gaming machines
The gaming machine addresses processing delays and abnormalities by using a sub-control board with buffered command processing and intelligent interrupt scheduling, ensuring stable operation under high loads.
Patent Information
- Application Number
- JP2022173006
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-28
- Publication Date
- 2026-01-20
- Estimated Expiration
- 2042-10-28
AI Technical Summary
Conventional pachinko gaming machines experience processing delays and abnormalities due to high processing loads on sub-control boards, leading to incomplete command processing during interrupt intervals.
The gaming machine design includes a sub-control board that stores control commands in a buffer and executes interrupt processing at predetermined intervals, determining whether processing can be completed within one interrupt cycle, postponing tasks as necessary to prevent abnormalities.
This approach prevents abnormality judgments by ensuring control command processing is completed within the next interrupt cycle, even with high processing loads, maintaining system stability.
Smart Images

Figure 0007802356000001 
Figure 0007802356000002 
Figure 0007802356000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, for example, in a pachinko gaming machine, which is one type of gaming machine, when a pachinko ball enters the starting ball entry port, the pattern displayed on the image display device starts to change and stops after a certain time, and when the stopped patterns line up in a specific combination, a jackpot is awarded, the big prize entry port is opened, and the player can win many pachinko balls.
[0003] Furthermore, in the above-mentioned pachinko gaming machines, various effects are produced using images, sounds, lamps, and accessories to suggest the reliability of a jackpot and to keep players from getting bored of the game (for example, JP 2016-120392 A). The operating devices (for example, light-emitting devices with LEDs, movable devices with drive motors) used to produce these various effects are controlled not by the main control board but by a sub-control board or the like that performs control based on control commands output from the main control board. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-120392 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, when the above-mentioned sub-control boards, etc. process control commands output from the main control board, they do not process the control commands at the time of receiving them, but instead cumulatively store the received control commands in a buffer, and then process the unprocessed control commands stored in the buffer through interrupt processing executed at predetermined time intervals.
[0006] However, with this processing method, for example, when multiple control commands with high processing loads are received from the main control board, the processing of unprocessed control commands cannot be completed within a single interrupt processing, resulting in an abnormality determination.
[0007] The present invention has been made to solve the above-mentioned problