] The first performance lighting device 340a, the second performance lighting device 340b, the third performance lighting device 340c, and the fourth performance lighting device 340d perform game performances by emitting light from the first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d under the control of the lamp / drive control unit 150 in the performance control board 120.
[0036] Sound output devices 32 (speakers) are provided on the left and right of the second effect lighting device 340b at the top of the gaming machine 1. The sound output devices 32 perform game effects using sound effects under the control of the general control unit 141 in the effect control board 120.
[0037] A plurality of general winning openings 12 are provided below the left area 56L of the gaming area 56. A general winning opening detection switch 12a is provided in each general winning opening 12. When the general winning opening detection switch 12a detects that a gaming ball has entered a general winning opening 12, it outputs a detection signal indicating this.
[0038] A first large prize opening 16 is provided below the right region 56R of the game area 56. The first large prize opening 16 has a horizontally long rectangular shape. A first large prize opening detection switch 16a that detects the entry of a game ball is provided in the first large prize opening 16. When the first large prize opening detection switch 16a detects the entry of a game ball into the first large prize opening 16, it outputs a detection signal indicating this.
[0039] The first large prize opening 16 is provided with a first large prize opening door 16b and a first large prize opening solenoid 16c that switches the first large prize opening door 16b between open and closed states. The first large prize opening door 16b is a rectangular plate with approximately the same dimensions as the first large prize opening 16. The lower edge of the first large prize opening door 16b is pivotally attached to the lower edge of the first large prize opening 16 so that it can swing freely. When the first large prize opening solenoid 16c is turned off, the first large prize opening door 16b stands approximately flush with the surface of the game board in the play area 56, entering a closed state that blocks the first large prize opening 16. When the first large prize opening solenoid 16c is turned on, the first large prize opening door 16b enters an open state, tilting forward with the lower edge of the first large prize opening 16 as a fulcrum.
[0040] While first large prize opening door 16b is in the closed state, game balls dropping from above first large prize opening 16 pass directly in front of first large prize opening 16. For this reason, while first large prize opening door 16b is in the closed state, game balls will not enter first large prize opening 16. On the other hand, while first large prize opening door 16b is in the open state, most of the game balls dropping from above first large prize opening 16 hit the upward-facing receptacle surface of first large prize opening door 16b and enter first large prize opening 16.
[0041] A second large prize opening 17 is provided in the lower center of the play area 56. The second large prize opening 17 is provided with a second large prize opening door 17b and a second large prize opening opening solenoid 17c that switches the second large prize opening door 17b between open and closed states. The second large prize opening door 17b is a rectangular plate with approximately the same dimensions as the second large prize opening 17. The lower edge of the second large prize opening door 17b is pivotally attached to the lower edge of the second large prize opening 17 so that it can swing freely. When the second large prize opening opening solenoid 17c is turned off, the second large prize opening door 17b stands approximately flush with the surface of the play area 56 and enters a closed state that blocks the second large prize opening 17. When the second large prize opening opening / closing solenoid 17c is turned on, the second large prize opening opening / closing door 17b is tilted forward with the lower edge of the second large prize opening 17 as a fulcrum and becomes an open state.
[0042] While second large prize opening opening / closing door 17b is in the closed state, game balls falling from the diagonally upper right and diagonally upper left of second large prize opening 17 pass directly in front of second large prize opening 17. For this reason, while second large prize opening opening / closing door 17b is in the closed state, game balls will not enter second large prize opening 17. On the other hand, while second large prize opening opening / closing door 17b is in the open state, most of the game balls falling from above second large prize opening 17 hit the upward-facing receptacle surface of second large prize opening opening / closing door 17b and are guided into the interior of second large prize opening 17.
[0043] As shown in Fig. 2, a specific area 19B (V winning opening) is provided inside the second large winning opening 17. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts game balls passing over the specific area 19B into balls that will enter the specific area 19B and balls that will not.
[0044] When the specific area opening / closing solenoid 18d is turned off, the slide member 19c advances forward to close the specific area 19B, and when the specific area opening / closing solenoid 18d is turned on, the slide member 19c retreats rearward to open the specific area 19B. While the specific area 19B is in the open state, the game ball enters the specific area 19B. While the specific area 19B is in the closed state, the game ball passes over the specific area 19B and is discharged from the opening 19e. When the specific area detection switch 18a detects the passage of the game ball through the specific area 19B, it outputs a detection signal indicating this.
[0045] Above the second large winning hole 17 in the lower center of the gaming area 56 are the first start hole 14 and the second start hole 15. The first start hole 14 and the second start hole 15 are lined up in the vertical direction. The first start hole 14 is provided with a first start hole detection switch 14a. When the first start hole detection switch 14a detects the passage of a gaming ball through the first start hole 14, it outputs a detection signal indicating this.
[0046] A second start hole detection switch 15a is provided in the second start hole 15. When the second start hole detection switch 15a detects the passage of a gaming ball through the second start hole 15, it outputs a detection signal indicating this.
[0047] The second starting opening 15 is provided with a pair of movable pieces 15b and a starting opening opening solenoid 15c that switches the movable pieces 15b open and closed. The movable pieces 15b and the starting opening opening solenoid 15c serve as auxiliary game execution means. When the starting opening opening opening solenoid 15c is turned off, the pair of movable pieces 15b are each in an upright closed state. When the starting opening opening opening solenoid 15c is turned on, the pair of movable pieces 15b are in an open state tilted in an inverted V shape.
[0048] While the movable piece 15b is in the closed state, most of the game balls falling toward the second starting hole 15 from diagonally above the left and right of the second starting hole 15 hit the outer surface of the movable piece 15b and bounce off. Therefore, while the movable piece 15b is in the closed state, it is difficult for game balls to pass through the second starting hole 15. On the other hand, while the movable piece 15b is in the open state, most of the game balls falling toward the second starting hole 15 from diagonally above the left and right of the second starting hole 15 are guided by the inner surface of the movable piece 15b and reach the second starting hole 15. Therefore, while the movable piece 15b is in the open state, it is easy for game balls to pass through the second starting hole 15.
[0049] A normal symbol gate 13 is provided in a position slightly above the first large prize opening 16 in the right region 56R of the game region 56. A gate detection switch 13a is provided in the normal symbol gate 13. When the gate detection switch 13a detects the passage of a gaming ball through the normal symbol gate 13, it outputs a detection signal indicating this.
[0050] An outlet 11 is provided in the center of the bottom of the game area 56. A game ball that reaches the bottom of the game area 56 without entering any of the general prize opening 12, the first start opening 14, the second start opening 15, the first large prize opening 16, and the second large prize opening 17 is discharged through the outlet 11. An out ball detection switch 19a is provided in the outlet 11. When the out ball detection switch 19a detects the passage of a game ball through the outlet 11, it outputs a detection signal indicating this.
[0051] A game ball count display 84 is provided on the right side of the bottom of the game area 56. The game ball count display 84 consists of an 8-digit 7-segment LED. The game ball count display 84 displays information such as the number of game balls and error messages in accordance with display data transmitted from the launch control unit 170 in the frame control board 160. A ring-shaped game notification lamp 86 is provided around the game ball count display 84. The game notification lamp 86 emits light in accordance with display data transmitted from the launch control unit 170 in the control board 160. A counting button 8 is provided below the game ball count display 84.
[0052] As shown in FIG. 12, the gaming states of the gaming machine 1 of this embodiment include a normal state, a low base time-saving state, a high base time-saving state, a non-playable state 1, and a non-playable state 2. The normal state and the low base time-saving state are gaming states in which gaming can be performed by hitting left. The high base time-saving state is a gaming state in which gaming can be performed by hitting right. In the normal state, the normal symbol fluctuation time is 60 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 0.1 seconds. In the low base time-saving state, the normal symbol fluctuation time is 59 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 0.11 seconds. In the high base time-saving state, the normal symbol fluctuation time is 5 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 6 seconds.
[0053] The difference between the normal symbol change time in the low base time-saving state and the normal symbol change time in the normal state is only one second, and the advantage in auxiliary games in the low base time-saving state is roughly the same as the advantage in auxiliary games in the normal state. The normal symbol change time in the high base time-saving state is more than 50 seconds shorter than the normal symbol change time in the normal state and the low base time-saving state, and the advantage in auxiliary games in the high base time-saving state is higher than the advantage in auxiliary games in the normal state and the low base time-saving state. In this sense, if the normal state is the first normal state, the low base time-saving state can be said to be the second normal state, which has a higher advantage in auxiliary games than the first normal state, and the high base time-saving state can be said to be the time-saving state, which has an even higher advantage in auxiliary games than the second normal state.
[0054] Unplayable state 1 is a state in which games cannot be played due to a specific error occurring in the main control board 10. Errors in the main control board 10 include a complete function activation error. The complete function is a function that restricts further game play when the maximum number of game balls acquired in the gaming machine 1 exceeds the daily upper limit of 95,000 balls.
[0055] The game unplayable state 2 is a state in which a game cannot be played due to a specific error occurring in the frame control board 160. The frame control board 160 errors include a small ball detection error, an iron ball detection error, and a radio wave detection error.
[0056] 1, in the gaming machine 1, a jackpot lottery is executed when the start condition for the first special symbol is established by a start winning entry in the first start opening 14, and when the start condition for the second special symbol is established by a start winning entry in the second start opening 15. If the lottery result is a jackpot, the special symbol stops in a jackpot stopping pattern after a predetermined period of time of variable display, if it is a small win, the special symbol stops in a small win stopping pattern after a predetermined period of time of variable display, and if it is a loss, the special symbol stops in a loss stopping pattern after a predetermined period of time of variable display. Also, a normal symbol lottery is executed when the start condition for the normal symbol is established by the passage of a gaming ball through the normal symbol gate 13, and if the lottery result of the normal symbol lottery is a win, the normal symbol stops in a winning stopping pattern after a predetermined period of variable display, and the movable piece 15b is opened in a winning opening pattern. If the winning combination is a miss, the normal symbols are displayed in a variable manner for a predetermined period of time and then stop in a manner that indicates a miss.
[0057] The gaming machine 1 has a total of eight types of jackpots: five types of Type 1 jackpots and three types of Type 2 jackpots. When the special symbol stops on a jackpot symbol, a Type 1 jackpot game is executed as a special game. When the special symbol stops on a small jackpot symbol, a small jackpot game is executed, and when the gaming ball lands in the specific area 19B during the small jackpot game, a Type 2 jackpot game is executed as a special game. The eight types of jackpots are as follows:
[0058] A1. Type 1 10R A This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation condition for the first special symbol. In this jackpot special game, round games from round 1 to round 10 are played. In each round game, first major prize opening 16 is opened until the number of winning balls in first major prize opening 16 reaches a specified number (for example, 9 balls) or a specified time (for example, 29 seconds) has elapsed, and then first major prize opening 16 is closed for 2 seconds.
[0059] As shown in the game flow in Figure 13, if the first type 10R per A is reached in the normal state, the game state after the special game will return to the normal state. If the first type 10R per A is reached in the low base time-saving state, the game state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the game returns to the low base time-saving state after the first type 10R per A special game is reached is 500.
[0060] B1. Type 1 2R B This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0061] As shown in the game flow in Figure 13, if the first type 2R win is B in the normal state, the game state after the special game will return to the normal state. If the first type 2R win is B in the low base time-saving state, the game state after the special game will return to the normal state.
[0062] C1. 1st Class 2R C This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0063] As shown in the game flow in Figure 13, if the game reaches C per Type 1 2R in the normal state, the game state after the special game will be in a high base time-saving state. The number of time-saving times (J) when the game reaches the high base time-saving state after the special game of C per Type 1 2R is 100 times. If the game reaches C per Type 1 2R in the low base time-saving state, the game state after the special game will again be in a low base time-saving state. The number of time-saving times (B) when the game reaches the low base time-saving state after the special game of C per Type 1 2R is 700 times.
[0064] F1. 1st Class 10R F This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the second special symbol. In this jackpot special game, rounds 1 to 10 are played. In each round, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0065] As shown in the game flow in Figure 13, if the first type 10R per F is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 10R per F special game is played is 100 times.
[0066] G1.G per 2R of the first class This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the second special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first major prize opening 16 is closed for two seconds.
[0067] As shown in the game flow in Figure 13, if the first type 2R per G is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 2R per G special game is reached is 100 times.
[0068] H1. Type 2 actual 9R per H This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games from round 2 to round 10 are played. In each round game, first large prize opening 16 is opened until the number of winning balls in first large prize opening 16 reaches a specified number or a specified time has elapsed, and then first large prize opening 16 is closed for two seconds.
[0069] As shown in the game flow in Figure 13, if the second type actual 9R per H is achieved in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is achieved after the special game of the second type actual 9R per H is achieved will be 100 times.
[0070] I1. Type 2 Actual 2R per I This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games (rounds 2 and 3) are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first large prize opening 16 is closed for two seconds.
[0071] As shown in the game flow in Figure 13, if the second type of actual 2R per 1 is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the second type of actual 2R per 1 special game is reached is 100.
[0072] J1. Type 2 actual 9R per J This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games from round 2 to round 10 are played. In each round game, first large prize opening 16 is opened until the number of winning balls in first large prize opening 16 reaches a specified number or a specified time has elapsed, and then first large prize opening 16 is closed for two seconds.
[0073] 13, when the second type actual 9R win becomes J in the high base time-saving state, the game state after the special game becomes the normal state. That is, in the gaming machine 1 of this embodiment, during the high base time-saving state, if the first type actual 10R win becomes F, the first type actual 10R win becomes G, the second type actual 9R win becomes H, or the second type actual 2R win becomes I, the most advantageous high base time-saving state continues, but when the second type actual 9R win becomes J, it returns to the normal state.
[0074] The gaming machine 1 has four types of special misses. The special misses are misses that can only be selected in the jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. The four types of special misses are as follows:
[0075] a1. High base time-saving operation special miss a As shown in the game flow of Figure 13, if this special miss a occurs in the normal state, the high base time-saving state will be entered. The number of time-saving times (J) when the high base time-saving state is entered after the special miss a is entered is 100 times.
[0076] b1. Low base time-saving special miss b As shown in the game flow of Figure 13, if this special miss b occurs in the normal state, the game enters a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after the special miss b is 700 times.
[0077] c1. Low base time-saving special miss c As shown in the game flow of Figure 13, if this special miss c occurs in the normal state, the game enters a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after this special miss c is 500 times.
[0078] d1. Low base time-saving special miss d As shown in the game flow of Figure 13, if this special miss d occurs in the normal state, the game enters a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after this special miss d is 300 times.
[0079] Any miss other than the four types of special misses mentioned above is a normal miss. Stopping on a normal miss symbol does not itself trigger a change in the game state. However, as shown in the game flow in Figure 13, if the variable display that stops on a normal miss symbol continues for 900 times during a game state that is not in a high base time-saving state, the game state will change to a high base time-saving state after the 900th symbol stops. The number of time-saving times (J) when the high base time-saving state is reached after 900 normal misses is 100.
[0080] As mentioned above, the low base time-saving state has a higher advantage in terms of auxiliary games than the normal state. However, as shown in the game flow of FIG. 13, in the low base time-saving state, no matter what special symbol stops, the high base time-saving state does not occur. In contrast, in the normal state, if the special symbol stops on the C symbol for a first-type 2R win, the high base time-saving state occurs after the special game ends. If the special symbol stops on the A symbol for a high base time-saving activation special miss, the high base time-saving state occurs immediately. Therefore, in terms of the ease of entering the high base time-saving state, the normal state is more advantageous than the low base time-saving state. Therefore, in this embodiment, the player hopes to remain in the normal state and have more opportunities to advance to the high base time-saving state by winning the C symbol for a first-type 2R win or the A symbol for a high base time-saving activation special miss. Also, during the low base time-saving state, the player hopes to get the B symbol per Type 1 2R as soon as possible, or to consume the fluctuation in the number of low base time-saving times (B) and move on to the normal state.
[0081] In FIG. 1, an image display device 31 is fitted between the decorative member 7 and the first starting hole 14 in the game area 56. The image display device 31 performs game effects using effect images under the control of the general control unit 141 in the effect control board 120. More specifically, the image display device 31 performs a pattern change effect as an effect in accordance with the pattern change display of the special pattern. As shown in FIG. 14(a), in the pattern change effect, a left pattern 36L, a center pattern 36C, a right pattern 36R, and a fourth pattern 36Z (hereinafter, these patterns 36L, 36C, 36R, and 36Z will be referred to as "decorative patterns 36" as appropriate) are displayed. The left pattern 36L, the middle pattern 36C, the right pattern 36R, and the fourth pattern 36Z change in synchronization with the first special pattern display device 20 and the second special pattern display device 21, thereby announcing the same jackpot determination result as that indicated by the special patterns of the first special pattern display device 20 and the second special pattern display device 21.
[0082] 14(a), when the left symbol 36L, the center symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning state to play a special game, the gaming machine 1 performs a special game effect in accordance with the special game. The special game effect includes an opening effect related to the opening of the special game, a round game effect related to the round game, and an ending effect related to the ending of the special game.
[0083] As shown in Fig. 14(b), an image 37(0) of the variation is displayed at the bottom center of the image display device 31. When a variation of the first special symbol is pending, up to four images are displayed to the left of the image 37(0) of the variation in the image display device 31: an image 371(1) of the first reserved symbol (the first reserved symbol in the variation order), an image 371(2) of the second reserved symbol (the second reserved symbol in the variation order), an image 371(3) of the third reserved symbol (the third reserved symbol in the variation order), and an image 371(4) of the fourth reserved symbol (the fourth reserved symbol in the variation order).
[0084] When the number of reserved symbols displayed on the first special symbol reserved indicator 23 increases, an image 371(1), 371(2), 371(3), or 371(4) corresponding to the increased reserved symbol number appears.
[0085] While the image 371(1), 371(2), 371(3), or 371(4) corresponding to the reserved display number of the first special pattern reserved indicator 23 is being displayed, each time a single variation of the special pattern is completed, the image 37(0) of that variation disappears, the image 371(1) of the first reserved pattern moves to the position of the variation image 37(0) of that variation, and the images 371(2), 371(3), or 371(4) of the second reserved pattern and thereafter move to the positions adjacent to their respective right.
[0086] In the following explanation, images 37(0), 371(1), 371(2), 371(3), and 371(4) will be referred to as "hold display images" as appropriate.
[0087] As shown in FIG. 15, the gaming machine 1 of this embodiment has three modes: evening mode, day mode, and night mode. The evening mode is the mode when in a normal state. The day mode is the mode when in a low base time-saving state. The night mode is the mode when in a high base time-saving state. During the evening mode, a background image showing an evening scene is displayed during normal fluctuation. During the day mode, a background image showing a daytime scene is displayed during normal fluctuation. During the night mode, a background image showing a night scene is displayed during normal fluctuation.
[0088] As shown in Figure 16, in the day mode, evening mode, and night mode, the gaming machine 1 displays a normal variable image in which the left pattern 36L, center pattern 36C, and right pattern 36R are displayed in a circular sequence separately on top of a background image corresponding to the current mode at the beginning of the performance that corresponds to the variable pattern display.
[0089] As shown in Figure 17, in the effects that correspond to the symbol variation display in the day mode, evening mode, and night mode, there are cases where an effect that progresses from a normal variation effect to a normal reach effect is executed. The reliability of a jackpot when progressing from a normal variation effect to a normal reach effect is higher than when not progressing to a normal reach effect.
[0090] When progressing from a normal variable presentation to a normal reach presentation, one of the left pattern 36L and the right pattern 36R (left pattern 36L in the example of Figure 17) temporarily stops, and after the two patterns other than the temporarily stopped one are displayed in a circle for a while, the other of the left pattern 36L and the right pattern 36R (right pattern 36R in the example of Figure 17) temporarily stops at the same type of pattern as the one that stopped previously.
[0091] As shown in Figures 18 and 19, a roulette effect may be executed in the effects corresponding to the symbol variation display in the daytime mode and evening mode. In the nighttime mode, the roulette effect is not executed. The roulette effect is an effect that suggests which of multiple development options will develop depending on the result of the roulette.
[0092] The roulette numbers that come up are "Day", "Evening", and "Loss". A "Day" number suggests that the game will be in daytime mode. A "Evening" number suggests that the game will be in evening mode. A "Loss" number suggests that the game will stop on a symbol that normally does not come up.
[0093] As shown in Figure 18(a), in the roulette presentation in the evening mode, if the roulette result is "Evening," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "212," and the words "Evening mode continues" appear. After that, while the background image of the evening mode remains the same, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next change.
[0094] As shown in Figure 18(b), in the roulette presentation in the evening mode, if the roulette result is "daytime," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "232," and the words "Entering daytime mode" appear. After that, the background image changes to that of the daytime mode, and the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next change.
[0095] As shown in Fig. 18(c), in the roulette presentation in the evening mode, if the roulette result is a "miss," the left symbol 36L, the center symbol 36C, and the right symbol 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Fig. 18(c)). After that, while maintaining the background image of the evening mode, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin the next variation.
[0096] 19(a), in the roulette presentation in daytime mode, if the roulette result is "daytime," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "232," and the words "daytime mode continues" appear. After that, while the background image of daytime mode remains the same, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next fluctuation.
[0097] As shown in Figure 19(b), in the roulette performance in daytime mode, if the roulette result is "Evening," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed as "212," and the words "Entering Evening Mode" appear. After that, while maintaining the background image of the Evening Mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next change.
[0098] As shown in Figure 19(c), in the roulette presentation in daytime mode, if the roulette result is a "miss," the left symbol 36L, the center symbol 36C, and the right symbol 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Figure 19(c)). After that, while maintaining the background of daytime mode, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin the next fluctuation.
[0099] As shown in Fig. 20, in the effects that correspond to the symbol variation display in the day mode, evening mode, and night mode, there are cases where the normal reach effect develops into the SP reach effect. In the SP reach effect, the image display device 31 displays an effect image of the SP reach effect. The reliability of a jackpot when the normal reach effect develops into the SP reach effect is higher than when the SP reach effect does not progress.
[0100] When the normal reach effect changes to the SP reach effect, the middle symbol 36C slows down and appears to stop, then spins at high speed, and the left symbol 36L and the right symbol 36R move away from the left and right corners of the screen. At the same time, the image changes to the SP reach animation.
[0101] As shown in FIG. 21, when a pre-reading hold display change effect is executed in which the change corresponding to the hold (in the example of FIG. 21(a) and FIG. 21(b)), which is the third hold of the first special symbol, is the final change, the timing t immediately after the start of each change from the start winning to the final change HH (In the examples of FIGS. 21(a) and 21(b), the timing t HH (2) The timing t immediately after the start of the fluctuation before the final fluctuationHH (1) The timing t immediately after the start of the final fluctuation HH In (0), the display mode of the reserved display image corresponding to the final change changes to either blue, green, or red. In the pre-read reserved display change performance, the reliability of the jackpot increases in the order of blue < green < red.
[0102] In FIG. 3, the back of the gaming machine 1 is provided with a main control board 10, a frame control board 160, a performance control board 120, a power supply board 70, a power plug 161, a power switch 162, and the like. The main control board 10 is covered with a cover 10c. The frame control board 160 is covered with a cover 160c. As shown in FIG. 4, the main control board 10 and a RAM clear button 110e are located inside the cover 10c. The frame control display 85 and a game ball count clear button 180e are located inside the cover 160c. The frame control display 85 displays information such as the number of game balls and error messages according to display data transmitted from the launch control unit 170 in the frame control board 160. Holes 10e and 160e are drilled in the covers 10c and 160c. Even when covers 10c and 160c are attached, it is possible to press the RAM clear button 110e at the back of hole 10e to turn on the RAM clear button 110e, or to press the game ball count clear button 180e at the back of hole 160e to turn on the game ball count clear button 180e.
[0103] When the power-on operation is performed on the gaming machine 1, power is supplied from the power supply board 70 to the main control board 10, the frame control board 160, and the performance control board 120, and these boards start up.
[0104] Here, the power-on operation of the gaming machine 1 includes a normal power-on operation, a main control board RAM clear power-on operation, a frame control board RAM clear power-on operation, and a full RAM clear power-on operation. As shown in Figure 22(a), the normal power-on operation turns the RAM clear button 110e and the game ball count clear button 180e to the OFF state, and turns the power switch 162 to the ON state. As shown in Figure 22(b), the main control board RAM clear power-on operation turns the RAM clear button 110e to the ON state, turns the game ball count clear button 180e to the OFF state, and turns the power switch 162 to the ON state. As shown in Figure 22(c), the frame control board RAM clear power-on operation turns the RAM clear button 110e to the OFF state, turns the game ball count clear button 180e to the ON state, and turns the power switch 162 to the ON state. As shown in FIG. 22(d), in the all RAM clear power-on operation, the RAM clear button 110e is turned on, the game ball count clear button 180e is turned on, and the power switch 162 is turned on.
[0105] In Figure 5, the main control board 10 controls the progress of a game involving the awarding of game balls in the gaming machine 1. The main control board 10 is equipped with a one-chip microcomputer 110m, a random number circuit 110f, an input port, an output port, etc. The one-chip microcomputer 110m of the main control board 10 is composed of a main CPU 110a, a main ROM 110b, and a main RAM 110c. The random number circuit 110f generates a jackpot random number value in the range of 0 to 65535.
[0106] The input port of the main control board 10 is connected to a general prize opening detection switch 12a, a gate detection switch 13a, a first start opening detection switch 14a, a second start opening detection switch 15a, a first large prize opening detection switch 16a, a specific area detection switch 18a, and an out ball detection switch 19a.
[0107] The output port of the main control board 10 is connected to the start port opening / closing solenoid 15c, the first large prize port opening / closing solenoid 16c, the second large prize port opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special pattern display device 20, the second special pattern display device 21, the normal pattern display device 22, the first special pattern reserved indicator 23, and the normal pattern reserved indicator 25.
[0108] The main CPU 110a of the main control board 10 reads out the program stored in the main ROM 110b and performs arithmetic processing based on input signals from each detection switch and timer. When the power is turned on, the main CPU 110a executes an initial setting process, and after the initial setting process is completed and the game is ready for play, it controls the variation of special symbols, variation of normal symbols, and the progress of games such as special games.
[0109] The main ROM 110b of the main control board 10 stores data such as a game control program. The main ROM 110b stores various tables such as a big win determination table for the special symbol display devices 20 and 21, a win determination table for the normal symbol display device 22, a symbol determination table, a variable pattern determination table, a preliminary determination table, a special game control table, a big prize opening / closing control table, a setting table at the end of a special game, a setting table at the time when a special losing symbol stops, an auxiliary game control table, and a movable piece opening control table. Details of these tables will be described later.
[0110] The main RAM 110c of the main control board 10 has various memory areas such as a special symbol memory area, a special symbol special signal processing data memory area, a stop symbol data memory area, a normal symbol reserved memory area, a normal symbol normal signal processing data memory area, a normal symbol data memory area, a complete information memory area, a game status flag memory area, a specific area winning flag memory area, a game machine information transmission waiting timer counter, a response reception waiting timer counter, a communication failure judgment counter, a maximum number of game balls won counter, a number of rounds (R) counter, a number of balls entering the large prize slot (C) counter, a number of reserved first special symbols (U1) counter, a number of reserved normal symbols (G) counter, a low base time reduction count (B) counter, a high base time reduction count (J) counter, a number of fluctuations (L) counter, a number of openings (S) counter, a special signal operation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, a game status buffer, and a transmission data storage area for effects. In the event of a power outage, the data in the used area of the main RAM 110c is backed up by the backup power supply 74 with a checksum added, and when the power is restored, this backup information is restored after a data check using the checksum.
[0111] The frame control board 160 controls the payout of game balls and the counting of game balls. The frame control board 160 is connected to the main control board 10 so as to be able to communicate bidirectionally. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, an input port, an output port, etc.
[0112] The input port of the frame control board 160 is connected to the shot ball sensor 2a, foul ball sensor 2b, touch sensor 3a, shot volume 3b, shot solenoid 4a, ball feed solenoid 4b, small ball sensor 81a, iron ball sensor 81b, radio wave sensor 81c, door sensor 81d, count button detection switch 82, and card unit input terminal board 83a. The output port of the frame control board 160 is connected to the card unit output terminal board 83b, game ball count indicator 84, frame control indicator 85, and game notification lamp 86.
[0113] The launch control unit 170 includes a launch CPU 170a, a launch ROM 170b, and a launch RAM 170c. The launch CPU 170a reads out a program stored in the launch ROM 170b based on an input signal from a timer, and performs calculations while using the launch RAM 170c as a work area. When the power is turned on, the launch CPU 170a performs an initial setting process, and after the initial setting process is completed and the device is ready to play, it controls the launch of game balls.
[0114] Data such as a launch control program is stored in the launch ROM 170b of the launch control unit 170. The launch RAM 170c of the launch control unit 170 is provided with various storage areas such as a launch permission flag storage area.
[0115] The game ball count control unit 180 is equipped with a game ball count CPU 180a, a game ball count ROM 180b, and a game ball count RAM 180c. The game ball count CPU 180a reads out a program stored in the game ball count ROM 180b based on an input signal from the timer, and performs calculations using the game ball count RAM 180c as a work area. When the power is turned on, the game ball count CPU 180a performs initial setting processing, and after the initial setting processing is completed and the game is ready to play, it performs processing related to the subtraction and addition of the number of playable game balls according to the progress of the game, and controls the operation of the count button 8 based on the game status and the progress and stop status of the game.
[0116] Data such as a game ball count control program is stored in the game ball count ROM 180b of the game ball count control unit 180. Various tables are stored in the game ball count ROM 180b, such as a seated lamp light color determination table, a seated background color determination table, an away lamp light color determination table, and an away background color determination table. Details of these tables will be described later.
[0117] The game ball count RAM 180c is provided with various memory areas such as an error 1 occurrence information memory area, an error 2 occurrence information memory area, an error 3 occurrence information memory area, an error 4 occurrence information memory area, a count button operation valid flag memory area, a count button operation invalid flag memory area, a game status flag memory area, a gaming machine information notification standby flag memory area, an away flag memory area, a game interruption determination flag memory area, a count notification standby flag memory area, a communication failure determination counter, a gaming machine information notification standby timer counter, a count notification standby timer counter, a game interruption determination timer counter, a game ball count counter, a shot ball count counter, a total prize ball counter, and a count ball count counter. In the event of a power outage, the data in the usage area of the game ball count RAM 180c is backed up by the backup power supply 74 with a checksum added, and when the power is restored, this backup information is restored after a data check using the checksum.
[0118] The power supply board 70 supplies a power supply voltage to the gaming machine 1, and supplies a voltage drop detection signal to the main control board 10 and the frame control board 160 when the power supply voltage drops below a predetermined value.
[0119] The performance control board 120 controls the performance. The performance control board 120 is connected to the main control board 10 so that communication can be performed in one direction from the main control board 10 to the performance control board 120. The performance control board 120 is also connected to the frame control board 160 so that communication can be performed in one direction from the frame control board 160 to the performance control board 120. The performance control board 120 is equipped with a general control unit 141, a display / audio control unit 140, a lamp / drive control unit 150, input ports and output ports for performance control, etc. The input port of the performance control board 120 is connected to a performance button detection switch 35a, key detection switches 39a, 39b, 39c, 39d, etc.
[0120] The performance control board 120 receives commands from the main control board 10 and controls the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, and 330d, and the performance lighting devices 340a, 340b, 340c, and 340d based on the received commands. The performance control board 120 includes a performance control unit 120m, a display / audio control unit 140, and a lamp / drive control unit 150.
[0121] The performance control unit 120m includes a sub-CPU 120a, a sub-ROM 120b, a sub-RAM 120c, and an RTC 120d. The RTC 120d outputs a signal indicating the current date and time to the sub-CPU 120a. The RTC 120d operates on the power supplied when power is supplied to the gaming machine 1, and operates on the power of the backup power supply 74 on the power supply board 70 when the power to the gaming machine 1 is turned off.
[0122] The sub-CPU 120a reads out the program stored in the sub-ROM 120b based on commands sent from the main control board 10 and input signals from the timer, and performs arithmetic processing while using the sub-RAM 120c as a work area. When the power is turned on, the sub-CPU 120a performs an initial setting process, and after the initial setting process is completed and the game is ready to be played, it controls the presentation according to the progress of the game.
[0123] The sub-ROM 120b of the effect control unit 120m stores data such as effect control programs. Various tables such as a variable effect pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b.
[0124] The sub-RAM 120c has various memory areas such as a performance information memory area, a performance pattern memory area, a pattern change performance pattern memory area, a game status information memory area, a performance pattern memory area, a special background image setting flag memory area, a special background image standby setting flag memory area, and a special background change number (P) counter.
[0125] The display / audio control unit 140 receives commands from the performance control unit 120m and controls the image display device 31 and the audio output device 32 based on the received commands. The display / audio control unit 140 includes an overall control unit 141, a CGROM 146, an audio processor 144, an audio ROM 148, an input / output port, etc. The image display device 31 and the audio output device 32 are connected to the input / output port of the display / audio control unit 140.
[0126] The overall control unit 141 includes an overall CPU 141a, an overall ROM 141b, and an overall RAM 141c. The overall CPU 141a receives an operating clock from a crystal oscillator, reads out a program stored in the overall ROM 141b, performs arithmetic processing using the overall RAM 141c as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.
[0127] The general ROM 141b stores an image / audio control program for image display and audio control, a display list generation program for generating a display list consisting of a group of drawing control commands, an animation pattern for displaying animation of a performance pattern, animation scene information, a sound list generation program for generating a sound list consisting of a group of sound control commands, and the like.
[0128] The VDP 145 is connected to the CGROM 146. The CGROM 146 stores compressed image data and uncompressed palette data. The image data is material data that compiles pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels) in images (e.g., individual images such as effect pattern images, background images that form the background of the effect pattern, character images, and dialogue images) to be displayed as sprites or movie frames on the image display device 31. The pixel information of the image data is composed of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The palette data is data that associates color number information that specifies a color number with display color information that indicates the actual display color of the pixel.
[0129] A VRAM 147 is provided within the VDP 145. The VRAM 147 has a display list storage area, a development storage area, a first frame buffer area, a second frame buffer area, etc. The display list storage area is an area for temporarily storing a display list output from the overall control unit 141 (overall CPU 141a). The development storage area is an area for temporarily storing image data obtained by decompressing compressed image data in the CGMOM.
[0130] The first and second frame buffer areas are used for drawing and displaying images. The first and second frame buffer areas are switched alternately between drawing and displaying each time drawing starts.
[0131] The VDP 145 stores the display list sent from the overall control unit 141 in the display list storage area of the VRAM 147, reads out the image data indicated by the display list in the CGROM 146, draws one frame's worth of drawing data in the drawing frame buffer of the VRAM 147 based on this image data, and outputs one frame's worth of drawing data in the display frame buffer of the VRAM 147 as a video signal (RGB signal, etc.) to the image display device 31.
[0132] An operating clock is supplied to the VDP 145 from a crystal oscillator, and by dividing the operating clock, synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the image display device 31 are generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30 fps (1 / 30 second = approximately 33 ms) so that drawing (image display) is performed 30 times per second, but it may also be 60 fps (1 / 60 second = approximately 16.6 ms) so that drawing (image display) is performed 60 times per second.
[0133] The audio processor 144 is connected to an audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads out from the audio ROM 148 the audio data indicated by the sound list transmitted from the integrated control unit 141, decodes this audio data, performs acoustic processing on the signal obtained by the decoding, and outputs the processed signal to the audio output device 32 as a sound signal for the effect sound.
[0134] The lamp / drive control unit 150 receives commands from the performance control unit 120m and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, a lamp RAM 150c, a lamp ROM 150b, and input / output ports. The performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d are connected to the input / output ports of the lamp / drive control unit 150.
[0135] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the program stored in the lamp ROM 150b, performs calculations using the lamp RAM 150c as a work area, and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on this processing.
[0136] The lamp ROM 150b stores a lamp drive control program for lighting the lamps and driving the props, a light emission mode determination program for determining and setting lamp light emission information for the performance lighting devices 340a, 340b, 340c, and 340d and causing the performance lighting devices 340a, 340b, 340c, and 340d to emit light in accordance with this setting, an operation mode determination program for determining and setting prop drive information for the performance drive devices 330a, 330b, 330c, and 330d and causing the performance drive devices 330a, 330b, 330c, and 330d to operate in accordance with this setting, a performance lamp control mode determination table, a performance prop control mode determination table, etc.
[0137] 6, the card unit 9 is provided with a card unit control board 90, a card unit SC board 91, a power supply board 97, etc. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 91, and these boards start up.
[0138] The card unit control board 90 controls the basic operation of the card unit 9. The card unit SC board 91 controls communication between the card unit 9 and external devices such as the gaming machine 1, the management center server (not shown), and the hall computer (not shown).
[0139] The card unit control board 90 is equipped with a one-chip microcomputer 910m, input ports, output ports, etc. The one-chip microcomputer 910m of the card unit control board 90 is made up of a unit CPU 910a, a unit ROM 910b, and a unit RAM 910c.
[0140] The input port of the card unit control board 90 is connected to a lending button detection switch 98a, an ejection button detection switch 99a, a bill validator 91a, and a card reader / writer 92a. The lending button detection switch 98a is provided on the rear side of the lending button 98 on the front side of the card unit 9. When the lending button detection switch 98a detects that the lending button 98 has been pressed, it outputs a detection signal indicating that fact. The ejection button detection switch 99a is provided on the rear side of the ejection button 99 on the front side of the card unit 9. When the ejection button detection switch 99a detects that the ejection button 99 has been pressed, it outputs a detection signal indicating that fact.
[0141] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.
[0142] The unit CPU 910a of the card unit control board 90 reads out a program stored in the unit ROM 910b based on input signals from the detection switches and timers, and performs arithmetic processing using the unit RAM 910c as a work area.
[0143] The unit ROM 910b of the card unit control board 90 stores data such as unit control programs.
[0144] The unit RAM 910c of the card unit control board 90 has various memory areas such as an amount information memory area, a number of balls held information memory area, a loan receipt result response waiting flag memory area, a game status flag memory area, an eject button operation invalid flag memory area, a loan button operation invalid flag memory area, and a loan receipt result response waiting timer counter.
[0145] Next, the operation of the gaming machine 1 according to this embodiment will be described.
[0146] FIG. 23 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. In FIG. 23, the main CPU 110a performs an initial setting process. In the initial setting process, the main CPU 110a determines whether or not restoration of backup information is necessary, and if it determines that restoration is not necessary, it clears the main RAM 110c, and if it determines that restoration is necessary, it restores the backup information in the main RAM 110c. After clearing or restoring the data, it activates a CTC (counter timer circuit) to generate a timer interrupt (4 milliseconds). Details of the initial setting process will be described later.
[0147] Next, the main CPU 110a performs a gaming machine information notification process (S20). In the gaming machine information notification process, the main CPU 110a generates a gaming machine information notification command for notifying the frame control board 160 of the game status of the gaming machine 1 and the progress and stop status of the game, transmits the generated gaming machine information notification command to the frame control board 160, and checks whether a response command has been returned from the frame control board 160. The gaming machine information notification command includes information indicating whether a complete function activation error has occurred, information indicating that a prize has been won in the start slot, information indicating that a prize has been won in the big prize slot, etc.
[0148] 24, in the gaming machine 1, after the initial setting process of the main control board 10 and the frame control board 160 is completed, a gaming machine information notification command is transmitted from the main control board 10 to the frame control board 160 every 108 milliseconds. The frame control board 160 sets the waiting time from transmission of the gaming machine information notification command to the return of a response command to 10 milliseconds, and if no response command is returned within the waiting time 10 times consecutively, it displays a communication failure notification on the image display device 31. The gaming machine information notification process will be described in detail later.
[0149] 23, the main CPU 110a updates the random number values for determining special symbols and the random number values for determining reach (S30). After executing step S30, the main CPU 110a performs an initial random number value update process (S40). In the initial random number value update process, the main CPU 110a updates the initial random number values for determining special symbols and the initial random number values for determining normal symbols.
[0150] Next, the main CPU 110a determines whether or not a voltage drop detection signal has been input from the power interruption detection circuit 73 of the power supply board 70 (S91). If a voltage drop detection signal has not been input (S91: No), the process returns to step S20 and repeats the subsequent processes. If a voltage drop detection signal has been input (S91: Yes), the process proceeds to step S92.
[0151] In step S92, the main CPU 110a determines whether the voltage drop detection signal has been continuously input for a predetermined period (e.g., 10 milliseconds). If the voltage drop detection signal has not been continuously input for the predetermined period (S92: No), the process returns to step S20 and repeats the subsequent processes. If the voltage drop detection signal has been continuously input for the predetermined period (S92: Yes), the process proceeds to step S93.
[0152] In step S93, the main CPU 110a sets an interrupt prohibition to prohibit timer interruption. Next, the main CPU 110a transmits a power-off command to the game ball count control unit 180 and the launch control unit 170 of the frame control board 160 (S94).
[0153] Next, the main CPU 110a creates a checksum of the data in the used area of the main RAM 110c and saves the created checksum in the main RAM 110c (S95). The checksum saved in the main RAM 110c in step S95 is compared with a checksum calculated from the data in the used area of the main RAM 110c at that time during the initial setting process the next time the power is turned on, and whether the checksum is normal (whether the backup information is valid and data recovery is possible) is determined based on whether the two match.
[0154] Next, the main CPU 110a saves the backup flag (S96) and prohibits RAM access (S97). After executing step S97, the main CPU 110a performs an infinite loop to prepare for power cutoff. Thereafter, the main CPU 110a waits until the power supply is completely cut off.
[0155] 25 is a flowchart showing the timer interrupt process of the main control board 10 of the gaming machine 1. The main CPU 110a of the main control board 10 executes the timer interrupt process every 4 milliseconds, which is the generation period of the reset clock pulse signal in the reset clock pulse generating circuit in the main control board 10.
[0156] When a reset clock pulse signal is generated, the main CPU 110a saves the information in the registers of the main CPU 110a at that time to a stack area (S100). Next, the main CPU 110a performs time control processing (S110). The time control processing is a process of updating counters used to measure various times in the main RAM 110c. In the time control processing, the main CPU 110a subtracts one from the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter in the main RAM 110c.
[0157] Next, the main CPU 110a performs a specific random number value update process (S120). The specific random number value update process is a process for updating the special symbol random number value and the normal symbol random number value. Here, the random number range for the special symbol random number value is 0 to 99, and the random number range for the normal symbol random number value is 0 to 65535. In the specific random number value update process, the main CPU 110a updates the random number counter for the special symbol random number value and the random number counter for the normal symbol random number value by incrementing them by 1. When the incremented random number counter exceeds the maximum value of the random number range (when the random number counter has completed one cycle), the random number counter is reset to 0, and each random number value is updated from the initial random number value at that time.
[0158] After executing step S120, the main CPU 110a performs an initial random number value update process (S130). In the initial random number value update process, the main CPU 110a updates the special symbol initial random number value and the normal symbol initial random number value.
[0159] Next, the main CPU 110a performs input control processing (S200). In the input control processing, the main CPU 110a determines whether or not there has been input to various switches, including the general winning hole detection switch 12a, the first large winning hole detection switch 16a, the first starting hole detection switch 14a, the second starting hole detection switch 15a, and the gate detection switch 13a, and sets predetermined data if there has been input. The details of the input control processing will be described later.
[0160] After executing step S200, the main CPU 110a performs special symbol special power control processing (S300). In the special symbol special power control processing, the main CPU 110a updates the value of the special symbol special power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of six processes: special symbol memory determination processing (processing when special symbol special power processing data = 0), special symbol change processing (processing when special symbol special power processing data = 1), special symbol stop processing (processing when special symbol special power processing data = 2), jackpot game processing (processing when special symbol special power processing data = 3), small jackpot game processing (processing when special symbol special power processing data = 4), and jackpot game end processing (processing when special symbol special power processing data = 5). Details of the special symbol special power control processing will be described later.
[0161] After executing step S300, the main CPU 110a performs a normal symbol normal power control process (S400). In the normal symbol normal power control process, the main CPU 110a updates the value of the normal symbol normal power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of two processes: a normal symbol variation process (processing when the normal symbol normal power processing data = 0) and an auxiliary game process (processing when the normal symbol normal power processing data = 1). Details of the normal symbol normal power control process will be described later.
[0162] After executing step S400, the main CPU 110a performs a prize ball control process (S500). In the prize ball control process, the main CPU 110a refers to the general prize ball counter, the first start prize ball counter, the second start prize ball counter, and the special prize ball counter in the main RAM 110c, generates a prize ball number designation command that instructs the awarding of the number of game balls indicated by each counter, and sends this command to the game ball number control unit 180 of the frame control board 160.
[0163] After executing step S500, the main CPU 110a performs a complete determination process (S600). The complete determination process is a process for determining whether or not to activate the complete function. In the complete determination process, the main CPU 110a determines whether the maximum number of game balls acquired counter in the main RAM 110c has reached the daily upper limit of 95,000. When the maximum number of game balls acquired counter has reached 95,000, the main CPU 110a stores complete information indicating the activation of the complete function in the complete information storage area of the main RAM 110c, generates a firing prohibition command to notify the game ball count control unit 180 and the firing control unit 170 of the prohibition of the firing of game balls, and sets the generated firing prohibition command in the transmission buffer. The maximum number of game balls acquired counter is a counter that is incremented by the number indicated by each prize ball counter when a game ball is awarded, and is decremented by 1 when a game ball is fired when the counter value is 1 or greater; its minimum value is 0.
[0164] After executing step S500, the main CPU 110a performs a data generation process (S910). In the data generation process, the main CPU 110a generates external output data, start opening / closing solenoid data, first large prize opening / closing solenoid data, second large prize opening / closing solenoid data, special symbol display device data, and normal symbol display device data.
[0165] After executing step S910, the main CPU 110a performs output control processing (S920). In the output control processing, the main CPU 110a performs port output processing to output signals of the external output data, start gate opening / closing solenoid data, first large prize gate opening / closing solenoid data, and second large prize gate opening / closing solenoid data created in the data generation processing of step S910. In addition, the main CPU 110a performs display device output processing to output the special pattern display device data and normal pattern display device data created in the data generation processing of S910 above in order to light up the LEDs of the first special pattern display device 20, the second special pattern display device 21, and the normal pattern display device 22. Furthermore, the main CPU 110a also performs command transmission processing to send commands set in the performance transmission data storage area of the main RAM 110c to the frame control board 160 and the performance control board 120.
[0166] After executing step S920, the main CPU 110a restores the information saved in the stack area in step S100 to the register of the main CPU 110a (S930).
[0167] 26 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. The main processing is started when a system reset occurs in the sub-CPU 120a of the performance control unit 120m from the power supply board 70 due to a power-on operation.
[0168] 26, the sub-CPU 120a performs an initial setting process (S4000). In the initial setting process, the sub-CPU 120a reads a startup program from the sub-ROM 120b in response to power-on, and initializes various flags in the sub-RAM 120c. After the initial setting process is completed, the sub-CPU 120a repeats a process (S4100) of updating random number values for performance, etc. In addition to this random number value update process, the sub-CPU 120a also performs a timer interrupt process every 2 milliseconds, which is the period for generating a reset clock pulse signal by a reset clock pulse generating circuit in the performance control unit 120m.
[0169] The time required for the initial setting process of the sub CPU 120a is much shorter than the time required for the initial setting process of the main CPU 110a. Therefore, when the initial setting process of the main CPU 110a starts, the sub CPU 120a has already finished the initial setting process and is ready to store commands from the main CPU 110a in its receive buffer.
[0170] Fig. 27 is a flowchart showing the timer interrupt process of the performance control unit 120m. In Fig. 27, the sub CPU 120a saves information in the register of the sub CPU 120a in the stack area (S4400).
[0171] Next, the sub CPU 120a performs a timer update process (S4500). In the timer update process, the sub CPU 120a updates various timer counters in the sub RAM 120c by decrementing them by one.
[0172] Next, the sub-CPU 120a performs a command analysis process (S4600). In the command analysis process, the sub-CPU 120a analyzes the command in the receive buffer, and based on the analysis results, determines the content of the performance to be performed by the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, and 330d, and the performance lighting devices 340a, 340b, 340c, and 340d, and sets a command indicating the determined content of the performance in the transmission buffer of the sub-RAM 120c. The command analysis process will be described in detail later.
[0173] Next, the sub-CPU 120a performs a performance input control process (S4700). In the performance input control process, the sub-CPU 120a performs processing according to input signals from the detection switches 35a, 39a, 39b, 39c, 39d, and 39e of the performance button 35, the cross key 39, and the center key 39E.
[0174] Next, the sub CPU 120a performs a data output process (S4800). In the data output process, the sub CPU 120a transmits the commands set in the transmission buffer of the sub RAM 120c in the command analysis process of step S1600 and the performance input control process of step S1700 to the overall control unit 141 and the lamp / drive control unit 150.
[0175] Next, the sub CPU 120a restores the information saved in the stack area in step S1400 to the register of the sub CPU 120a (S4900).
[0176] FIG. 28 is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1. In FIG. 28, the launch CPU 170a performs an initial setting process (S1010). After completing the initial setting process, the launch CPU 170a performs a launch control process (S1020). The launch control process is a process in which the ball feed solenoid 4b and the launch solenoid 4a are driven in response to the operation of the operating handle 3 to launch the gaming ball. The details of the launch control process will be described later.
[0177] Next, the launch CPU 170a determines whether or not a power-off command has been received from the main control board 10 (S1091). If a power-off command has not been received (S1091: No), the process returns to step S1020. If a power-off command has been received (S1091: Yes), the process proceeds to step S1097.
[0178] In step S1097, the main CPU 110a prohibits RAM access, executes an infinite loop, and prepares for power-off, and thereafter waits until the power supply is completely cut off.
[0179] Figure 29 is a flowchart showing the details of the launch control process (step S1020 in Figure 28) of the launch control unit 170 of the gaming machine 1. In Figure 29, the launch CPU 170a determines whether a launch permission flag is set in the launch permission flag storage area of the launch RAM 170c (S1110). If the launch permission flag is not set (S1110: No), the process proceeds to step S1120, and if the launch permission flag is set (S1110: Yes), the process proceeds to step S1140.
[0180] In step S1120, the launch CPU 170a determines whether or not a launch permission command has been received from the main control board 10. If the launch permission command has been received (S1120: Yes), the launch CPU 170a proceeds to step S1130 and sets a launch permission flag in the launch permission flag storage area of the launch RAM 170c. If the launch permission command has not been received (S1120: No), the launch CPU 170a skips step S1130 and ends the current launch control process.
[0181] In step S1140, the launch CPU 170a determines whether or not a detection signal from the touch sensor 3a has been input. If a detection signal from the touch sensor 3a has been input (S1140: Yes), the launch CPU 170a proceeds to step S1150. If a detection signal from the touch sensor 3a has not been input (S1140: No), the launch CPU 170a proceeds to step S1160.
[0182] In step S1150, the launch CPU 170a energizes the launch solenoid 4a and the ball feeding solenoid 4b based on the output voltage of the launch volume 3b, and proceeds to step S1170. This energization causes the ball feeding solenoid 4b to feed game balls one by one toward the firing member directly connected to the launch solenoid 4a, and the launch solenoid 4a rotates the firing member to launch the game balls between the rails 5a and 5b.
[0183] In step S1160, the launch CPU 170a stops the power supply to the launch solenoid 4a and the ball feeding solenoid 4b, and proceeds to step S1170.
[0184] In step S1170, the launch CPU 170a determines whether or not a launch prohibition command has been received from the main control board 10. If the launch prohibition command has been received from the main control board 10 (S1170: Yes), the launch CPU 170a proceeds to step S1180, clears the launch permission flag in the launch permission flag storage area of the launch RAM 170c, and ends the launch control process this time. If the launch prohibition command has not been received from the main control board 10 (S1170: No), the launch CPU 170a skips step S1180 and ends the launch control process this time.
[0185] Fig. 30 is a flowchart showing the main processing of the game ball count control unit 180 of the gaming machine 1. In Fig. 30, the game ball count CPU 180a performs an initial setting process (S2010). In the initial setting process, the game ball count CPU 180a determines whether or not the backup information needs to be restored, and if it determines that restoration is not required, it clears the game ball count RAM 180c, and if it determines that restoration is required, it restores the backup information of the game ball count RAM 180c. Details of the initial setting process will be described later.
[0186] After executing step S2010, the game ball count CPU 180a performs an error determination process (S2020). In the error determination process, the game ball count CPU 180a determines whether a complete function activation error has occurred in the main control board 10, and whether a small ball detection error, an iron ball detection error, or a radio wave detection error has occurred in the frame control board 160. If a predetermined error among these four, a small ball detection error, an iron ball detection error, or a radio wave detection error, occurs, the game ball count CPU 180a performs control to prohibit operation of the counting button 8. Details of the error determination process will be described later.
[0187] After executing step S2020, the game ball count CPU 180a performs a response process (S2030). In the response process, the game ball count CPU 180a determines whether or not a game machine information notification command has been received from the main control board 10, and if a game machine information notification command has been received, transmits a response command to the main control board 10. Details of the response process will be described later.
[0188] After executing step S2030, the gaming ball count CPU 180a performs gaming machine information notification processing (S2040). In the gaming machine information notification processing, the gaming ball count CPU 180a generates gaming machine information notification data for notifying the card unit 9 of the gaming status of the gaming machine 1 and the status of progress and stop of the game, and transmits the generated gaming machine information notification data to the card unit 9. The gaming machine information notification data includes information indicating the gaming status of the gaming machine 1, information indicating whether the gaming machine 1 is in a jackpot, information indicating whether a complete function activation error has occurred, information indicating whether a small ball detection error has occurred, information indicating whether an iron ball detection error has occurred, information indicating whether a radio wave detection error has occurred, information indicating the number of gaming balls, information indicating the number of fired balls, information indicating the total number of winning balls, information indicating a prize that has been won in the start slot, information indicating a prize that has been won in the big prize slot, and the like.
[0189] 31, in the gaming machine 1, after the completion of the initial setting process of the frame control board 160, gaming machine information notification data is transmitted from the frame control board 160 to the card unit 9 every 300 milliseconds. The gaming machine information notification process will be described in detail later.
[0190] 30, the gaming ball number CPU 180a performs counting processing (S2050). In the counting processing, the gaming ball number CPU 180a performs processing to subtract or add to the gaming ball number counter, the shot ball number counter, and the total prize ball number counter of the gaming ball number RAM 180c in accordance with the input signal of the shot ball sensor 2a, the input signal of the foul ball sensor 2b, and the prize ball number designation command transmitted from the main control board 10. In addition, the gaming ball number CPU 180a determines whether or not the count button 8 has been operated based on the input signal of the count button detection switch 82, and sets the number determined according to the operation mode of the count button 8 as the count ball number, which is the number of gaming balls transferred to the card unit 9, and performs processing to add this count ball number to the count ball number counter of the gaming ball number RAM 180c.
[0191] After executing step S2050, the gaming ball number CPU 180a performs count notification processing (S2060). In the count notification processing, the gaming ball number CPU 180a generates count notification data and transmits the generated count notification data to the card unit 9.
[0192] 32, in the gaming machine 1, every time 100 milliseconds elapses from the transmission of the gaming machine information notification data, the frame control board 160 transmits count notification data to the card unit 9. Details of the count notification process will be described later.
[0193] 30, the game ball count CPU 180a performs lending control processing (S2070). In the lending control processing, the game ball count CPU 180a determines whether or not lending notification data has been received from the card unit 9, and if lending notification data has been received, adds and updates the game ball count counter in the game ball count RAM 160c, and returns lending receipt result response data to the card unit 9. Details of the lending control processing will be described later.
[0194] After executing step S2070, the game ball count CPU 180a performs game notification control processing (S2080). In the game notification control processing, the game ball count CPU 180a determines whether the player is seated or has left his / her seat, determines the notification mode for when the player is seated or has left his / her seat, and determines the light color of the game notification lamp 86 and the background color of the image display device 31 for normal fluctuation or customer waiting according to this determination, and controls the light emission mode of the game notification lamp 86 and the display mode of the image display device 31. Here, the light emission color of the game notification lamp 86 has six types: no light emission (colorless), blue, green, purple, yellow, and red. In addition, the background colors for normal fluctuation and customer waiting have six types: gray, blue, green, purple, yellow, and red. The game notification control processing will be described in detail later.
[0195] Next, the game ball count CPU 180a determines whether or not a voltage drop detection signal has been input from the power interruption detection circuit 73 of the power supply board 70 (S2091). If a voltage drop detection signal has not been input (S2091: No), the process returns to step S2020 and repeats the subsequent processing. If a voltage drop detection signal has been input (S2091: Yes), the process proceeds to step S2092.
[0196] In step S2092, the game ball count CPU 180a determines whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If the voltage drop detection signal has not been continuously input for the predetermined period (S2092: No), the process returns to step S2020 and repeats the subsequent steps. If the voltage drop detection signal has been continuously input for the predetermined period (S2092: Yes), the process proceeds to step S2095.
[0197] In step S2095, the game ball count CPU 180a creates a checksum of the data in the usage area of the game ball count RAM 180c and saves the created checksum in the game ball count RAM 180c. The checksum saved in the game ball count RAM 180c in step S2095 is compared with the checksum calculated from the data in the usage area of the game ball count RAM 180c at that time during the initial setting process the next time the power is turned on, and whether the checksum is normal (whether the backup information is valid and data recovery is possible) is determined based on whether the two match.
[0198] The game ball count CPU 180a saves the backup flag (S2096) and prohibits RAM access (S2097). After executing step S2097, the game ball count CPU 180a performs an infinite loop to prepare for power cutoff. Thereafter, it waits until the power supply is completely cut off.
[0199] 33 is a flowchart showing the main processing of the card unit control board 90 of the card unit 9. The unit CPU 910a performs an initial setting process (S3010), and after the initialization process ends, repeats the processes of steps S3020 to S3080 at a predetermined cycle.
[0200] In step S3020, the unit CPU 910a performs a banknote insertion recognition process. In the banknote insertion recognition process, the unit CPU 910a updates the amount information storage area of the unit RAM 910c and performs processing related to the display on the amount display 93 in response to the insertion of a banknote 6 into the banknote insertion slot 91. The banknote insertion recognition process will be described in detail later.
[0201] After executing step S3020, the unit CPU 910a performs a card insertion recognition process (S3030). In the card insertion recognition process, the unit CPU 910a updates the amount information storage area and the ball count information of the unit RAM 910c in response to the insertion of the card 7 into the card insertion slot 92, and performs processing related to changing the display of the amount display 93 and the ball count display 94. The card insertion recognition process will be described in detail later.
[0202] After executing step S3030, the unit CPU 910a performs transition processing (S3040). In the transition processing, the unit CPU 910a checks whether or not it has received count notification data, which is a transition signal for the number of game balls, and if it has received count notification data, it updates the number of balls held information in the unit RAM 910c and performs processing related to changing the display of the number of balls held display 94. Details of the transition processing will be described later.
[0203] After executing step S3040, the unit CPU 910a performs a ball lending process (S3050). In the ball lending process, the unit CPU 910a performs processes related to the generation and transmission of lending notification data in response to the operation of the lending button 98.
[0204] After executing step S3050, the unit CPU 910a performs a response confirmation process (S3060). In the response confirmation process, the unit CPU 910a performs a process related to confirmation of the return of the loan receipt result response data.
[0205] 34, the card unit 9 has a waiting time of 10 milliseconds from the transmission of the loan notification data until the return of the loan receipt result response data, and if the loan receipt result response data is returned within 10 milliseconds, the transfer of the number of game balls from the card unit 9 to the gaming machine 1 is confirmed, and if the loan receipt result response data is not returned within 10 milliseconds, the card unit 9 resends the loan notification data. Details of the loan processing and response confirmation processing will be described later.
[0206] 33, the unit CPU 910a performs a return process (S3070). In the return process, the unit CPU 910a writes the amount information and the number of balls possessed information to the card 7 in response to the operation of the eject button 99, and performs processing related to the ejection of the card 7. The details of the return process will be described later.
[0207] After executing step S3070, the unit CPU 910a performs gaming machine information analysis processing (S3080). In the gaming machine information analysis processing, the unit CPU 910a determines whether gaming machine information notification data has been received from the frame control board 160, and if gaming machine information notification data has been received, determines based on the gaming machine information notification data whether the gaming machine 1 is in a normal state, a low base time-shortened state, a high base time-shortened state, an unplayable state 1, or an unplayable state 2, and performs processing related to notifying a server (not shown) of the management center of the occurrence of fraud and whether or not to allow the return of the banknotes 6 and the card 7, depending on this gaming state. The gaming machine information analysis processing will be described in detail later.
[0208] 35 and 36 are flowcharts showing details of the initial setting process (step S10 in FIG. 23) of the main control board 10. In FIG. 35, the main CPU 110a performs initial setting of the CPU, such as setting the built-in registers (S10-1), and permits access to the main RAM 110c (S10-2).
[0209] Next, the main CPU 110a determines whether or not a backup flag has been saved in the main RAM 110c (S10-4). If the backup flag has been saved (S10-4: Yes), the main CPU 110a proceeds to step S10-5. If the backup flag has not been saved (S10-4: No), the main CPU 110a proceeds to step S10-8.
[0210] In step S10-5, the main CPU 110a calculates a checksum of the backup information in the main RAM 110c. In the next step S10-6, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S10-5. If the checksum is not normal (S10-6: No), the main CPU 110a proceeds to step S10-7. If the checksum is normal (S10-6: Yes), the main CPU 110a proceeds to step S10-8.
[0211] In step S10-7, the main CPU 110a transmits an impossible-to-restore command to the performance control board 120. Upon receiving the impossible-to-restore command, the performance control board 120 displays an impossible-to-restore notification on the image display device 31.
[0212] In step S10-8, the main CPU 110a determines whether the RAM clear button 110e has been pressed. If the main control board RAM clear power-on operation shown in FIG. 22(b) or the all RAM clear power-on operation shown in FIG. 22(d) has been performed, the determination result in step S10-8 will be "Yes." If the normal power-on operation shown in FIG. 22(a) or the frame control board RAM clear power-on operation shown in FIG. 22(c) has been performed, the determination result in step S10-8 will be "No." If the RAM clear button 110e has not been pressed (S10-8: No), the main CPU 110a proceeds to step S10-9. If the RAM clear button 110e has been pressed (S10-8: Yes), the main CPU 110a proceeds to step S10-12.
[0213] In step S10-9, the main CPU 110a clears the backup flag and checksum saved in the main RAM 110c and sets up the main RAM 110c for when power is restored. When setting up the main RAM 110c for when power is restored, the backup information in the main RAM 110c is restored.
[0214] After executing step S10-9, the main CPU 110a proceeds to step S10-10. In step S10-10, the main CPU 110a determines whether the normal game state flag is set in the game state flag storage area of the main RAM 110c. If the normal game state flag is set (step S10-10: Yes), the main CPU 110a proceeds to step S10-17, and if the normal game state flag is not set (step S10-10: No), the main CPU 110a proceeds to step S10-18.
[0215] If the RAM clear button 110e is pressed (S10-8: Yes), in step S10-12, the main CPU 110a clears all areas of the main RAM 110c. In step S10-13, the main CPU 110a clears all areas of the main RAM 110c except for the game ball number counter. After executing step S10-12, the main CPU 110a proceeds to step S10-14.
[0216] In step S10-14, the main CPU 110a transmits a power-on command to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.
[0217] In step S10-17, the main CPU 110a transmits a power restoration command corresponding to the normal state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.
[0218] 36, the main CPU 110a determines whether a game status flag for the low base time reduction state is set in the game status flag storage area of the main RAM 110c. If the game status flag for the low base time reduction state is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19. If the game status flag for the low base time reduction state is not set (step S10-18: No), the main CPU 110a proceeds to step S10-24. In step S10-19, the main CPU 110a transmits a power restoration command corresponding to the low base time reduction state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.
[0219] In step S10-24, the main CPU 110a transmits a power restoration command corresponding to the high base time-shortening state to the frame control board 160 and the performance control board 120. After that, the main CPU 110a transmits a game state designation command corresponding to the game state after restoration to the performance control board 120 (S10-25), and proceeds to step S10-26.
[0220] In step S10-26, the main CPU 110a activates a CTC (Counter Timer Circuit) for generating a timer interruption. In the next step S10-27, the main CPU 110a activates the random number circuit 110f, and ends the initial setting process.
[0221] Here, if the power is cut off in the low base time reduction state among the five game states shown in Figure 12, in the main control board 10, the game state flag for the low base time reduction state in the game state flag memory area of the main RAM 110c and the count value of the game ball number counter are backed up by the backup power supply 74, and in the game ball number control unit 180, the game state flag for the low base time reduction state in the game state flag memory area of the game ball number RAM 180c and the count value of the game ball number counter are backed up by the backup power supply 74. Thereafter, when the normal power-on operation shown in Figure 22(a) or the main control board RAM clear power-on operation shown in Figure 22(b) is performed, in the initial setting process of the game ball number control unit 180, a game ball number restoration designation command for the restored number of game balls is sent to the main control board 10 (step S2010-10 in Figure 38 described later), but when the frame control board RAM clear power-on operation shown in Figure 22(c) or the all RAM clear power-on operation shown in Figure 22(d) is performed, the game ball number restoration designation command is not sent to the main control board 10.
[0222] Therefore, if the normal power-on operation shown in Figure 22(a) is performed the day after the power is turned off in the low base time-shortening state, the initial setting process of the main control board 10 will proceed in the order of step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: No → step S10-9 in Figure 35, and the game status flag for the low base time-shortening state, which is the game status at the time of the power being turned off on the previous day, will be restored in the game status flag memory area of the main RAM 110c.
[0223] If the main control board RAM clear power-on operation shown in Figure 22(b) is performed the day after the power is turned off in the low base time-shortening state, the initial setting process of the main control board 10 will proceed as shown in Figure 35, from step S10-1 to step S10-2 to step S10-4: Yes to step S10-5 to step S10-6: Yes to step S10-8: Yes to step S10-12, and the game status flag for the low base time-shortening state, which is the game status at the time of the power being turned off the previous day, in the game status flag memory area of the main RAM 110c will be cleared.
[0224] If the all RAM clear power on operation shown in Figure 22(d) is performed the day after the power is turned off in the low base time reduction state, the initial setting process of the main control board 10 will proceed as shown in Figure 35, step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: Yes → step S10-12, and the game status flag memory area of the main RAM 110c will be cleared.
[0225] By performing the above processing, when the main control board 10 is in a low base time-shortened state and then the second power-on operation, the main control board RAM clear power-on operation, which involves operating the RAM clear button 110e, is performed, the main control board 10 clears the backup information in the main RAM 110c of the main control board 10, and does not clear the game ball number counter, which is the number of game balls that can be played, in the game ball number RAM 180c of the game ball number control unit 180.
[0226] FIG. 37 is a flowchart showing the details of the gaming machine information notification process (step S20 in FIG. 23) of the main control board 10. In FIG. 37, the main CPU 110a determines whether the count value of the gaming machine information transmission wait timer counter in the main RAM 110c is greater than 0 (S20-1). The gaming machine information transmission wait timer counter is a counter for measuring 108 milliseconds, which is the transmission period of a gaming machine information notification command from the main control board 10 to the frame control board 160. If 108 milliseconds have not elapsed since the previous transmission of the gaming machine information notification command, the determination result of this step S20-1 is "Yes," and if 108 milliseconds have elapsed, the determination result of this step S20-1 is "No." If the count value of the gaming machine information transmission wait timer counter is greater than 0 (S20-1: Yes), the main CPU 110a proceeds to step S20-2. If the count value of the gaming machine information transmission waiting timer counter is 0 (S20-1: No), the process proceeds to step S20-3.
[0227] In step S20-2, the main CPU 110a updates the gaming machine information transmission waiting timer counter by decrementing it by 1, and proceeds to step S20-6.
[0228] In step S20-3, the main CPU 110a transmits a gaming machine information notification command to the frame control board 160. Next, the main CPU 110a sets a gaming machine information transmission waiting timer counter to 108 milliseconds, which is the waiting time until the next gaming machine information notification command is transmitted (S20-4). In the next step S20-5, the main CPU 110a sets a communication failure determination counter to 10. The communication failure determination counter is a counter for determining whether a response command has not been received in response to the transmission of a gaming machine information notification command 10 consecutive times.
[0229] After executing step S20-5, the main CPU 110a sets the response reception standby timer counter to 10 milliseconds, which is the standby time from the transmission of the current gaming machine information notification command to the return of the response command (S20-14), and proceeds to step S20-15.
[0230] In step S20-6, the main CPU 110a determines whether or not a response command has been received from the frame control board 160. If the main CPU 110a has received a response command (20-6: Yes), the process proceeds to step S20-7, and if the main CPU 110a has not received a response command (20-6: No), the process proceeds to step S20-9.
[0231] In step S20-6, the main CPU 110a clears the communication failure determination counter in the main RAM 110c. In the next step S20-7, the main CPU 110a clears the response reception waiting timer counter, and the process proceeds to step S20-15.
[0232] In step S20-9, the main CPU 110a determines whether the count value of the response reception waiting timer counter in the main RAM 110c is greater than 0. If the count value of the response reception waiting timer counter is greater than 0 (S20-9: Yes), the main CPU 110a proceeds to step S20-10. If the count value of the response reception waiting timer counter is 0 (S20-9: No), the main CPU 110a proceeds to step S20-11.
[0233] In step S20-10, the main CPU 110a updates the response reception waiting timer counter by decrementing it by 1, and proceeds to step S20-15.
[0234] In step S20-11, the main CPU 110a updates the communication failure determination counter by decrementing it by 1, and proceeds to step S20-12.
[0235] In step S20-12, the main CPU 110a determines whether the count value of the communication failure determination counter in the main RAM 110c is greater than 0. If no response command is received within 10 milliseconds in response to the transmission of the gaming machine information notification command ten consecutive times, the determination result of this step S20-12 will be "No." If the count value of the communication failure determination counter is greater than 0 (S20-12: Yes), the main CPU 110a proceeds to step S20-13, and if the count value of the communication failure determination counter is 0 (S20-12: No), the main CPU 110a proceeds to step S20-14.
[0236] In step S20-13, the main CPU 110a transmits a communication disable command to the performance control board 120. When the performance control board 120 receives the communication disable command, it displays on the image display device 31 a notification that a communication failure has occurred.
[0237] In step S20-14, the main CPU 110a sets a response reception standby timer counter to 10 milliseconds, which is the standby time from the transmission of the current gaming machine information notification command until the reply of the response command, and proceeds to step S20-15.
[0238] In step S20-15, the main CPU 110a determines whether or not a game ball count designation command has been received from the frame control board 160. This game ball count designation command is transmitted from the game ball count control unit 180 in step S2060 of the counting process (FIG. 45) of the game ball count control unit 180, which will be described later, when the game ball count counter in the game ball count RAM 180c of the game ball count control unit 180 is updated. If the main CPU 110a has received the game ball count designation command (S20-15: Yes), it proceeds to step S20-16. If the game ball count designation command has not been received (S20-15: No), it skips step S20-16 and terminates the current game machine information notification process.
[0239] In step S20-16, the main CPU 110a updates the maximum number of game balls acquired counter in the main RAM 110c by adding or subtracting the number of game balls indicated by the number of game balls designation command. This update updates the count value of the maximum number of game balls acquired counter in the main RAM 110c of the main control board 10, but this value is different from the count value of the game ball number counter in the game ball number RAM 180c of the game ball number control unit 180.
[0240] Figure 38 is a flowchart showing the details of the initial setting process (step S2010 in Figure 30) of the game ball count control unit 180. In Figure 38, the game ball count CPU 180a performs CPU initial setting such as setting of built-in registers (S2010-1) and permits access to the game ball count RAM 180c (S2010-2).
[0241] Next, the game ball count CPU 180a transmits a launch permission command to the launch control unit 170 (S2010-3). When the launch control unit 170 receives the launch permission command, a launch permission flag is set in the launch permission flag storage area (step S1130 in FIG. 29), and thereafter, game balls are launched by operating the operating handle 3.
[0242] Next, the game ball count CPU 180a determines whether a backup flag is saved in the game ball count RAM 180c (S2010-4). If the backup flag is saved (S2010-4: Yes), the game ball count CPU 180a proceeds to step S2010-5. If the backup flag is not saved (S2010-4: No), the game ball count CPU 180a proceeds to step S2010-8.
[0243] In step S2010-5, the game ball count CPU 180a calculates a checksum of the backup information in the game ball count RAM 180c. In the next step S2010-6, the game ball count CPU 180a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the game ball count RAM 180c matches the checksum calculated in step S2010-5. If the checksum is not normal (S2010-5: No), the game ball count CPU 180a proceeds to step S2010-7. If the checksum is normal (S2010-5: Yes), it proceeds to step S2010-8.
[0244] In step S2010-7, the game ball count CPU 180a transmits an impossible-to-restore command to the performance control board 120. Upon receiving the impossible-to-restore command, the performance control board 120 displays an impossible-to-restore notification on the image display device 31.
[0245] In step S2010-8, the game ball count CPU 180a determines whether the game ball count clear button 180e has been pressed. If the frame control board RAM clear power-on operation shown in FIG. 22(c) or the all RAM clear power-on operation shown in FIG. 22(d) has been performed, the determination result of this step S2010-8 will be "Yes." If the normal power-on operation shown in FIG. 22(a) or the main control board RAM clear power-on operation shown in FIG. 22(b) has been performed, the determination result of this step S2010-8 will be "No." If the game ball count clear button 180e has not been pressed (S2010-8: No), the game ball count CPU 180a proceeds to step S2010-9. If the game ball count clear button 180e has been pressed (S2010-8: Yes), the game ball count CPU 180a proceeds to step S2010-12.
[0246] In step S2010-10, the game ball count CPU 180a clears the backup flag and checksum saved in the game ball count RAM 180c and sets the game ball count RAM 180c when power is restored. When setting the game ball count RAM 180c when power is restored, the backup information of the game ball count RAM 180c is restored.
[0247] In step S2010-12, the game ball count CPU 180a clears all areas of the game ball count RAM 180c. After executing step S2010-12, the game ball count CPU 180a proceeds to step S2010-17.
[0248] In step S2010-17, the game ball number CPU 180a sets the count button operation valid flag in the count button operation valid flag storage area of the game ball number RAM 180c, and ends the initial setting process. The count button operation valid flag is a flag that validates the operation of the count button 8.
[0249] Here, in the low base time reduction state, one of the five game states shown in Figure 12, if the power is turned off and then the normal power-on operation shown in Figure 22(a) or the frame control board RAM clear power-on operation shown in Figure 22(c) is performed, a power restoration designation command for the low base time reduction state, which is the restored game state, is sent to the frame control board 160 in the initial setting process of the main control board 10 (step S10-19 in Figure 36), but if the main control board RAM clear power-on operation shown in Figure 22(b) or the all RAM clear power-on operation shown in Figure 22(d) is performed, the power restoration designation command is not sent to the game ball number control unit 180.
[0250] Therefore, if the normal power-on operation shown in Figure 22(a) is performed the day after the power is turned off in the low base time-saving state, the initial setting process of the game ball count control unit 180 will proceed as shown in Figure 38, from step S2010-1 to step S2010-2 to step S2010-3 to step S2010-4: Yes to step S2010-5 to step S2010-6: Yes to step S2010-8: No to step S2010-9, and the count value of the game ball count counter in the game ball count RAM 180c will be restored.
[0251] If the frame control board RAM clear power-on operation shown in Figure 22(c) is performed the day after the power is turned off in the low base time reduction state, the initial setting process of the game ball count control unit 180 will proceed as shown in Figure 38, step S2010-1 → step S2010-2 → step S2010-3 → step S2010-4: Yes → step S2010-5 → step S2010-6: Yes → step S2010-8: Yes → step S2010-12, and the game status flag for the low base time reduction state, which is the game status at the time of the previous day's power off, in the game status flag memory area of the game ball count RAM 180c will be restored, but the count value of the game ball count counter will be cleared.
[0252] If the all RAM clear power on operation shown in Figure 22(d) is performed the day after the power is turned off in the low base time reduction state, the initial setting process of the game ball count control unit 180 will proceed as shown in Figure 38, step S2010-1 → step S2010-2 → step S2010-3 → step S2010-4: Yes → step S2010-5 → step S2010-6: Yes → step S2010-8: Yes → step S2010-12, and the game ball count counter and game status flag memory area of the game ball count RAM 180c will be cleared.
[0253] By performing the above processing, when the power is turned off in the low base time reduction state and then the frame control board RAM clear power-on operation, which is the first power-on operation involving the operation of the game ball number clear button 180e, is performed, the game ball number control unit 180 clears the game ball number counter, which is the number of game balls that can be played in the game ball number RAM 180c of the game ball number control unit 180, while maintaining the game state flag for the low base time reduction state in the game ball number RAM 180c of the game ball number control unit 180.
[0254] Figure 39 is a flowchart showing details of the error determination process (step S2020 in Figure 30) of the gaming ball count control unit 180. In Figure 39, the gaming ball count CPU 180a determines whether or not a gaming machine information designation command for a complete function activation error has been received from the main control board 10 (S2020-1). If the gaming ball count CPU 180a has received a gaming machine information designation command for a complete function activation error (S2020-1: Yes), it proceeds to step S2020-2, and if it has not received a gaming machine information designation command for a complete function activation error (S2020-1: No), it proceeds to step S2020-3.
[0255] In step S2020-2, the game ball count CPU 180a stores the error 1 occurrence information in the error 1 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-15.
[0256] In step S2020-3, the gaming ball count CPU 180a determines whether or not a detection signal from the small ball sensor 81a has been input. If a detection signal from the small ball sensor 81a has been input (S2020-3: Yes), the gaming ball count CPU 180a proceeds to step S2020-4, and if a detection signal from the small ball sensor 81a has not been input (S2020-3: No), the gaming ball count CPU 180a proceeds to step S2020-6.
[0257] In step S2020-4, the game ball count CPU 180a stores the error 2 occurrence information in the error 2 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-5.
[0258] In step S2020-5, the game ball count CPU 180a outputs the display data for error 2 to the game ball count display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in Figure 40(a), when a small ball detection error, which is a predetermined error, occurs and the display data for error 2 is output, the game ball count display 84 and the frame control display 85 change the display of the game ball count to "Err2," which is an error code indicating that error 2 has occurred.
[0259] In step S2020-6, the gaming ball count CPU 180a determines whether or not a detection signal from the iron ball sensor 81b has been input. If a detection signal from the iron ball sensor 81b has been input (S2020-6: Yes), the gaming ball count CPU 180a proceeds to step S2020-7, and if a detection signal from the iron ball sensor 81b has not been input (S2020-6: No), the gaming ball count CPU 180a proceeds to step S2020-9.
[0260] In step S2020-7, the game ball count CPU 180a stores the error 3 occurrence information in the error 3 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-8.
[0261] In step S2020-8, the game ball count CPU 180a outputs the display data for Error 3 to the game ball count display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in Figure 40(b), when a predetermined error, an iron ball detection error, occurs and the display data for Error 3 is output, the game ball count display 84 and the frame control display 85 change the display of the game ball count to "Err3," which is an error code indicating that Error 3 has occurred.
[0262] In step S2020-9, the game ball count CPU 180a determines whether or not a detection signal from the radio wave sensor 81c has been input. If a detection signal from the radio wave sensor 81c has been input (S2020-9: Yes), the game ball count CPU 180a proceeds to step S2020-10, and if a detection signal from the radio wave sensor 81c has not been input (S2020-9: No), the game ball count CPU 180a ends this error determination process.
[0263] In step S2020-10, the game ball number CPU 180a stores the error 4 occurrence information in the error 4 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-11.
[0264] In step S2020-11, the game ball count CPU 180a outputs the display data for Error 4 to the game ball count display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in Figure 40(c), when a radio wave detection error, which is a predetermined error, occurs and the display data for Error 4 is output, the game ball count display 84 and the frame control display 85 change the display of the game ball count to "Err4," which is an error code indicating that Error 4 has occurred.
[0265] In step S2020-12, the game ball count CPU 180a sets the game status flag of the non-playable state 2 in the game status flag storage area of the game ball count RAM 180c.
[0266] Next, the game ball number CPU 180a clears the count button operation valid flag in the count button operation valid flag storage area (S2020-13), sets the count button operation invalid flag in the count button operation invalid flag storage area (S2020-14), and proceeds to step S2020-15. The count button operation invalid flag is a flag that invalidates the operation of the count button 8.
[0267] In step S2020-15, the game ball count CPU 180a sends a launch prohibition command to the launch control unit 170, and ends this error determination process. When the launch control unit 170 receives the launch prohibition command, the launch permission flag storage area is cleared (step S1180 in FIG. 29), and from this point on, even if the operating handle 3 is operated, game balls will not be launched.
[0268] Here, in the error determination process, if a predetermined error such as a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, the game ball count CPU 180a outputs error display data to the game ball count display 84 and the frame control display 85, and transmits a launch prohibition command to the launch control unit 170. Therefore, if a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, an error code is displayed on the game ball count display 84 and the frame control display 85, and the progress of the game is stopped.
[0269] In contrast, if a specific error, a complete function activation error, occurs, the process proceeds as follows: step S2020-1: Yes → step S2030-2 → S2020-15, a launch prohibition command is sent, and the progress of the game is stopped, but the error display data is not sent to the game ball count display 84 and the frame control display 85. Therefore, if a complete function activation error occurs, as shown in Figure 40(d), the display of the game ball count on the game ball count display 84 and the frame control display 85 is maintained, and no error code is displayed.
[0270] Fig. 41 is a flowchart showing details of the response processing (step S2030 in Fig. 30) of the gaming ball count control unit 180. In Fig. 41, the gaming ball count CPU 180a determines whether or not a gaming machine information notification command has been received from the main control board 10 (S2030-1). If the gaming ball count CPU 180a has received a gaming machine information notification command (S2030-1: Yes), it proceeds to step S2030-2, and if the gaming machine information notification command has not been received (S2030-1: No), it ends this response processing.
[0271] In step S2030-2, the game ball count CPU 180a updates the game status flag storage area of the game ball count RAM 180c. Specifically, if the game machine information notification command indicates that the game has entered a normal state, the game ball count CPU 180a sets a game status flag for the normal state in the game status flag storage area, if the game machine information notification command indicates that the game has entered a low base time-shortened state, the game ball count CPU 180a sets a game status flag for the low base time-shortened state in the game status flag storage area, if the game machine information notification command indicates that the game has entered a high base time-shortened state, the game ball count CPU 180a sets a game status flag for the high base time-shortened state in the game status flag storage area, and if the game machine information notification command indicates that a complete function activation error has occurred, the game ball count CPU 180a sets a game status flag for the non-playable state 1 in the game status flag storage area.
[0272] In the next step S2030-3, the game ball count CPU 180a transmits a response command to the main control board 10, and ends this response process.
[0273] Here, in this response process, even if the game state flag after update in step S2030-2 becomes the normal state, the low base time-shortening state, the high base time-shortening state, or the unplayable state 1, the process corresponding to step S2020-13 and step S2020-14 of the error determination process in Fig. 39 is not executed. Therefore, the game ball number control unit 180 validates the operation of the counting button 8 in the low base time-shortening state and the high base time-shortening state, which is a more advantageous state than the low base time-shortening state.
[0274] Figure 42 is a flowchart showing the details of the gaming machine information notification process (step S2040 in Figure 30) of the gaming ball count control unit 180. In Figure 42, the gaming ball count CPU 180a determines whether or not the gaming machine information notification standby flag is set in the gaming machine information notification standby flag storage area of the gaming ball count RAM 180c (S2041). If the gaming machine information notification standby flag is set (S2041: Yes), the gaming ball count CPU 180a proceeds to step S2042. If the gaming machine information notification standby flag is not set (S2041: No), the current gaming machine information notification process is terminated.
[0275] In step S2042, the gaming ball count CPU 180a determines whether the count value of the gaming machine information notification wait timer counter is greater than 0. The gaming machine information notification wait timer counter is a counter for measuring the wait time from the transmission of counting notification data to the transmission of gaming machine information notification data. As shown in FIG. 32, the transmission cycle of gaming machine information notification data is 300 seconds, and the time from the transmission of gaming machine information notification data to the transmission of counting notification data is 100 milliseconds. Therefore, the time from the transmission of counting notification data to the transmission of the next gaming machine information notification data is 200 seconds. In this embodiment, when counting notification data is transmitted, this 200 milliseconds is set in the gaming machine information notification wait timer counter in step S2060-9 of the counting notification processing (FIG. 48) described later. If 200 milliseconds have not elapsed since the transmission of the previous counting notification data, the determination result in step S2042 is "Yes." If 200 milliseconds have elapsed, the determination result in step S2042 is "No." If the count value of the gaming machine information notification waiting timer counter is greater than 0 (S2042: Yes), the gaming ball count CPU 180a proceeds to step S2043, and if the count value of the gaming machine information notification waiting timer counter is 0 (S2042: No), it proceeds to step S2044.
[0276] In step S2043 of FIG. 42, the gaming ball number CPU 180a updates the gaming machine information notification waiting timer counter by decrementing it by 1, and ends the current gaming machine information notification process.
[0277] In step S2044, the gaming ball count CPU 180a performs a gaming machine information notification data transmission process, the details of which will be described later.
[0278] In step S2045, the gaming ball count CPU 180a clears the gaming machine information notification standby flag in the gaming machine information notification standby flag storage area of the gaming ball count RAM 180c.
[0279] Next, the gaming ball count CPU 180a sets a count notification standby flag in the count notification standby flag storage area of the gaming ball count RAM 180c (S2046). In the next step S2047, the gaming ball count CPU 180a sets 100 milliseconds, which is the standby time from the transmission of the current gaming machine information notification data to the transmission of the count notification data, in the count notification standby timer counter, and ends the current gaming machine information notification process.
[0280] 43 and 44 are flowcharts showing details of the gaming machine information notification data transmission process (step S2044 in FIG. 42) of the gaming ball count control unit 180. In FIG. 43, the gaming ball count CPU 180a determines whether or not the normal state gaming state flag is set in the gaming state flag storage area of the gaming ball count RAM 180c (S2044-1). If the normal state gaming state flag is set (S2044-1: Yes), the gaming ball count CPU 180a proceeds to step S2044-2. If the normal state gaming state flag is not set (S2044-1: No), step S2044-2 is skipped and the process proceeds to step S2044-3.
[0281] In step S2044-2, the gaming ball count CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that the state is normal, and transmits this gaming machine information notification data to the card unit 9.
[0282] The game ball count CPU 180a determines whether the game state flag for the low base time reduction state is set in the game state flag storage area of the game ball count RAM 180c (S2044-3). If the game state flag for the low base time reduction state is set (S2044-3: Yes), the game ball count CPU 180a proceeds to step S2044-4. If the game state flag for the low base time reduction state is not set (S2044-3: No), skip step S2044-4 and proceed to step S2044-9.
[0283] In step S2044-4, the gaming ball number CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that the game is in the low base time-shortening state, and transmits this gaming machine information notification data to the card unit 9.
[0284] The game ball count CPU 180a determines whether the game state flag for the high base time reduction state is set in the game state flag storage area of the game ball count RAM 180c (S2044-9). If the game state flag for the high base time reduction state is set (S2044-9: Yes), the game ball count CPU 180a proceeds to step S2044-10. If the game state flag for the high base time reduction state is not set (S2044-9: No), skip step S2044-10 and proceed to step S2044-10.
[0285] In step S2044-10, the gaming ball number CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that the high base time-shortening state is in effect, and transmits this gaming machine information notification data to the card unit 9.
[0286] The game ball count CPU 180a determines whether or not error 1 occurrence information is stored in the error 1 occurrence information storage area of the game ball count RAM 180c (S2044-11). If error 1 occurrence information is stored (S2044-11: Yes), the game ball count CPU 180a proceeds to step S2044-12. If error 1 occurrence information is not stored (S2044-11: No), step S2044-12 is skipped and the process proceeds to step S2044-13.
[0287] In step S2044-12, the gaming ball number CPU 180a generates gaming machine information notification data including error 1 occurrence information, and transmits this gaming machine information notification data to the card unit 9.
[0288] The game ball count CPU 180a determines whether or not error 2 occurrence information is stored in the error 2 occurrence information storage area of the game ball count RAM 180c (S2044-13). If error 2 occurrence information is stored (S2044-13: Yes), the game ball count CPU 180a proceeds to step S2044-14. If error 2 occurrence information is not stored (S2044-13: No), step S2044-14 is skipped and the process proceeds to step S2044-15.
[0289] In step S2044-14, the gaming ball number CPU 180a generates gaming machine information notification data including the error 2 occurrence information, and transmits this gaming machine information notification data to the card unit 9.
[0290] The game ball count CPU 180a determines whether or not error 3 occurrence information is stored in the error 3 occurrence information storage area of the game ball count RAM 180c (S2044-15). If error 3 occurrence information is stored (S2044-15: Yes), the game ball count CPU 180a proceeds to step S2044-16. If error 3 occurrence information is not stored (S2044-15: No), step S2044-16 is skipped and the process proceeds to step S2044-17.
[0291] In step S2044-16, the gaming ball number CPU 180a generates gaming machine information notification data including the error 3 occurrence information, and transmits this gaming machine information notification data to the card unit 9.
[0292] The game ball count CPU 180a determines whether or not error 4 occurrence information is stored in the error 4 occurrence information storage area of the game ball count RAM 180c (S2044-17). If error 4 occurrence information is stored (S2044-17: Yes), the game ball count CPU 180a proceeds to step S2044-18. If error 4 occurrence information is not stored (S2044-17: No), step S2044-18 is skipped and the process proceeds to step S2044-19.
[0293] In step S2044-18, the gaming ball number CPU 180a generates gaming machine information notification data including error 4 occurrence information, and transmits this gaming machine information notification data to the card unit 9.
[0294] In step S2044-19, the game ball count CPU 180a refers to the game ball count counter in the game ball count RAM 180c, generates game machine information notification data including information on the number of game balls indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0295] In the next step S2044-20, the game ball number CPU 180a refers to the shot ball number counter in the game ball number RAM 180c, generates game machine information notification data including information on the number of shot balls indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0296] In the next step S2044-21, the game ball count CPU 180a refers to the total prize ball count counter in the game ball count RAM 180c, generates game machine information notification data including information on the total prize ball count indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0297] FIG. 45 is a flowchart showing details of the counting process (step S2050 in FIG. 30) of the game ball count control unit 180. In FIG. 45, the game ball count CPU 180a performs a game ball count transition condition establishment determination process (S2051). The game ball count transition condition establishment determination process is a process that determines whether the game ball count transition condition is established. In the game ball count transition condition establishment determination process, the game ball count CPU 180a sets a first transition condition in which the count button 8 is pressed briefly and a second transition condition in which the count button 8 is pressed long, and determines whether the number of counted balls is 1 or 250 depending on which transition condition is established. Details of the game ball count transition condition establishment determination process will be described later.
[0298] In the next step S2052, the game ball count CPU 180a determines whether or not a detection signal from the shot ball sensor 2a has been input. If a detection signal from the shot ball sensor 2a has been input (S2052: Yes), the process proceeds to step S2053. If a detection signal from the shot ball sensor 2a has not been input (S2052: No), the process proceeds to step S2055.
[0299] In step S2053, the gaming ball number CPU 180a updates the gaming ball number counter in the gaming ball number RAM 180c by decrementing it by 1. In the next step S2054, the gaming ball number CPU 180a updates the shot ball number counter in the gaming ball number RAM 180c by decrementing it by 1, and proceeds to step S2055.
[0300] In the next step S2055, the game ball count CPU 180a determines whether or not a detection signal from the foul ball sensor 2b has been input. If a detection signal from the foul ball sensor 2b has been input (S2055: Yes), the process proceeds to step S2056. If a detection signal from the foul ball sensor 2b has not been input (S2055: No), the process proceeds to step S2058.
[0301] In step S2056, the gaming ball number CPU 180a updates the gaming ball number counter in the gaming ball number RAM 180c by incrementing it by 1. In the next step S2057, the gaming ball number CPU 180a updates the shot ball number counter in the gaming ball number RAM 180c by decrementing it by 1, and proceeds to step S2058.
[0302] In step S2058, the game ball count CPU 180a determines whether or not a prize ball count designation command has been received. The prize ball count designation command is transmitted from the main control board 10 in step S500 of the main processing of the main control board 10 shown in FIG. 25 when a game ball passes through the general prize winning port 12, the first start port 14, the second start port 15, or the special prize winning port 16. If the game ball count CPU 180a receives the prize ball count designation command (S2058: Yes), it proceeds to step S2059. If the prize ball count designation command has not been received (S2058: No), it skips step S2059 and proceeds to step S2060. In step S2060, the game ball count CPU 180a transmits the game ball count designation command and ends the current counting process.
[0303] In step S2059, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by adding the number of prize balls indicated by the prize ball number designation command, and updates the total prize ball counter in the game ball count RAM 180c by adding the number of prize balls indicated by the prize ball number designation command. Thereafter, in step S2060, the game ball number designation command is sent, and the counting process for this time is terminated.
[0304] Figure 46 is a flowchart showing details of the game ball count transition condition establishment determination process (step S2051 in Figure 45) of the game ball count control unit 180. In Figure 46, the game ball count CPU 180a determines whether or not the count button operation invalid flag is set in the count button operation invalid flag storage area of the game ball count RAM 180c (S2051-1). If the count button operation invalid flag is not set (S2051-1: No), the game ball count CPU 180a proceeds to step S2051-2. If the count button operation invalid flag is set (S2051-1: Yes), the game ball count CPU 180a ends the current game ball count transition condition establishment determination process.
[0305] In step S2051-2, the game ball count CPU 180a determines whether the count button operation valid flag is set in the count button operation valid flag storage area of the game ball count RAM 180c. If the count button operation valid flag is set (S2051-2: Yes), the game ball count CPU 180a proceeds to step S2051-3. If the count button operation valid flag is not set (S2051-2: No), the game ball count transition condition establishment determination process is terminated.
[0306] In step S2051-3, the game ball number CPU 180a determines whether the counting button 8 has been pressed briefly. If the counting button 8 has not been pressed briefly (S2051-3: No), the game ball number CPU 180a proceeds to step S2051-4 and determines whether the counting button 8 has been pressed and held. If the counting button 8 has been pressed and held briefly (S2051-3: Yes), the game ball number CPU 180a determines that the first game ball number shift condition has been met and proceeds to step S2051-5. If the counting button 8 has been pressed and held (S2051-4: Yes), the game ball number CPU 180a determines that the second game ball number shift condition has been met and proceeds to step S2051-6. If the counting button 8 has not been pressed and held briefly or held (S2051-4: No), the game ball number shift condition fulfillment determination process ends.
[0307] Here, the game ball count CPU 180a performs a process to update the operation information storage area of the game ball count RAM 180c based on the input signal of the count button detection switch 82, and by referring to this operation information storage area, determines whether the operation of the count button 8 is a short press operation or a long press operation.
[0308] 47(a) and 47(b) are diagrams showing an operation information storage area and an example of updating the same. The operation information storage area has a count button sampling signal storage area, a count button on-edge storage area, a count button off-edge storage area, a count button off-edge count storage area, and a count button on-off edge signal count storage area.
[0309] Each of the counting button sampling signal storage area, counting button on-edge storage area, counting button off-edge storage area, counting button off-edge number storage area, and counting button on-off edge signal number storage area has a latest sampling storage section that stores information on the latest sampling timing and a previous sampling storage section that stores information on the immediately previous sampling timing.
[0310] In the update process of the operation information memory area, the game ball count CPU 180a writes 1 to the latest sampling memory section of the counting button sampling signal memory area if the input signal of the counting button detection switch 82 is ON, and writes 0 to the latest sampling memory section of the counting button sampling signal memory area if the input signal of the counting button detection switch 82 is OFF.
[0311] If the previous sampling signal memory section of the counting button sampling signal memory area is 0 and the latest sampling memory section is 1, then 1 is written to the latest sampling memory section of the counting button on-edge signal memory area; if there is any other combination (previous sampling signal is 1 → latest sampling signal is 1, previous sampling signal is 0 → latest sampling signal is 0, or previous sampling signal is 1 → latest sampling signal is 0), then 0 is written to the latest sampling memory section of the counting button on-edge signal memory area.
[0312] If the previous sampling signal memory section of the counting button sampling signal memory area is 1 and the latest sampling memory section is 0, then 1 is written to the latest sampling memory section of the counting button off edge signal memory area; if there is any other combination (previous sampling signal is 1 → latest sampling signal is 1, previous sampling signal is 0 → latest sampling signal is 0, or previous sampling signal is 0 → latest sampling signal is 1), then 0 is written to the latest sampling memory section of the counting button off edge signal memory area.
[0313] When 1 is written to the latest sampling memory section of the counting button sampling signal memory area, the number in the latest sampling memory section of the counting button on / off edge signal number memory area is rewritten to a number incremented by 1, and when 0 is written to the latest sampling memory section of the counting button sampling signal memory area, the latest sampling memory section of the counting button on / off edge signal number memory area is reset to 0.
[0314] In the above update process, when 1 is written to the counting button off edge storage area of the operation information storage area, if the number of counting button on / off edge signal storage areas at that time is less than a predetermined value, it can be determined that a short press operation has been performed, and if the number of counting button on / off edge signal storage areas is greater than or equal to the predetermined value, it can be determined that a long press operation has been performed.
[0315] 46, the game ball count CPU 180a updates the game ball count counter of the game ball count RAM 180c by -1. In the next step S2051-6, the game ball count CPU 180a updates the count ball count counter of the game ball count RAM 180c by +1, and ends the game ball count transition condition establishment determination process.
[0316] In step S2051-7, the game ball count CPU 180a updates the game ball count counter of the game ball count RAM 180c by -250. In the next step S2051-8, the game ball count CPU 180a updates the count ball count counter of the game ball count RAM 180c by +250, and ends the current game ball count transition condition establishment determination process.
[0317] Figure 48 is a flowchart showing details of the counting notification process (step S2060 in Figure 30) of the game ball count control unit 180. In Figure 48, the game ball count CPU 180a determines whether or not the counting notification standby flag is set in the counting notification standby flag storage area of the game ball count RAM 180c (S2060-1). If the counting notification standby flag is set (S2060-1: Yes), the game ball number CPU 180a proceeds to step S2060-2. If the counting notification standby flag is not set (S2060-1: No), the current counting notification process is terminated.
[0318] In step S2060-2, the gaming ball count CPU 180a determines whether the count value of the count notification wait timer counter in the gaming ball count RAM 180c is greater than 0. If 100 milliseconds have not elapsed since the previous transmission of gaming machine information notification data, the determination result of this step S2060-2 is "Yes," and if 100 milliseconds have elapsed, the determination result of this step S2060-2 is "No." If the count value of the count notification wait timer counter is greater than 0 (S2060-2: Yes), the gaming ball count CPU 180a proceeds to step S2060-3. If the count value of the count notification wait timer counter is 0 (S2060-2: No), the process proceeds to step S2060-4.
[0319] In step S2060-3, the gaming ball number CPU 180a updates the count notification waiting timer counter by decrementing it by 1, and ends the current count notification process.
[0320] In step S2060-4, the game ball number CPU 180a refers to the count ball counter in the game ball number RAM 180c, generates count notification data including information on the count ball number indicated by this count value, and transmits the generated count notification data to the card unit 9.
[0321] Here, the number of balls counted at the time of execution of this step is either 250, 1, or 0. If a long press operation is performed and the operation is validated between the previous transmission of the count notification data and the current transmission, count notification data containing 250 pieces of information is transmitted. If a short press operation is performed and the operation is validated between the previous transmission and the current transmission of the count notification data, count notification data containing 1 piece of information is transmitted. If neither a long press operation nor a short press operation is performed between the previous transmission and the current transmission of the count notification data, or if the operation is invalid, count notification data containing 0 pieces of information is transmitted.
[0322] As described above, when a predetermined error such as a small ball detection error, an iron ball detection error, or a radio wave detection error occurs and the gaming state of the gaming machine 1 becomes unplayable state 2, the gaming ball count control unit 180 displays an error code on the gaming ball count display 84 and the frame control display 85 (steps S2020-5, S2020-8, S2020-11 in Figure 39), the counting button operation valid flag is cleared (step S2020-13 in Figure 39), the counting button operation invalid flag is set (step S2020-14 in Figure 39), and the progress of the game is stopped (step S2020-15 in Figure 39). In contrast, when a specific error, a complete function activation error, occurs and the gaming state of the gaming machine 1 becomes unplayable state 1, the progress of the game is stopped (step S2020-15 in Figure 39), but the display of the number of gaming balls on the gaming ball count display 84 and the frame control display 85 is maintained.
[0323] Therefore, when a specific error occurs, the game progress is stopped, and an error code is displayed on the game ball count display 84 and the frame control display 85, the game ball count control unit 180 disables operation of the counting button 8, does not establish the game ball count transition condition, and restricts the transmission of counting notification data, which is a transition signal for the predetermined number of game balls, 1 or 250, to the card unit 9. Furthermore, when a specific error occurs, the game progress is stopped, no error code is displayed on the game ball count display 84 and the frame control display 85, and the display of the game ball count is maintained, the game ball count control unit 180 enables operation of the counting button 8, establishes the game ball count transition condition, and enables the transmission of counting notification data, which is a transition signal for the predetermined number of game balls, 1 or 250, to the card unit 9.
[0324] Furthermore, the game ball count control unit 180 maintains the count button operation valid flag set when the game state of the gaming machine 1 becomes the normal state, the low base time-shortening state, or the high base time-shortening state. Therefore, in the normal state and the high base time-shortening state, which are predetermined advantageous states, the game ball count control unit 180 validates the operation of the count button 8, establishes the game ball number transition condition, and enables the transmission of count notification data, which is a transition signal for the predetermined number of game balls, 1 or 250, to the card unit 9.
[0325] In step S2060-5 of Figure 48, the game ball number CPU 180a determines whether the count value of the count ball number counter in the game ball number RAM 180c is greater than 0. If the count value of the count ball number counter is greater than 0 (S2060-5: Yes), the game ball number CPU 180a proceeds to step S2060-6. If the count value of the count ball number counter is 0 (S2060-5: No), step S2060-6 is skipped and the process proceeds to step S2060-7.
[0326] In step S2060-6, the gaming ball number CPU 180a clears the counted ball number counter of the gaming ball number RAM 180c.
[0327] In step S2060-7, the gaming ball count CPU 180a clears the count notification standby flag of the gaming ball count RAM 180c. Next, the gaming ball count CPU 180a sets a gaming machine information notification standby flag in the gaming machine information notification standby flag storage area of the gaming ball count RAM 180c (S2060-8), sets 200 milliseconds, which is the standby time from the transmission of the current count notification data to the transmission of the next gaming machine information notification data, in the gaming machine information notification standby timer counter (S2060-9), and ends the current count notification process.
[0328] Figure 49 is a flowchart showing details of the lending control process (step S2070 in Figure 30) of the game ball count control unit 180. In Figure 49, the game ball count CPU 180a determines whether or not lending notification data has been received from the card unit 9 (S2070-1). If the game ball count CPU 180a has received the lending notification data (S2070-1: Yes), it stores the lending notification data in the game ball count RAM 180c and proceeds to step S2070-2. If the game ball count CPU 180a has not received the lending notification data (S2070-1: No), it ends this lending control process.
[0329] In step S2070-2, the gaming ball number CPU 180a adds the gaming ball number indicated by the information in the lending notification data to the gaming ball number counter to update it, and proceeds to step S2070-3.
[0330] In step S2070-3, the game ball number CPU 180a transmits loan receipt result response data to the card unit 9, and ends this loan control process.
[0331] 50 and 51 are flowcharts showing details of the game notification control process (step S2080 in FIG. 30) of the game ball count control unit 180. In FIG. 50, the game ball count CPU 180a determines whether or not an absent flag is set in the absent flag storage area of the game ball count RAM 180c (S2080-1). The absent flag is a flag indicating that the player has suspended play and is absent. If the absent flag is set (S2080-1: Yes), the game ball count CPU 180a proceeds to step S2080-2. If the absent flag is not set (S2080-1: No), the game ball count CPU 180a proceeds to step S2080-5.
[0332] In step S2080-2, the game ball count CPU 180a determines whether or not it has received a start winning designation command from the main control board 10. The start winning designation command is a command indicating that a game ball has passed through the first start opening 14 or the second start opening 15, and is generated in the pre-determination process of the main control board 10 (step S240-8 in FIG. 62) described below, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received the start winning designation command (S2080-2: Yes), it proceeds to step S2080-4, clears the away flag, and proceeds to step S2080-5. If the start winning designation command has not been received (S2080-2: No), it proceeds to step S2080-24.
[0333] In step S2080-5, the game ball count CPU 180a performs seating notification mode determination processing. In the seating notification mode determination processing, the game ball count CPU 180a refers to a seating lamp light color determination table in the game ball number ROM 180b, determines a light color based on the count value of the game ball number counter in the game ball number RAM 180c, and outputs light emission data of this light color to the game notification lamp 86. In addition, the game ball number CPU 180a refers to a seating background color determination table in the game ball number ROM 180b, determines a normal variable background color based on the count value of the game ball number counter in the game ball number RAM 180c, and transmits a presentation pattern designation command for this background color to the presentation control board 120. The game notification lamp 86 changes its light emission color according to the light emission data received from the game ball number control unit 180. The effect control board 120 changes the background color of the normal variation according to the effect pattern designation command received from the game ball number control unit 180.
[0334] 52(a) is a diagram showing a seated lamp light color determination table. The seated lamp light color determination table stores a set of data indicating the number of game balls and the light color. Specifically, 0 to 999 corresponds to no light (colorless), 1000 to 58999 corresponds to blue, and 59000 and above corresponds to red.
[0335] 52(b) is a diagram showing a seated background color determination table. The seated background color determination table stores a set of data indicating the number of game balls and the luminous color. Specifically, 0 to 999 corresponds to gray, 1000 to 58999 corresponds to blue, and 59000 and above corresponds to red.
[0336] In step S2080-6 of Fig. 50, the game ball count CPU 180a determines whether or not a symbol determination command has been received from the main control board 10. The start winning designation command is a command indicating that the variation of the special symbol has stopped and the symbol has been determined, and is generated in the special symbol variation process of the main control board 10 (step S320-3 of Fig. 74) described below, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received the symbol determination command (S2080-6: Yes), it proceeds to step S2080-10. If the symbol determination command has not been received (S2080-6: No), it proceeds to step S2080-12.
[0337] In step S2080-10, the game ball count CPU 180a sets a game interruption determination flag in the game interruption determination flag storage area of the game ball count RAM 180c. Next, the game ball count CPU 180a sets a predetermined time (for example, 10 minutes) in the game interruption determination timer counter (S2080-11), and ends this game notification control process.
[0338] In step S2080-12, the game ball count CPU 180a determines whether a game interruption determination flag is set in the game interruption determination flag storage area of the game ball count RAM 180c. If the game interruption determination flag is set (S2080-12: Yes), the game ball count CPU 180a proceeds to step S2080-13. If the game interruption determination flag is not set (S2080-12: No), the game notification control process ends.
[0339] In step S2080-13, the game ball count CPU 180a determines whether or not a fluctuation start command has been received from the main control board 10. The fluctuation start command is a command indicating that the fluctuation of the special symbol has started, and is generated in the fluctuation pattern determination process of the main control board 10 (step S312 in FIG. 68) described later, and is sent from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has not received a fluctuation start command (S2080-13: No), it proceeds to step S2080-14.
[0340] In step S2080-14, the game ball count CPU 180a determines whether or not an opening designation command has been received from the main control board 10. The opening designation command is a command indicating that the opening of the special game has started, and is generated in the special symbol stop processing (step S330-8 in FIG. 75) of the main control board 10, which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120.
[0341] If the game ball number CPU 180a receives a variable start command (S2080-13: Yes) or an opening command (S2080-14: Yes), it proceeds to step S2080-15. If it does not receive any of these commands (S2080-13: No → S2080-14: No), it proceeds to step S2080-17.
[0342] In step S2080-15, the game ball count CPU 180a clears the game interruption determination flag in the game interruption determination flag storage area of the game ball count RAM 180c. Next, the game ball count CPU 180a clears the game interruption determination timer counter of the game ball count RAM 180c (S2080-16), and ends this game notification control process.
[0343] In step S2080-17 of FIG. 51, the game ball count CPU 180a updates the game interruption determination timer counter in the game ball count RAM 180c by decrementing it by 1. Thereafter, the game ball count CPU 180a determines whether the count value of the updated game interruption determination timer counter is greater than 0 (S2080-18). If a state in which the next variation does not start and the opening of the special game does not start after the special symbol is determined does not continue for a predetermined time, the determination result of this step S2080-17 is "Yes." If such a state continues for a predetermined time, the determination result of this step S2080-17 is "No." If the count value of the game interruption determination timer counter is greater than 0 (S2080-18: Yes), the game ball count CPU 180a ends the current game notification control process. If the count value of the game interruption determination timer counter is 0 (S2080-18: No), the process proceeds to step S2080-22.
[0344] In step S2080-22, the game ball count CPU 180a clears the game interruption determination flag in the game interruption determination flag storage area. After that, the game ball count CPU 180a sets the absent flag in the absent flag storage area of the game ball count RAM 180c (S2080-23), and ends this game notification control process.
[0345] In step S2080-24, the game ball count CPU 180a performs an absence notification mode determination process and terminates this game notification control process. In the absence notification mode determination process, the game ball count CPU 180a references the absence lamp light color determination table in the game ball count ROM 180b, determines a light color based on the count value of the game ball count counter in the game ball count RAM 180c, and outputs light emission data of this light color to the game notification lamp 86. In addition, the game ball count CPU 180a references the absence background color determination table in the game ball count ROM 180b, determines a background color of the customer waiting image based on the count value of the game ball count counter in the game ball count RAM 180c, and transmits a presentation pattern designation command for this background color to the presentation control board 120. The game notification lamp 86 changes its light emission color according to the light emission data received from the game ball count control unit 180. The effect control board 120 changes the background color of the customer waiting image in accordance with the effect pattern designation command received from the game ball count control unit 180.
[0346] 53(a) is a diagram showing an Away Lamp Light Color Determination Table. The Away Lamp Light Color Determination Table stores a set of data indicating the number of game balls category and the light color. Specifically, 0 corresponds to no light (colorless), 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 or above corresponds to red.
[0347] 53(b) is a diagram showing an absent background color determination table. The absent background color determination table stores a set of data indicating the number of game balls and the luminous color. Specifically, 0 corresponds to gray, 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.
[0348] Here, in the game notification control processing of this embodiment, when the variation of the special pattern stops while the player is seated, the process proceeds to step S2080-1: No → step S2080-5 → step S2080-6: Yes → step S2080-10 in Figure 53, the game interruption determination flag is set, and the process proceeds to the next step S2080-11, where a predetermined time is set in the game interruption determination timer counter.
[0349] After this, if the special pattern remains stopped, the next change does not start, and the special game does not start, the game notification control process proceeds to step S2080-1: No → step S2080-5, where the seating notification mode determination process is carried out, and then proceeds to step S2080-6: No → step S2080-12: Yes → step S2080-13: No → step S2080-14: No → step S2080-17, where the game interruption determination timer counter is decremented by -1, and the process is repeated.
[0350] If the state in which the next variation and the special game do not start continues for a predetermined period of time, the count value of the game interruption determination timer counter after subtraction in step S2080-17 becomes 0, and it can be assumed that the player has interrupted the game, so the game notification control process proceeds to step S2080-18: No → step S2080-24, and the absent flag is set. In the next game notification control process, the process proceeds to step S2080-1: Yes → step S2080-2: No → step S2080-24, and an absent notification mode determination process is performed, and the notification mode by the game notification lamp 86 and the image display device 31 is changed from the seated notification mode to the absent notification mode.
[0351] After that, when the game ball is released and the starting prize is won, it can be assumed that the player has taken his seat and resumed playing, so the game information notification control process proceeds as follows: Step S2080-1: Yes → Step S2080-2: Yes → Step S2080-4 → Step S2080-5, and a seating notification mode determination process is carried out, and the notification mode by the game notification lamp 86 and the image display device 31 is changed from the notification mode when the player is away from his seat to the notification mode when the player is seated.
[0352] By performing the above processing, when the number of playable game balls in the game ball number RAM 180c is equal to or greater than a predetermined number, and a predetermined time has passed since the player stopped playing, the game ball count control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31. Furthermore, when the number of playable game balls in the game ball number RAM 180c is equal to or greater than a predetermined number, and a predetermined time has passed since the last symbol stopped by the special symbol display devices 20, 21, which are symbol display means, the game ball count control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31.
[0353] More specifically, the game ball count CPU 180a notifies the player that the number of playable game balls in the game ball count RAM 180c is 1 or more, 1,000 or more, or 59,000 or more by changing the light emission mode of the game notification lamp 86.
[0354] For example, in the seated lamp light color determination table of Figure 52(a), 0 to 999 corresponds to blue, 100 to 58999 corresponds to green, and 59000 and above corresponds to red, while in the away lamp light color determination table of Figure 53(a), 0 corresponds to no light, 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.
[0355] While the player is seated, the game ball count control unit 180 notifies the player by changing the light emission mode of the game notification lamp 86, which is the notification means, to blue while the number of playable game balls in the game ball count RAM 180c is 999 or less, and when the number of playable game balls in the game ball count RAM 180c becomes 1000 or more, the game ball count control unit 180 notifies the player by changing the light emission mode of the game notification lamp 86, which is the notification means, from blue to green.
[0356] Furthermore, when the number of playable game balls in the game ball number RAM 180c reaches 59,000 or more, the game ball count control unit 180 keeps the game notification lamp 86 lit in red, whether the player is seated or not, thereby notifying the player and those around (such as hall staff) that the number of game balls that the gaming machine can store is about to exceed. This can prompt the player to operate the count button 8, since the upper limit of the game ball counter is 60,000.
[0357] Furthermore, while the number of playable game balls in the game ball count RAM 180c is between one and 58,999, the game ball count control unit 180 changes the light emission mode of the game notification lamp 86 depending on whether the player is seated or absent, thereby informing those nearby that the player is absent from their seat and that play on the gaming machine 1 has not been completely stopped. For example, when the number of playable game balls in the game ball count RAM 180c is between one and 999, the light emission color of the game notification lamp 86 during a seated game is blue, and the light emission color of the game notification lamp 86 during an absent game is purple. When the number of playable game balls in the game ball count RAM 180c is between 1,000 and 58,999, the light emission color of the game notification lamp 86 during a seated game is green, and the light emission color of the game notification lamp 86 during an absent game is yellow. When the number of playable game balls in the game ball count RAM 180c is 0, the game notification lamp 86 lights up blue while the player is seated, but when the player leaves the seat, the game notification lamp 86 goes out. When the game notification lamp 86 of the gaming machine 1 goes out, people nearby (other players) can determine that the gaming machine 1 is vacant. As another example, when a player is away from their seat and there are between one and 20 game balls, the game notification lamp 86 may be changed to flashing. In this way, if the player leaves their seat with a small number of game balls, it can be warned that the player is intentionally leaving game balls behind to end the game as a prank.
[0358] Fig. 54 is a flowchart showing details of the banknote insertion recognition process (step S3020 in Fig. 33) of the card unit control board 90. In Fig. 54, the unit CPU 910a determines whether or not a banknote 6 has been inserted into the banknote insertion slot 91 based on the output signal of the banknote validator 91a (S3020-1). If a banknote 6 has been inserted (S3020-1: Yes), the unit CPU 910a proceeds to step S3020-2. If a banknote 6 has not been inserted (S3020-1: No), the unit CPU 910a ends this banknote insertion recognition process.
[0359] In step S3020-2, the unit CPU 910a calculates the total amount indicated by the amount information in the amount information storage area of the unit RAM 910c and the amount of the banknote 6 recognized by the banknote validator 91a, and writes the amount information of this total amount into the amount information storage area of the unit RAM 910c to update it.
[0360] In the next step S3020-3, the unit CPU 910a changes the number of amount displays 93 to correspond to the amount information in the amount information storage area of the unit RAM 910c, and ends this banknote insertion recognition process.
[0361] Figure 55 is a flowchart showing details of the card insertion recognition process (step S3030 in Figure 33) of the card unit control board 90. In Figure 55, the unit CPU 910a determines whether or not a card 7 has been inserted into the card insertion slot 92 based on the output signal of the card reader / writer 92a (S3030-1). If a card 7 has been inserted (S3030-1: Yes), the unit CPU 910a proceeds to step S3030-2. If a card 7 has not been inserted (S3030-1: No), the current card insertion recognition process ends.
[0362] In step S3030-2, the unit CPU 910a determines whether or not amount information is recorded on the card 7. If amount information is recorded (S3030-2: Yes), the unit CPU 910a proceeds to step S3030-3. If amount information is not recorded (S3030-2: No), step S3030-3 and the next step S3030-4 are skipped, and the unit CPU 910a proceeds to step S3030-5.
[0363] In step S3030-3, the unit CPU 910a calculates the total amount indicated by the amount information in the amount information storage area of the unit RAM 910c and the amount indicated by the amount information recorded on the card 7, and writes the amount information of this total amount into the amount information storage area of the unit RAM 910c to update it.
[0364] In step S3030-4, the unit CPU 910a changes the number of price displays 93 to correspond to the price information in the price information storage area of the unit RAM 910c, and proceeds to step S3030-5.
[0365] In step S3030-5, the unit CPU 910a determines whether or not possessed ball count information is recorded on the card 7. If possessed ball count information is recorded (S3030-5: Yes), the process proceeds to step S3030-6. If possessed ball count information is not recorded (S3030-5: No), the current card insertion recognition process ends.
[0366] In step S3030-6, the unit CPU 910a calculates the total number of balls held, which is the number of balls indicated by the ball number information in the ball number information storage area of the unit RAM 910c and the number of balls indicated by the ball number information recorded on the card 7, and writes the ball number information of this total number of balls into the ball number information storage area of the unit RAM 910c to update it.
[0367] In step S3030-7, the unit CPU 910a changes the number of balls in the ball count display 94 to correspond to the ball count information in the ball count information storage area of the unit RAM 910c, and ends this card insertion recognition process.
[0368] Figure 56 is a flowchart showing details of the transition process of the card unit control board 90 (step S3040 in Figure 33). In Figure 56, the unit CPU 910a determines whether or not counting notification data has been received from the frame control board 160 of the gaming machine 1 (S3040-1). If the unit CPU 910a has received counting notification data (S3040-1: Yes), it proceeds to step S3040-2. If the unit CPU 910a has not received counting notification data (S3040-1: No), it ends this transition process.
[0369] In step S3040-2, the unit CPU 910a determines whether the number of counted balls indicated by the counting notification data is 0. If the counting button 8 has not been pressed or held down in the gaming machine 1, the determination result in step S3040-2 will be "Yes," and if the counting button 8 has been pressed or held down, the determination result in step S3040-2 will be "No." If the number of counted balls is not 0 (S3040-2: No), the unit CPU 910a proceeds to step S3040-3. If the number of counted balls is 0 (S3040-2: Yes), the unit CPU 910a terminates this transition process.
[0370] In step S3050-3, the unit CPU 910a adds the same number as the counted number of balls indicated by the count notification data to the possessed ball counter in the unit RAM 910c to update it. In the next step S2030-4, the unit CPU 910a changes the number of possessed balls display 94 to one corresponding to the possessed balls information in the possessed balls information storage area of the unit RAM 910c, and ends this transition process.
[0371] Figure 57 is a flowchart showing details of the lending process (step S3050 in Figure 33) of the card unit control board 90. In Figure 57, the unit CPU 910a determines whether or not the lending receipt result response wait flag is set in the lending receipt result response wait flag storage area of the unit RAM 910c (S3050-1). If the lending receipt result response wait flag is set (S3050-1: Yes), the unit CPU 910a proceeds to step S3050-2. If the lending receipt result response wait flag is not set (S3050-1: No), the unit CPU 910a proceeds to step S3050-3.
[0372] In step S3050-2, the unit CPU 910a determines whether the count value of the loan receipt result response wait timer counter in the unit RAM 910c is greater than 0. The loan receipt result response wait timer counter is a counter for measuring 10 milliseconds, which is the wait time from the transmission of the loan notification data until the return of the loan receipt result response data. If 10 milliseconds have not elapsed since the transmission of the loan notification data, the determination result of this step S3050-2 is "Yes," and if 10 milliseconds have elapsed since the transmission of the loan notification data, the determination result of this step S3050-2 is "No." If the count value of the loan receipt result response wait timer counter is greater than 0 (S3050-2: Yes), the unit CPU 910a terminates this loan processing. If the count value of the loan receipt result response wait timer counter is 0 (S3050-2: No), proceed to step S3050-12.
[0373] In step S3050-3, the unit CPU 910a determines whether a lending button operation invalid flag is set in the lending button operation invalid flag storage area of the unit RAM 910c. The lending button operation invalid flag is a flag that invalidates the operation of the lending button 98. If the lending button operation invalid flag is not set (S3050-3: No), the unit CPU 910a proceeds to step S3050-4. If the lending button operation invalid flag is set (S3050-3: Yes), the unit CPU 910a terminates this lending process.
[0374] In step S3050-4, the unit CPU 910a determines whether a detection signal from the lending button detection switch 98a has been input. If the lending button 98 has been pressed, the determination result in step S3050-4 will be "Yes." If a detection signal from the lending button detection switch 98a has been input (S3050-4: Yes), the unit CPU 910a proceeds to step S3050-5. If a detection signal from the lending button detection switch 98a has not been input (S3050-4: No), the unit CPU 910a terminates this lending process.
[0375] In step S3050-5, the unit CPU 910a determines whether or not counting notification data is currently being received. If the unit CPU 910a is not currently receiving counting notification data (S3050-5: No), the unit CPU 910a proceeds to step S3050-6. If the unit CPU 910a is currently receiving counting notification data (S3050-6: Yes), the current lending process ends.
[0376] In step S3050-6, the unit CPU 910a refers to the ball count information storage area of the unit RAM 910c and determines whether or not the ball count information storage area stores more than 0 ball count information. If the ball count is 0 (S3050-6: No), the unit CPU 910a proceeds to step S3050-7. If the ball count is more than 0 (S3050-6: Yes), the unit CPU 910a proceeds to step S3050-10.
[0377] In step S3050-7, the unit CPU 910a refers to the amount information storage area of the unit RAM 910c and determines whether amount information of an amount greater than 0 yen is stored. If the amount is greater than 0 yen (S3050-7: Yes), the unit CPU 910a proceeds to step S3050-8. If the amount is 0 yen (S3050-7: No), the unit CPU 910a ends this lending process.
[0378] In step S3050-8, the unit CPU 910a converts the amount information in the amount information storage area into the number of balls held, and updates the amount information in the amount information storage area and the number of balls held information in the number of balls information storage area. Specifically, if the amount information in the amount information storage area is 1,000 yen or more, the unit CPU 910a divides 1,000 yen by 4, the amount per ball, to obtain the amount conversion number, which is 250, updates the amount information in the amount information storage area by -1,000, and updates the number of balls held information in the number of balls information storage area by +250. Also, if the amount information in the amount information storage area is less than 1,000 yen, the unit CPU 910a divides the total amount at that time by 4 to obtain the amount conversion number, sets the amount information in the amount information storage area to 0, and updates the number of balls held information in the number of balls information storage area by adding the amount conversion number.
[0379] In the next step S3050-9, the unit CPU 910a changes the display of the amount display 93 and the display of the ball count display 94. Specifically, the unit CPU 910a changes the number of amount displays 93 to correspond to the amount information in the amount information storage area of the unit RAM 910c, and changes the number of ball count displays 94 to correspond to the ball count information in the ball count information storage area of the unit RAM 910c. After executing step S3050-9, proceed to step S3050-10.
[0380] In step S3050-10, the unit CPU 910a performs a transfer ball count determination process. The transfer ball count determination process is a process for determining the number of game balls to be transferred from the card unit 9 to the gaming machine 1. In the transfer ball count determination process, if the possessed ball number information in the possessed ball number information storage area is 250 or more, the unit CPU 910a determines 250 as the number of game balls to be transferred from the card unit 9 to the gaming machine 1. Furthermore, if the possessed ball number information in the possessed ball number information storage area is less than 250, the unit CPU 910a determines the total number of possessed balls at that time as the number of game balls to be transferred from the card unit 9 to the gaming machine 1.
[0381] In step S3050-11, the unit CPU 910a sets a lending receipt result response standby flag in the lending receipt result response standby flag storage area of the unit RAM 910c, and proceeds to step S3050-12.
[0382] In step S3050-12, the unit CPU 910a sets 10 milliseconds in the loan receipt result response waiting timer counter. Next, the unit CPU 910a transmits loan notification data of the number of game balls determined in the transfer ball number determination process in step S3050-10 to the frame control board 160 (S3050-12), and ends this loan process.
[0383] Here, regardless of whether the lending button operation invalid flag is set or not, while the card unit 9 is receiving counting notification data from the frame control board 160, even if the lending button 98 is pressed, the process proceeds from step S3050-4: Yes to S3050-5: Yes, and the lending process ends, thereby restricting the transmission of the lending notification data to the frame control board 160. From this, it can be said that the counting notification data, which is a transition signal of the number of game balls when the counting button 8 is operated in the gaming machine 1, contains information that invalidates the operation of the lending button 98 on the card unit 9.
[0384] Figure 58 is a flowchart showing details of the response confirmation process (step S3060 in Figure 33) of the card unit control board 90. In Figure 58, the unit CPU 910a determines whether or not loan receipt result response data has been received from the frame control board 160 (S3060-1). If the unit CPU 910a has received loan receipt result response data (S3060-1: Yes), it proceeds to step S3060-2. If the unit CPU 910a has not received loan receipt result response data (S3060-1: No), it ends this response confirmation process.
[0385] In step S3060-2, the unit CPU 910a updates the possessed ball number information in the possessed ball number information storage area of the unit RAM 910c by subtracting the number of game balls determined in the transfer ball number determination process in step S3050-10.
[0386] Next, the unit CPU 910a changes the display of the ball count indicator 94 (S3060-3). Specifically, the unit CPU 910a changes the number of balls indicator 94 to correspond to the ball count information in the ball count information storage area of the unit RAM 910c. After executing step S3060-3, proceed to step S3060-4.
[0387] In step S3060-4, the unit CPU 910a clears the lending receipt result response waiting timer counter, and proceeds to step S3060-5 In step S3060-5, the unit RAM 910c clears the lending receipt result response waiting flag, and ends this response confirmation process.
[0388] Fig. 59 is a flowchart showing details of the return process of the card unit control board 90 (step S3070 in Fig. 33). In Fig. 59, the unit CPU 910a determines whether or not an eject button operation invalid flag is set in the eject button operation invalid flag storage area of the unit RAM 910c (S3070-1). The eject button operation invalid flag is a flag that invalidates the operation of the eject button 99. If the eject button operation invalid flag is not set (S3070-1: No), the unit CPU 910a proceeds to step S3070-2. If the eject button operation invalid flag is set (S3070-1: Yes), the unit CPU 910a ends this return process.
[0389] In step S3070-2, the unit CPU 910a determines whether or not a detection signal from the eject button detection switch 99a has been input. If the eject button 99 has been pressed, the determination result in step S3070-2 will be "Yes." If a detection signal from the eject button detection switch 99a has been input (S3070-2: Yes), the unit CPU 910a proceeds to step S3070-3. If a detection signal from the eject button detection switch 99a has not been input (S3070-2: No), the unit CPU 910a ends this return process.
[0390] In step S3070-3, the unit CPU 910a determines whether or not amount information of an amount greater than 0 is stored in the amount information storage area of the unit RAM 910c. If the amount is greater than 0 (S3070-3: Yes), the unit CPU 910a proceeds to step S3070-4. If the amount is 0 (S3070-3: No), step S3070-4 is skipped and the unit CPU 910a proceeds to step S3070-5.
[0391] In step S3070-3, the unit CPU 910a records the amount information in the amount information storage area of the unit RAM 910c on the card 7.
[0392] In step S3070-5, the unit CPU 910a determines whether or not possessed ball count information for a number of possessed balls greater than 0 is stored in the possessed ball count information storage area of the unit RAM 910c. If the possessed ball count is greater than 0 (S3070-5: Yes), the unit CPU 910a proceeds to step S3070-6. If the possessed ball count is 0 (S3070-5: No), step S3070-6 is skipped and the unit CPU 910a proceeds to step S3070-7.
[0393] In step S3070-6, the unit CPU 910a records the possessed balls information in the possessed balls information storage area of the unit RAM 910c on the card 7.
[0394] In step S3070-7, the unit CPU 910a ejects the card 7 from the card insertion slot 92, and ends this return process.
[0395] Fig. 60 is a flowchart showing details of the gaming machine information analysis process (step S3080 in Fig. 33) of the card unit control board 90. In Fig. 60, the unit CPU 910a determines whether gaming machine information notification data has been received from the frame control board 160 (S3080-1). If gaming machine information notification data has been received (S3080-1: Yes), the unit CPU 910a proceeds to step S3080-2. If gaming machine information notification data has not been received (S3080-1: No), the current gaming machine information analysis process is terminated.
[0396] In step S3080-2, the unit CPU 910a transmits gaming machine information notification data to the hall computer (not shown).
[0397] In the next step S3080-3, the unit CPU 910a updates the gaming status flag storage area of the unit RAM 910c based on the gaming machine information notification data. Specifically, if the gaming machine information notification data indicates that the normal state has been reached, the unit CPU 910a sets a gaming status flag for the normal state in the gaming status flag storage area, if the gaming machine information notification data indicates that the low base time-shortening state has been reached, the unit CPU 910a sets a gaming status flag for the low base time-shortening state in the gaming status flag storage area, if the gaming machine information notification data indicates that the high base time-shortening state has been reached, the unit CPU 910a sets a gaming status flag for the high base time-shortening state in the gaming status flag storage area, if the gaming machine information notification data indicates that the non-playable state 1 has been reached, the unit CPU 910a sets a gaming status flag for the non-playable state 1 in the gaming status flag storage area, and if the gaming machine information notification data indicates that the non-playable state 2 has been reached, the unit CPU 910a sets a gaming status flag for the non-playable state 2 in the gaming status flag storage area.
[0398] In step S3080-4, the unit CPU 910a determines whether or not the gaming machine 1 has won a jackpot. If the gaming machine 1 has not won a jackpot (S3080-4: No), the unit CPU 910a proceeds to step S3080-5. If the gaming machine 1 has won a jackpot (S3080-4: Yes), the current gaming machine information analysis process is terminated.
[0399] In step S3080-5, the unit CPU 910a refers to the game status flag storage area and determines whether the gaming machine 1 has entered the normal status. If the gaming machine 1 has not entered the normal status (S3080-5: No), the unit CPU 910a proceeds to step S3080-6. If the gaming machine 1 has entered the normal status (S3080-5: Yes), the current gaming machine information analysis process is terminated.
[0400] In step S3080-6, the unit CPU 910a refers to the game status flag storage area and determines whether the gaming machine 1 has entered a low base time-shortening state. If the gaming machine 1 has not entered a low base time-shortening state (S3080-6: No), the unit CPU 910a proceeds to step S3080-7. If the gaming machine 1 has entered a low base time-shortening state (S3080-6: Yes), the current gaming machine information analysis process is terminated.
[0401] In step S3080-7, the unit CPU 910a refers to the game status flag storage area and determines whether the gaming machine 1 has entered a high base time-shortening state. If the gaming machine 1 has not entered a high base time-shortening state (S3080-7: No), the unit CPU 910a proceeds to step S3080-9. If the gaming machine 1 has entered a high base time-shortening state (S3080-7: Yes), the current gaming machine information analysis process is terminated.
[0402] In step S3080-9, the unit CPU 910a refers to the gaming state flag storage area and determines whether the gaming machine 1 has entered the unplayable state 1. When a specific error, a complete function activation error, occurs in the gaming machine 1, the determination result in step S3080-9 becomes "Yes." If the gaming machine 1 has entered the unplayable state 1 (S3080-9: Yes), the unit CPU 910a proceeds to step S3080-10. If the gaming machine 1 has not entered the unplayable state 1 (S3080-9: No), the unit CPU 910a proceeds to step S3080-11.
[0403] In step S3080-10, the unit CPU 910a sets a lending button operation invalid flag in the lending button operation invalid flag storage area of the unit RAM 910c, and ends this gaming machine information analysis process.
[0404] In step S3080-11, the unit CPU 910a refers to the gaming state flag storage area and determines whether the gaming machine 1 has entered the unplayable state 2. When a predetermined error such as a small ball detection error, an iron ball detection error, or a radio wave detection error occurs in the gaming machine 1, the determination result in step S3080-11 becomes "Yes." If the gaming machine 1 has entered the unplayable state 2 (S3080-11: Yes), the unit CPU 910a proceeds to step S3080-12. If the gaming machine 1 has not entered the unplayable state 2 (S3080-11: No), the unit CPU 910a terminates this gaming machine information analysis process.
[0405] In step S3080-12, the unit CPU 910a transmits fraud occurrence notification data to a server (not shown) of the management center, and proceeds to step S3080-13.
[0406] In step S3080-13, the unit CPU 910a sets a lending button operation invalid flag in the lending button operation invalid flag storage area of the unit RAM 910c, and proceeds to step S3080-17.
[0407] In step S3080-17, the unit CPU 910a sets the eject button operation invalid flag in the eject button operation invalid flag storage area of the unit RAM 910c, and ends this gaming machine information analysis process.
[0408] Here, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates that the gaming machine has entered the unplayable state 2, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: No → Step S3080-5: No → Step S3080-6: No → Step S3080-7: No → Step S3080-9: No → Step S3080-11: Yes → Step S3080-12 → Step S3080-13, where the lend button operation invalid flag is set, and further proceeds to Step S3080-17, where the eject button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the unplayable state 2 includes information that invalidates the operation of both the lend button 98 and the eject button 99.
[0409] Furthermore, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates that the gaming machine has entered the unplayable state 1, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: No → Step S3080-5: No → Step S3080-6: No → Step S3080-7: No → Step S3080-9: Yes → Step S3080-10, and the eject button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the unplayable state 1 includes information to invalidate the operation of the lend button 98 and information to valid the operation of the eject button 99.
[0410] Furthermore, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates that the high base time-saving state has been reached, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: No → Step S3080-5: No → Step S3080-6: No → Step S3080-7: Yes, and the gaming machine information analysis process ends, so neither the eject button operation invalid flag nor the lend button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the high base time-saving state includes information that enables the operation of both the eject button 99 and the lend button 98.
[0411] Furthermore, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates that the low base time-shortening state has been reached, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: No → Step S3080-5: No → Step S3080-6: Yes, and the gaming machine information analysis process ends, so neither the eject button operation invalid flag nor the lend button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the low base time-shortening state includes information that enables the operation of both the eject button 99 and the lend button 98.
[0412] Furthermore, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates a normal state, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: No → Step S3080-5: Yes. The gaming machine information analysis process ends, and neither the eject button operation invalid flag nor the lend button operation invalid flag is set. Therefore, it can be said that the gaming machine information notification data indicating a normal state includes information enabling the operation of both the eject button 99 and the lend button 98. Here, since the processing is the same when the normal state or the low base time-shortening state is reached, the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicating a normal state and a low base time-shortening state may be used as common notification data. Furthermore, setting 00H as the common data is also included.
[0413] Furthermore, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates a jackpot, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: Yes, and the gaming machine information analysis process ends, so neither the eject button operation invalid flag nor the lend button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating a jackpot includes information that enables the operation of both the eject button 99 and the lend button 98.
[0414] Fig. 61 is a flowchart showing details of the input control process (step S200 in Fig. 25). In Fig. 61, the main CPU 110a performs general prize opening detection switch input processing (S210). In the general prize opening detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the general prize opening detection switch 12a. If no detection signal has been input, the process proceeds directly to step S220. If a detection signal has been input, the general prize opening prize ball counter in the main RAM 110c is updated by adding a predetermined number (for example, 10).
[0415] After executing step S210, the main CPU 110a performs first large prize opening detection switch input processing (S220). In the first large prize opening detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the first large prize opening detection switch 16a. If no detection signal has been input from the first large prize opening detection switch 16a, the main CPU 110a proceeds directly to step S240. If a detection signal has been input from the first large prize opening detection switch 16a, the main CPU 110a updates the large prize opening prize ball counter in the main RAM 110c by adding a predetermined number (for example, 15 balls), and updates the count value (C) of the large prize opening ball number (C) counter in the main RAM 110c by +1.
[0416] After executing step S220, the main CPU 110a performs a first start hole detection switch input process (S240). In the first start hole detection switch input process, the main CPU 110a determines whether a detection signal has been input from the first start hole detection switch 14a. If a detection signal has not been input from the first start hole detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal has been input from the first start hole detection switch 14a, the main CPU 110a performs a series of processes, such as updating the first start hole prize ball counter, determining whether the first special symbol reserved number (U1) is less than 4, updating the first special symbol reserved number (U1) if the first special symbol reserved number (U1) is less than 4, storing a random number value in the special symbol memory area, pre-determining whether a jackpot lottery will be held and setting a start prize designation command according to the result of the determination, and setting a special symbol reserved number designation command according to the first special symbol reserved number (U1). Details of the first start hole detection switch input process will be described later.
[0417] After executing step S240, the main CPU 110a performs second start hole detection switch input processing (S250). In the second start hole detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection switch 15a. If a detection signal has not been input from the second start hole detection switch 15a, the main CPU 110a proceeds directly to step S260. If a detection signal has been input from the second start hole detection switch 15a, a series of processes such as updating the second start hole prize ball counter and storing a random number value in the special symbol memory area are performed.
[0418] After executing step S250, the main CPU 110a performs specific area detection switch input processing (S260). In the specific area detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the specific area detection switch 18a. If a detection signal has not been input from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If a detection signal has been input from the specific area detection switch 18a, the main CPU 110a performs a series of processes, such as setting a specific area winning flag and setting a specific area winning designation command. Details of the specific area detection switch input processing will be described later.
[0419] Next, the main CPU 110a performs gate detection switch input processing (S270). In the gate detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the gate detection switch 13a. If no detection signal has been input from the gate detection switch 13a, the main CPU 110a simply ends this input control processing. If a detection signal has been input from the gate detection switch 13a, the main CPU 110a generates a gate passage designation command and sets the generated gate passage designation command in the performance transmission data storage area of the main RAM 110c. In addition, in this case, the main CPU 110a determines whether or not the count value (G) of the normal pattern reserved number (G) counter that counts the normal pattern reserved number (G) is less than 4. Then, if the count value (G) of the normal pattern reserved number (G) counter is less than 4, the count value (G) is updated by +1, and the normal pattern random number value is obtained and stored in the normal pattern reserved memory area.
[0420] Figure 62 is a flowchart showing the details of the first start hole detection switch input processing (step S240 in Figure 61). In Figure 62, if the main CPU 110a receives a detection signal from the first start hole detection switch 14a (S240-1: Yes), it proceeds to step S240-2. If the main CPU 110a does not receive a detection signal from the first start hole detection switch 14a (S240-1: No), it terminates this first start hole detection switch input processing.
[0421] In step S240-2, the main CPU 110a updates the start port prize ball counter by adding a predetermined number (for example, 3) (S240-2). After that, the main CPU 110a determines whether the count value (U1) of the first special symbol reserved number (U1) counter that counts the first special symbol reserved number (U1) is less than 4 (S240-3).
[0422] If the count value (U1) of the first special symbol reserved number (U1) counter is not less than 4 (S240-3: No), the main CPU 110a ends the current first start hole detection switch input process. Also, if the count value (U1) of the first special symbol reserved number (U1) counter is less than 4 (S240-3: Yes), the main CPU 110a updates the count value (U1) by +1 (S240-4).
[0423] After executing step S240-4, the main CPU 110a acquires the jackpot random number value, and stores the acquired jackpot random number value in the storage location of the data, in the first to fourth storage locations of the first special symbol storage area of the special symbol storage area, in the storage location of the smallest numbered storage location where no data is stored (S240-5).
[0424] FIG. 63(a) is a diagram showing a special symbol storage area. As shown in FIG. 63(a), the special symbol storage area has a 0th storage section corresponding to the corresponding variation, a 1st special symbol storage area corresponding to the 1st special symbol, and a 2nd special symbol storage area corresponding to the 2nd special symbol. The 1st special symbol storage area has a 1st storage section corresponding to the 1st reserved symbol, a 2nd storage section corresponding to the 2nd reserved symbol, a 3rd storage section corresponding to the 3rd reserved symbol, and a 4th storage section corresponding to the 4th reserved symbol. The 2nd special symbol storage area has only the 1st storage section. This is because the gaming machine 1 of this embodiment does not have a 2nd special symbol reserved. As shown in FIG. 63(b), each storage section in the special symbol storage area can store a set of jackpot random number values, special symbol random number values, reach determination random number values, and special symbol variation random number values.
[0425] After executing step S240-5, the main CPU 110a acquires the special symbol random number value, and stores the acquired special symbol random number value in the storage section of the data storage destination in the first special symbol storage area (S240-6).
[0426] After executing step S240-6, the main CPU 110a acquires a random number value for special pattern variation and a random number value for reach determination, and stores the acquired random number value for special pattern variation and random number value for reach determination in the memory unit that stores data in the first special pattern memory area (S240-7).
[0427] After step S240-7 is executed, the main CPU 110a performs a preliminary determination process (S240-8). In this preliminary determination process, the main CPU 110a refers to the preliminary determination table in the main ROM 110b, and determines the winning information of the jackpot lottery triggered by the establishment of the start condition for the first special symbol, based on the combination of the memory contents of the game status flag memory area at the time of execution of this step S240-8 (when the start condition is established) and the jackpot random number value, special symbol random number value, reach determination random number value, and special symbol variation random number value stored in the memory section of the first special symbol memory area in steps S240-5 to S240-7.
[0428] 64 is a diagram showing a pre-determination table for determining the result of a jackpot lottery in advance. The pre-determination table stores a set of a jackpot random number value, a special symbol random number value, a game state (normal state, low base time-saving state, or high base time-saving state), a reach determination random number value, a special symbol variation random number value, winning information, and a start winning designation command.
[0429] After executing step S240-8, the main CPU 110a generates a start winning designation command corresponding to the winning information determined in the preliminary determination process of step S240-8, and sets this start winning designation command in the transmission data storage area for performance (S240-9). After that, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter, generates a special symbol reserved number designation command indicating the first special symbol reserved number (U1), and sets this special symbol reserved number designation command in the transmission data storage area for performance (S240-10).
[0430] The start winning designation command and the special symbol reserve number designation command set in the performance transmission data storage area are sent to the frame control board 160 and the performance control board 120 in the output control process (S920) of the timer interrupt process.
[0431] In the second start hole detection switch input process, only the processes corresponding to steps S240-1 to S240-2 and steps S240-5 to S240-7 in Fig. 62 are executed. In the second start hole detection switch input process, when a detection signal is input from the second start hole detection switch 15a, a jackpot random number value, a special symbol random number value, a special symbol variation random number value, and a reach determination random number value are obtained, and these random number values are stored in the first memory unit of the second special symbol memory area.
[0432] Figure 65 is a flowchart showing the details of the specific area detection switch input process (step S260 in Figure 61). In Figure 65, if a detection signal has been input from the specific area detection switch 18a (S260-1: Yes), the main CPU 110a proceeds to step S260-2. If a detection signal has not been input from the specific area detection switch 18a (S260-1: No), the main CPU 110a ends this specific area detection switch input process.
[0433] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of the main RAM 110c. The specific area winning flag is a flag indicating that a win has been made in the specific area 19B (V winning port). Winning in the specific area 19B (V winning port) triggers a special game of the second type jackpot. In the next step S260-3, the main CPU 110a generates a specific area winning designation command and sets this specific area winning designation command in the transmission data storage area for presentation. Thereafter, the main CPU 110a determines the current game status (at the time of winning in the specific area 19B) based on the memory contents of the game status flag storage area, stores game status information indicating the determined game status in the game status buffer (S260-4), and ends this specific area detection switch input process.
[0434] Fig. 66 is a flowchart showing details of the special picture special power control process (step S300 in Fig. 25). In Fig. 66, the main CPU 110a loads special picture special power processing data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special symbol special power processing data, and if the special symbol special power processing data = 0, transfers processing to the special symbol memory determination processing (step S310), if the special symbol special power processing data = 1, transfers processing to the special symbol change processing (step S320), if the special symbol special power processing data = 2, transfers processing to the special symbol stop processing (step S330), if the special symbol special power processing data = 3, transfers processing to the jackpot game processing (step S340), if the special symbol special power processing data = 4, transfers processing to the small jackpot game processing (step S350), and if the special symbol special power processing data = 5, transfers processing to the jackpot game end processing (step S360).
[0435] FIG. 67 is a flowchart showing the details of the special symbol memory determination process (step S310 in FIG. 66). In FIG. 67, the main CPU 110a determines whether or not a special symbol is being displayed in a variable manner (S310-1). More specifically, the main CPU 110a refers to the special symbol time counter in the main RAM 110c, and determines that a special symbol is being displayed in a variable manner if the count value of the special symbol time counter is not 0, and determines that a special symbol is not being displayed in a variable manner if the count value of the special symbol time counter is 0. If a special symbol is being displayed in a variable manner (S310-1: Yes), the main CPU 110a ends this special symbol memory determination process. If a special symbol is not being displayed in a variable manner (S310-1: No), the process proceeds to step S310-2.
[0436] In step S310-2, the main CPU 110a determines whether data is stored in the first storage unit of the second special symbol storage area. If data is not stored in the first storage unit of the second special symbol storage area (S310-2: No), the main CPU 110a proceeds to step S310-4. If data is stored in the first storage unit of the second special symbol storage area (S310-2: Yes), the main CPU 110a proceeds to step S310-6.
[0437] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter in the main RAM 110c, and determines whether the first special symbol reserved number (U1) is equal to or greater than 1. If the first special symbol reserved number (U1) is not equal to or greater than 1 (S310-4: No), the main CPU 110a sets a customer waiting designation command in the performance transmission data storage area (S318), and ends this special symbol storage determination process.
[0438] If the number of reserved first special symbols (U1) is 1 or more (S310-4: Yes), the main CPU 110a updates the count value (U1) of the number of reserved first special symbols (U1) counter by -1 (S310-5).
[0439] After executing step S310-5, the main CPU 110a performs a storage area shift process (S310-6). In this storage area shift process, if data is stored in the first storage section of the second special symbol storage area, the main CPU 110a writes the data to the 0th storage section, which is the determination information storage area. Also, if no data is stored in the 1st storage section of the second special symbol storage area, the main CPU 110a shifts the data in the 2nd to 4th storage sections of the first special symbol storage area to the previous storage section, and writes the data in the 1st storage section of the first special symbol storage area to the 0th storage section. By writing the data to this 0th storage section, the random number values (jackpot random number value, special symbol random number value, reach determination random number value, special symbol variation random number value) that were previously stored in the 0th storage section are erased.
[0440] After executing step S310-6, the main CPU 110a generates a special pattern reserved number designation command to notify the performance control unit 120m of the first special pattern reserved number (U1), sets this special pattern reserved number designation command in the performance transmission data storage area (S310-7), and proceeds to step S310-8.
[0441] In step S310-8, the main CPU 110a refers to the count value (B) of the low base time reduction count (B) counter and determines whether the low base time reduction count (B) is 1 or greater. If the low base time reduction count (B) is 0 (S310-8: No), the process proceeds to step S310-11. If the low base time reduction count (B) is 1 or greater (S310-8: Yes), the main CPU 110a updates the count value (B) of the low base time reduction count (B) counter by -1 (S310-9), and determines whether the updated count value (B) has become 0 (S310-10). If the low base time reduction count (B) is 0 (S310-10: Yes), the main CPU 110a proceeds to step S310-17. If the low base time reduction count (B) is not 0 (S310-10: No), the process proceeds to step S311.
[0442] In step S310-11, the main CPU 110a refers to the count value (J) of the high base time reduction count (J) counter and determines whether the high base time reduction count (J) is 1 or greater. If the high base time reduction count (J) is 0 (S310-11: No), proceed to step S311. If the high base time reduction count (J) is 1 or greater (S310-11: Yes), update the count value (J) of the high base time reduction count (J) counter by -1 (S310-12), and determine whether the updated count value (J) is 0 (S310-13). If the high base time reduction count (J) is 0 (S310-13: Yes), proceed to step S310-17. If the high base time reduction count (J) is not 0 (S310-13: No), proceed to step S311.
[0443] In step S310-17, the game status flag for the normal state is set in the game status flag storage area of the main RAM 110c, and then the process proceeds to step S311.
[0444] In step S311, the main CPU 110a performs a jackpot determination process. In the jackpot determination process, the main CPU 110a determines the result of the jackpot lottery triggered by the establishment of the current start condition (jackpot, small win, or loss), and if it is a jackpot, determines the type of jackpot, generates a jackpot symbol designation command corresponding to the determined type of jackpot, and sets it in the transmission data storage area for performance. If it is a small win, determines the type of jackpot, generates a small win symbol designation command corresponding to the determined type of small win, and sets it in the transmission data storage area for performance. If it is a loss, generates a loss symbol designation command and sets it in the transmission data storage area for performance.
[0445] More specifically, in this jackpot determination process, the main CPU 110a determines whether or not the result of the jackpot lottery triggered by the establishment of the current start condition is a jackpot (S311-1), as shown in Figure 68 (a flowchart showing the details of the jackpot determination process). Specifically, the main CPU 110a refers to the jackpot lottery determination table in the main ROM 110b, and determines the result of the lottery based on the jackpot random number value stored in the 0th memory section in step S310-6.
[0446] Figure 69(a) is a diagram showing a jackpot lottery determination table for the first special symbol display device. Figure 69(b) is a diagram showing a jackpot lottery determination table for the second special symbol display device. The jackpot lottery determination table stores pairs of jackpot random number values and jackpot lottery results (jackpot, special miss, or normal miss).
[0447] If the determination result in step S311-1 is a jackpot (S311-1: Yes), the main CPU 110a proceeds to step S311-2, and if the determination result in step S311-1 is not a jackpot (S311-1: No), the main CPU 110a proceeds to step S311-5.
[0448] In step S311-2, the main CPU 110a performs a jackpot symbol determination process. In this jackpot symbol determination process, the main CPU 110a refers to the jackpot symbol determination table in the main ROM 110b, and determines the stop symbol data of the variable stop symbol based on the special symbol random number value stored in the 0th memory unit in step S310-6, and stores the determined stop symbol data in the stop symbol data memory area in the main RAM 110c. Here, the stop symbol data indicates a two-digit number corresponding to the type of special symbol that will be displayed after being changed and stopped.
[0449] 70(a) is a diagram showing a jackpot symbol determination table. In the jackpot symbol determination table, a set of special symbol random number values, special symbol types (jackpot types), stop symbol data, and symbol designation commands is stored, divided into a set to be referenced when the start condition of the first special symbol in the first special symbol display device 20 is established and a set to be referenced when the start condition of the second special symbol in the second special symbol display device 21 is established.
[0450] The symbol designation command is a command for notifying the performance control unit 120m of the type of special symbol that will be stopped and displayed after being varied.
[0451] The stop symbol data stored in the stop symbol data storage area in step S311-2 is referenced when determining the jackpot symbol in the special symbol stop processing, when determining the operation mode of the jackpot winning slot in the jackpot game processing, and when determining the game status in the jackpot game end processing. Details will be described later.
[0452] Next, the main CPU 110a generates a symbol designation command for a big win corresponding to the stop symbol data determined in step S311-2, and sets this symbol designation command in the transmission data storage area for performance (S311-3).
[0453] Next, the main CPU 110a obtains the current game status (at the time of the big win lottery) based on the stored contents of the game status flag storage area, and stores game status information indicating the obtained game status in the game status buffer (S311-4).
[0454] In step S311-5, the main CPU 110a determines whether the result of the big win lottery is a small win. If the result is a small win (S311-5: Yes), the main CPU 110a proceeds to step S311-6, and if the result is not a small win (S311-5: No), the main CPU 110a proceeds to step S311-8.
[0455] In step S311-6, the main CPU 110a performs a small win symbol determination process. In this small win symbol determination process, the main CPU 110a refers to the small win symbol determination table in the main ROM 110b, determines the stop symbol data of the variable stop symbol based on the special symbol random number value in the 0th memory unit, and stores the determined stop symbol data in the stop symbol data memory area in the main RAM 110c.
[0456] 70(b) is a diagram showing a small win symbol determination table. The small win symbol determination table stores a set of special symbol random number values, special symbol types (big win types determined by winning in the specific area 19B), stop symbol data, and symbol designation commands.
[0457] Next, the main CPU 110a generates a symbol designation command for a small win corresponding to the stop symbol data determined in step S311-6, and sets this symbol designation command in the transmission data storage area for performance (S311-7).
[0458] In step S311-8, the main CPU 110a determines whether the result of the big win lottery is a special miss. If it is a special miss (S311-8: Yes), the main CPU 110a proceeds to step S311-9, and if it is not a special miss (S311-8: No), the main CPU 110a proceeds to step S311-11.
[0459] In step S311-9, the main CPU 110a performs a special losing symbol determination process. In this special losing symbol determination process, the main CPU 110a refers to a special losing symbol determination table in the main ROM 110b, determines the stopping symbol data of the variable stopping symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stopping symbol data in the stopping symbol data storage area in the main RAM 110c.
[0460] 71(a) is a diagram showing a special losing symbol determination table. The special losing symbol determination table stores a set of special symbol random number values, special symbol types (special losing types), stopping symbol data, and symbol designation commands.
[0461] Next, the main CPU 110a generates a symbol designation command for a special losing combination corresponding to the stop symbol data determined in step S311-9, and sets this symbol designation command in the transmission data storage area for performance (S311-10).
[0462] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. In this normal losing symbol determination process, the main CPU 110a refers to a normal losing symbol determination table in the main ROM 110b, determines the stopping symbol data of the variable stopping symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stopping symbol data in the stopping symbol data storage area in the main RAM 110c.
[0463] 71(b) is a diagram showing a symbol determination table for normal losses. The symbol determination table for normal losses stores a set of special symbol random number values, types of special symbols (types of normal losses), stop symbol data, and symbol designation commands.
[0464] Next, the main CPU 110a generates a symbol designation command for a normal loss corresponding to the stop symbol data determined in step S311-11, and sets this symbol designation command in the transmission data storage area for performance (S311-12).
[0465] 67, after the execution of the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table of the special symbol in the main ROM 110b, and determines the variation pattern of the variation based on the lottery result of the jackpot lottery in step S311 (jackpot, special miss, or normal miss), the memory contents of the game flag memory area at the time of execution of this step S312, the number of reserved numbers (U1) after update in step S310-5, the jackpot random number value stored in the 0th memory unit in step S310-6, the random number value for reach determination, and the random number value for special symbol variation.
[0466] There are two types of special symbol variation pattern determination tables: one that is referenced when the first special symbol varies, and one that is referenced when the second special symbol varies. Figure 72 is a diagram showing the variation pattern determination table that is referenced when the first special symbol varies. Figure 73 is a diagram showing the variation pattern determination table that is referenced when the second special symbol varies.
[0467] The special symbol variation pattern determination table stores a set of the type of special symbol (type of jackpot), game status, number of reserved symbols, random number value for reach determination, random number value for special symbol variation, type of special symbol variation pattern, variation time, and variation start command.
[0468] In the special symbol variation pattern determination table, when the result of the jackpot lottery is a jackpot, a variation pattern with a long variation time is likely to be selected. Conversely, in the special symbol variation pattern determination table, when the result of the jackpot lottery is a loss, a variation pattern with a short variation time is likely to be selected.
[0469] For example, the options for the fluctuation pattern corresponding to the special pattern 01 (A per Type 1 10R) in the fluctuation pattern determination table for the first special pattern shown in Figure 72 include fluctuation patterns 12, 13, 14, and 15. The fluctuation time of fluctuation pattern 12 is T12 (for example, T12 = 20,000 ms). The fluctuation time of fluctuation pattern 13 is T13 (T13 = 30,000 ms). The fluctuation time of fluctuation pattern 14 is T14 (T14 = 40,000 ms). The fluctuation time of fluctuation pattern 15 is T15 (T15 = 60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 12, 13, 14, and 15 is fluctuation pattern 12 < fluctuation pattern 13 < fluctuation pattern 14 < fluctuation pattern 15.
[0470] The options for the fluctuation pattern corresponding to the special pattern 02 (B per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 72 include fluctuation patterns 22, 23, 24, and 25. The fluctuation time of fluctuation pattern 22 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 23 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 24 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 25 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 22, 23, 24, and 25 is fluctuation pattern 22 < fluctuation pattern 23 < fluctuation pattern 24 < fluctuation pattern 25.
[0471] The options for the fluctuation pattern corresponding to special pattern 03 (C per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 72 include fluctuation patterns 32, 33, 34, and 35. The fluctuation time of fluctuation pattern 32 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 33 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 34 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 35 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 32, 33, 34, and 35 is fluctuation pattern 32 < fluctuation pattern 33 < fluctuation pattern 34 < fluctuation pattern 35.
[0472] The options for the variation pattern corresponding to the special symbols 09, 0A, 0B, 0C (special miss) in the variation pattern determination table for the first special symbol shown in Figure 72 include variation patterns 81, 82, 83, and 84. The variation time of the variation patterns 81, 82, 83, and 84 is T11 (18000 ms).
[0473] In the variation pattern determination table for the first special symbol shown in Figure 72, the variation pattern options corresponding to the combination of special symbol 20 (normal miss), reserved number 0 to 2, and no reach (the random number value for reach determination is "0 to 69") include variation pattern 89. The variation time of variation pattern 89 is T9 (for example, T9 = 6000 ms).
[0474] In the variation pattern determination table for the first special symbol shown in Figure 72, the options for the variation pattern corresponding to the combination of special symbol 20 (normal miss), number of reserved symbols 0 to 2, and reach (the random number value for reach determination is "70 to 99") include variation patterns 90, 91, 92, 93, 94, and 95. The variation time of variation pattern 90 is T10 (for example, T10 = 10,000 ms). The variation time of variation pattern 91 is the same length as that of variation pattern 11, T11 (18,000 ms). The variation time of variation pattern 92 is the same length as that of variation pattern 12, T12 (20,000 ms). The variation time of variation pattern 93 is the same length as that of variation pattern 13, T13 (30,000 ms). The variation time of variation pattern 94 is the same length as that of variation pattern 14, T14 (40,000 ms). The fluctuation time of fluctuation pattern 95 is the same length T15 (60,000 ms) as that of fluctuation pattern 15. The magnitude relationship of the selection rates of fluctuation patterns 90, 91, 92, 93, 94, and 95 is fluctuation pattern 90 > fluctuation pattern 91 > fluctuation pattern 92 > fluctuation pattern 93 > fluctuation pattern 94 > fluctuation pattern 95.
[0475] Here, comparing the special symbol variation pattern determination tables of Figures 72 and 73 with the previously shown preliminary determination table (Figure 64), the preliminary determination table allows the corresponding data in the table to be searched for without referring to the reserved number (U1) of first special symbol variations. In contrast, the variation pattern determination table allows the corresponding data in the table to be searched for if the result of the jackpot lottery is a miss unless the reserved number (U1) of first special symbol variations is referenced. For this reason, the preliminary determination table can determine the type of development effect after the reach effect, but cannot distinguish between "normal variation" and "shortened variation."
[0476] In FIG. 67, the main CPU 110a generates a fluctuation start command corresponding to the fluctuation pattern determined in step S312, and sets this fluctuation start command in the transmission data storage area for performance (S313).
[0477] Next, the main CPU 110a determines the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the determined game status, and sets this game status designation command in the performance transmission data storage area (S314).
[0478] Next, the main CPU 110a performs processing to start the variable display of the special symbol (S315). Specifically, the main CPU 110a sets variable display data in a predetermined processing area for causing the first special symbol display device 20 or the second special symbol display device 21 to perform a variable display of the special symbol (flashing of the LED). When the variable display data is set in the predetermined processing area, data for turning on or off the LED is created in the above step S910, and the created data is output in the output control processing of step S920, thereby performing a variable display of the first special symbol display device 20 or the second special symbol display device 21.
[0479] Next, the main CPU 110a sets the variation time based on the variation pattern determined in the above step S312 in the special symbol time counter (S316). The special symbol time counter is decremented every 4 milliseconds in the above step S110.
[0480] Next, the main CPU 110a sets the special symbol special power processing data to 1 (S317), and ends the current special symbol memory determination process.
[0481] Here, if the special symbol special power processing data is set to 1, in the subsequent special symbol special power control processing, the processing shifts to the special symbol variation processing in step S302, and the special symbol variation processing is performed.
[0482] FIG. 74 is a flowchart showing the details of the special symbol variation process (step S320 in FIG. 66). In FIG. 74, the main CPU 110a determines whether the variation time of the special symbol has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316, and determines that the variation time of the special symbol has elapsed if the count value of the special symbol time counter is 0, and determines that the variation time of the special symbol has not yet elapsed if the count value of the special symbol time counter is not 0. If the main CPU 110a determines that the variation time of the special symbol has elapsed (S320-1: Yes), it proceeds to step S320-2, and if it determines that the variation time of the special symbol has not elapsed (S320-1: No), it ends the current special symbol variation process and executes the next subroutine.
[0483] In step S320-2, the main CPU 110a performs processing to stop the variable display of the special symbol. Specifically, the main CPU 110a clears the variable display data set in step S315 above, and sets in a predetermined processing area stopped symbol data for stopping the special symbol set in step S311-2, S311-6, S311-9, or S311-11 on the first special symbol display device 20 or the second special symbol display device 21 (S320-2). As a result, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.
[0484] Next, the main CPU 110a sets the symbol determination command in the performance transmission data storage area (S320-3).
[0485] Next, the main CPU 110a sets the symbol stop time (0.5 seconds=125 counter) in the special symbol time counter (S320-4). The special symbol time counter is decremented every 4 milliseconds in step S110.
[0486] Next, the main CPU 110a sets the special symbol special power processing data to 2 (S320-5), and ends this special symbol variation processing.
[0487] Here, if the special symbol special power processing data is set to 2, in the subsequent special symbol special power control processing, the processing shifts to the special symbol stop processing in step S302, and the special symbol stop processing is performed.
[0488] FIG. 75 is a flowchart showing the details of the special symbol stop process (step S330 in FIG. 66). In FIG. 75, the main CPU 110a determines whether the stop time of the special symbol has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4, and determines that the stop time of the special symbol has elapsed if the count value of the special symbol time counter is 0, and determines that the stop time of the special symbol has not yet elapsed if the count value of the special symbol time counter is not 0. If the main CPU 110a determines that the stop time of the special symbol has elapsed (S330-1: Yes), it proceeds to step S330-2, and if it determines that the stop time of the special symbol has not elapsed (S330-1: No), it proceeds to step S330-23.
[0489] In step S330-3, the main CPU 110a determines whether the stopped symbol data in the stopped symbol data storage area is for a jackpot. If the stopped symbol data in the stopped symbol data storage area is for a jackpot (S330-3: Yes), the process proceeds to step S330-4. If the stopped symbol data is not for a jackpot (S330-3: No), the process proceeds to step S330-11.
[0490] In step S330-4, the main CPU 110a sets a game status flag of the normal status in the game status flag storage area of the main RAM 110c.
[0491] In the next step S330-5, the main CPU 110a resets the low base time-saving count (B) counter and the high base time-saving count (J) counter in the main RAM 110c. In the next step S330-6, the main CPU 110a resets the fluctuation count (L) counter in the main RAM 110c.
[0492] In the next step S330-7, the main CPU 110a performs a first type jackpot game preparation process. In the first type jackpot game preparation process, the main CPU 110a refers to the first type jackpot special game control table in the main ROM 110b, and determines the first type jackpot special winning opening / closing control table to be referenced based on the stopped symbol data in the stopped symbol data storage area.
[0493] Figure 76(a) is a diagram showing a special game control table for a first type big win. Figure 77(a) is a diagram showing a big prize opening / closing control table for a first type big win.
[0494] The special game control table for Type 1 jackpots stores stop symbol data, opening time, opening designation command, table number of the special prize opening / closing control table for Type 1 jackpots, ending time, and a set of symbol designation command for each type of jackpot. Here, the table number of the special prize opening / closing control table for Type 1 10R win A and Type 1 10R win F is "01," and the table number of the special prize opening / closing control table for Type 1 2R win B, Type 1 2R win C, and Type 1 2R win G is "02." The special prize opening / closing control table for each table number stores data indicating the opening and closing times for each round and the type of special prize opening to be opened.
[0495] The main CPU 110a generates an opening designation command according to the type of big win, and sets this opening designation command in the area for storing transmission data for performance (S330-8).
[0496] Next, the main CPU 110a determines a start interval time according to the type of big win, sets this start interval time in the special symbol time counter (S330-9), and proceeds to step S330-10.
[0497] In step S330-10, the main CPU 110a sets the special picture special power processing data to 3. Thereafter, the process proceeds to step S330-23.
[0498] In step S330-11, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is for a small win. If the stop symbol data in the stop symbol data storage area is for a small win (S330-11: Yes), the process proceeds to step S330-12. If the stop symbol data is not for a small win (S330-11: No), the process proceeds to step S330-16.
[0499] In step S330-12, the main CPU 110a performs a small win preparation process. In the small win preparation process, the main CPU 110a determines a small win big prize opening open / close control table in the main ROM 110b to be used as a reference.
[0500] 78 is a diagram showing the small win big prize opening open / close control table. The small win big prize opening open / close control table stores data indicating the opening and closing times of the 10 operations in one round, and the type of big prize opening to be opened.
[0501] The main CPU 110a generates an opening designation command for the small win based on the small win big prize opening opening control table determined in step S330-12, and sets this opening designation command in the performance transmission data storage area (S330-13).
[0502] The main CPU 110a determines the start interval time of the small win based on the small win big prize opening opening control table determined in step S330-12, sets this start interval time in the special symbol time counter (S330-14), and proceeds to step S330-15.
[0503] In the next step S330-15, the main CPU 110a sets the special picture special power processing data to 4. Thereafter, the process proceeds to step S330-23.
[0504] In step S330-16, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is a special miss. If the stop symbol data in the stop symbol data storage area is a special miss (S330-16: Yes), the main CPU 110a proceeds to step S330-17, and if it is a normal miss (S330-16: No), the main CPU 110a proceeds to step S330-21.
[0505] In step S330-17, the main CPU 110a determines whether the count value (L) of the fluctuation count (L) counter in the main RAM 110c has reached the specified number of times, which is 900. If the fluctuation count (L) has reached the specified number of times (S330-17: Yes), the main CPU 110a proceeds to step S330-18, and if the fluctuation count (L) has not reached the specified number of times (S330-17: No), the main CPU 110a proceeds to step S330-21.
[0506] In step S330-18, the main CPU 110a resets the change count (L) counter in the main RAM 110c.
[0507] In the next step S330-19, the main CPU 110a performs a game status setting process. In this game status setting process, the main CPU 110a refers to a setting table for when a special losing symbol stops in the main ROM 110b, and determines a game status when a special losing symbol stops based on the stopped symbol data and the memory contents of the game status flag memory area.
[0508] 79 is a diagram showing a setting table when a special losing symbol stops. The setting table when a special losing symbol stops stores a set of stopped symbol data, data showing the game state before the special losing symbol stops, data showing the game state when the special losing symbol stops, data showing the low base time-saving number of times (B), and data showing the high base time-saving number of times (J).
[0509] To explain in detail the game status setting process of step S330-19, when the stopped pattern data is "09", if the game status flag in the game status flag storage area is in the normal state, the main CPU 110a sets the high base time reduction state as the game status when the special losing pattern stops, and if it is in the low base time reduction state or the high base time reduction state, the game status before the special losing pattern stops is maintained even after the pattern stops.
[0510] When the stopped symbol data is "10," "11," or "12," if the game status flag in the game status flag storage area is in the normal state, the low base time reduction state is set as the game status when the special losing symbol stops, and if it is in the low base time reduction state or the high base time reduction state, the game status before the special losing symbol stops is maintained even after the symbol stops.
[0511] When the stop pattern data is "20", regardless of whether the game state flag in the game state flag storage area is in the normal state or the low base time reduction state, the high base time reduction state is set as the game state when the special losing pattern stops.
[0512] In the next step S330-20, the main CPU 110a performs a remaining number setting process. In the remaining number setting process, the main CPU 110a refers to a setting table for when a special losing symbol stops in the main ROM 110b, and determines the low base time reduction number (B) and the high base time reduction number (J) when a special losing symbol stops based on the stopped symbol data and the memory contents of the game status flag memory area, and sets the low base time reduction number (B) in the low base time reduction number (B) counter and sets the high base time reduction number (J) in the high base time reduction number (J) counter.
[0513] In the next step S330-21, the main CPU 110a generates a number designation command indicating the low base time reduction number of times (B) and the high base time reduction number of times (J), and sets this number designation command in the transmission data storage area for performance.
[0514] In the next step S330-22, the main CPU 110a sets the special picture special power processing data to 0. After that, the process proceeds to step S330-23.
[0515] In step S330-23, the main CPU 110a determines the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the determined game status, and sets this game status designation command in the performance transmission data storage area. After that, the special symbol stop process is terminated.
[0516] Here, if 3 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to jackpot game processing in step S302, and jackpot game processing is performed. If 4 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to small jackpot game processing in step S302, and small jackpot game processing is performed. If 0 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to special symbol memory determination processing in step S302, and special symbol memory determination processing is performed.
[0517] FIG. 80 is a flowchart showing the details of the jackpot game process (step S340 in FIG. 66). In FIG. 80, the main CPU 110a determines whether or not the opening is currently in progress (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round number (R) counter, and determines that the opening is in progress if the round number (R) is 0, and determines that the opening is not in progress if the round number (R) is not 0. If the opening is in progress (S340-1: Yes), the main CPU 110a proceeds to step S340-2, and if the opening is not in progress (S340-1: No), the main CPU 110a proceeds to step S340-6.
[0518] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-9 of the special symbol stop processing, and determines that the start interval time has elapsed if the count value of the special symbol time counter is 0, and determines that the start interval time has not yet elapsed if the count value of the special symbol time counter is not 0. If the main CPU 110a determines that the start interval time has elapsed (S340-2: Yes), it proceeds to step S340-3, and if it determines that the start interval time has not yet elapsed (S340-2: No), it ends the current jackpot game processing.
[0519] In step S340-3, the main CPU 110a performs a jackpot start setting process. In the jackpot start setting process, the main CPU 110a updates the count value (R) of the round number (R) counter by +1. Here, when the start interval time has elapsed, no action has been performed yet, and the count value (R) of the round number (R) counter is 0. Therefore, the number of rounds (R) after the update in this step S340-3 becomes 1.
[0520] After executing step S340-3, the main CPU 110a performs a special prize opening process (S340-4). In this special prize opening process, energization data is set to energize the first special prize opening opening solenoid 16c in order to open the first special prize opening opening door 16b. The main CPU 110a also refers to the special prize opening opening control table to determine the opening time of the first special prize opening 16 for the current round number (R), and sets this opening time in the special game timer counter.
[0521] After executing step S340-4, the main CPU 110a performs a round start command transmission determination process (S340-5). In the round start command transmission determination process, the main CPU 110a generates a round start command according to the count value (R) of the round number (R) counter, sets this round start command in the transmission data storage area for performance, and ends the current jackpot game process.
[0522] In step S340-6, the main CPU 110a determines whether the ending is currently in progress. If the ending is not in progress (S340-6: No), the main CPU 110a proceeds to step S340-7, and if the ending is in progress (S340-6: Yes), the main CPU 110a proceeds to step S340-18.
[0523] In step S340-7, the main CPU 110a determines whether the large prize opening is currently closed. Specifically, if energization data (energization data for energizing the first large prize opening opening / closing solenoid 16c or the second large prize opening opening / closing solenoid 17c) is not set in a predetermined area of the main RAM 110c, the main CPU 110a determines that the large prize opening is currently closed, and if energization data is set in a predetermined area of the main RAM 110c, the main CPU 110a determines that the large prize opening is not currently closed. If the large prize opening is currently closed (S340-7: Yes), the main CPU 110a proceeds to step S340-8, and if the large prize opening is not currently closed (S340-7: No), the main CPU 110a proceeds to step S340-9.
[0524] In step S340-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in the special game timer counter in step S340-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S340-8: Yes), it proceeds to the special prize opening process in step S340-4, performs the special prize opening process and the subsequent round start command transmission determination process (S340-5), and ends the current jackpot game process. If the main CPU 110a determines that the closing time has not elapsed (S340-8: No), it ends the current jackpot game process.
[0525] In step S340-9, the main CPU 110a determines whether the opening termination condition for the special prize opening has been met. Specifically, the main CPU 110a determines that the opening termination condition has been met if the count value (C) of the special prize opening ball entry number (C) counter reaches a specified number (9 balls) or the opening time has elapsed. Furthermore, the main CPU 110a determines that the opening termination condition has not been met if the count value (C) of the special prize opening ball entry number (C) counter has not reached the specified number (9 balls) and the opening time has not elapsed. If the main CPU 110a determines that the opening termination condition has been met (S340-9: Yes), it proceeds to step S340-10, and if it determines that the opening termination condition has not been met (S340-9: No), it ends the current jackpot game processing.
[0526] In step S340-10, the main CPU 110a performs a special prize opening closing process. In the special prize opening closing process, the main CPU 110a stops the energization data for energizing the first special prize opening opening solenoid 16c in order to close the first special prize opening opening door 16b. The main CPU 110a also references the special prize opening opening control table for a special win and sets the closing time of the first special prize opening 16 in the special game timer counter based on the current number of rounds (R). This closes the first special prize opening 16.
[0527] After executing step S340-10, the main CPU 110a determines whether one round of game has ended (S340-11). Specifically, the main CPU 110a determines that one round of game has ended when the count value (C) of the counter for the number of balls entering the special prize opening (C) reaches a specified number (9 balls). Furthermore, the main CPU 110a determines that one round of game has not ended when the count value (C) of the counter for the number of balls entering the special prize opening (C) has not reached the specified number (9 balls). If the main CPU 110a determines that one round of game has ended (S340-11: Yes), it proceeds to step S340-12, and if it determines that one round of game has not ended (S340-11: No), it ends the current jackpot game processing.
[0528] In step S340-12, the main CPU 110a performs a round data initial setting process. In the round data initial setting process, the main CPU 110a resets the number of rounds (R) counter.
[0529] After executing step S340-12, the main CPU 110a determines whether the count value (R) of the round number (R) counter has reached the maximum value (specifically, the number of the final round in the big win opening opening control table for big win) (S340-13).
[0530] If it is determined that the number of rounds (R) is not at its maximum value (S340-13: No), the main CPU 110a updates the count value (R) of the number of rounds (R) counter by +1 (S340-14), and ends the current jackpot game processing.
[0531] If it is determined that the number of rounds (R) has reached the maximum value (S340-13: Yes), the main CPU 110a resets the number of rounds (R) counter (S340-15).
[0532] After executing step S340-15, the main CPU 110a refers to the big win opening opening control table for big win, generates an ending designation command according to the type of big win, and sets this ending designation command in the performance transmission data storage area (S340-16).
[0533] After executing step S340-16, the main CPU 110a determines the end interval time according to the type of big win, and sets this end interval time in the special game timer counter (S340-17).
[0534] After executing step S340-17, or when it is determined in step S340-6 that the game is ending (S340-6: Yes), the main CPU 110a determines whether the end interval has elapsed (S340-18). Specifically, the main CPU 110a refers to the special game timer counter set in step S340-17, and determines that the end interval has elapsed if the count value of the special game timer counter is 0, and determines that the end interval has not yet elapsed if the count value of the special game timer counter is not 0. When the main CPU 110a determines that the end interval has not yet elapsed (S340-18: No), it ends the current jackpot game process.
[0535] When the main CPU 110a determines that the end interval time has elapsed (S340-18: Yes), it sets the special symbol special power processing data to 5 (S340-19) and ends the current jackpot game processing.
[0536] Here, if 5 is set in the special chart special electricity processing data, in the subsequent special chart special electricity control processing, the processing moves to the jackpot game end processing in step S302, and the jackpot game end processing is performed.
[0537] Fig. 81 is a flowchart showing the details of the small win game process (step S350 in Fig. 66). In Fig. 81, the main CPU 110a determines whether or not the opening is currently in progress (S350-1). If the opening is in progress (S350-1: Yes), the main CPU 110a proceeds to step S350-2, and if the opening is not in progress (S350-1: No), the main CPU 110a proceeds to step S350-5.
[0538] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-14 of the special symbol stop processing, and determines that the start interval time has elapsed if the count value of the special symbol time counter is 0, and determines that the start interval time has not yet elapsed if the count value of the special symbol time counter is not 0. If the main CPU 110a determines that the start interval time has elapsed (S350-2: Yes), it proceeds to step S350-3, and if it determines that the start interval time has not yet elapsed (S350-2: No), it ends the current small win game processing.
[0539] The main CPU 110a performs a special prize opening process in step S350-3. In this special prize opening process, first, the count value (K) of the special prize opening operation number (K) counter in the main RAM 110c is updated by +1. Then, in order to open the second special prize opening opening door 17b, energization data for energizing the second special prize opening opening solenoid 17c is set. In addition, the main CPU 110a refers to the special prize opening opening opening control table for small wins, determines the opening time of the second special prize opening 17 for the current special prize opening operation number (K), and sets this opening time in the special game timer counter.
[0540] In step S350-4, the main CPU 110a performs a specific winning opening open / close control process. In this specific winning opening open / close control process, the main CPU 110a controls the energization of the specific area open / close solenoid 18d based on the specific area open / close control table for small win games in the main ROM 110b.
[0541] 82 is a diagram showing a specific area opening / closing control table for small win games. The specific area opening / closing control table for small win games stores a set of data indicating the elapsed time from the opening of the second large prize opening 17, data indicating the opening time of the specific area 19B, and data indicating the closing time of the specific area 19B.
[0542] In step S350-5, the main CPU 110a determines whether the specific area prize winning flag is set. If the specific area prize winning flag is set (S350-5: Yes), the main CPU 110a proceeds to step S351. If the specific area prize winning flag is not set (S350-5: No), the main CPU 110a proceeds to step S350-6.
[0543] In step S351, the main CPU 110a performs a process of shifting to a second type big win game, the details of which will be described later.
[0544] In step S350-6, the main CPU 110a determines whether the ending is currently in progress. If the ending is in progress (S350-6: Yes), the main CPU 110a proceeds to step S350-14, and if the ending is not in progress (S350-6: No), the main CPU 110a proceeds to step S350-7.
[0545] In step S350-7, the main CPU 110a determines whether or not the second major prize opening 17 is open. If the second major prize opening 17 is not open (S350-7: No), the main CPU 110a proceeds to step S350-8, and if the second major prize opening 17 is open (S350-7: Yes), the main CPU 110a proceeds to step S350-9.
[0546] In step S350-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in the special game timer counter in step S350-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S350-8: Yes), it proceeds to the large prize opening opening process in step S350-3, performs the large prize opening opening opening process and the subsequent special prize opening opening / closing control process (S350-4), and ends the current jackpot game process. If the main CPU 110a determines that the closing time has not elapsed (S350-8: No), it ends the current jackpot game process.
[0547] In step S350-9, the main CPU 110a determines whether the opening end condition of the large prize opening is met. If the main CPU 110a determines that the opening end condition is met (S350-9: Yes), the process proceeds to step S350-10. If the main CPU 110a determines that the opening end condition is not met (S350-9: No), the process ends the current small prize game process.
[0548] In step S350-10, the main CPU 110a performs a special prize opening closing process. In order to close the second special prize opening door 17b, the main CPU 110a stops the energization data that energizes the second special prize opening opening solenoid 17c. The main CPU 110a also references the special prize opening opening control table for small wins and sets the closing time of the second special prize opening 17 in the special game timer counter based on the current special power activation number (K). This causes the second special prize opening 17 to close.
[0549] In step S350-11, the main CPU 110a determines whether the small win game end condition has been met. Specifically, the main CPU 110a determi...
Claims
[Claim 1] a main control means including a means for controlling the progress of a game accompanied by the provision of virtual game media and for stopping the progress of the game; a virtual game media number control means for receiving a transfer signal of the number of virtual game media corresponding to information from a connected card unit, performing processing related to subtraction and addition of the number of playable virtual game media according to the progress of the game, and displaying the number of playable virtual game media on a game media number display means, and when one of a plurality of transfer conditions is established by operating a counting button, transmitting a transfer signal of a predetermined number of virtual game media corresponding to the established transfer condition to the card unit; Equipped with the main control means is capable of generating a specific error when a maximum acquired game medium number counter, which is different from the number of playable virtual game media and is incremented when virtual game media are awarded, reaches a predetermined upper limit value; When the specific error occurs, the virtual game medium number control means does not display an error code of the specific error on the game medium number display means, and when the specific error occurs and the progress of the game is stopped, if a count button is operated, the virtual game medium number control means establishes the transition condition and enables transmission of a transition signal of the predetermined number of virtual game media to the card unit, and enables transmission of the number of playable virtual game media to the card unit, and when the game medium number display means displays an error code of the predetermined error, the virtual game medium number control means does not establish the transition condition and restricts transmission of the transition signal of the predetermined number of virtual game media to the card unit. A gaming machine characterized by:
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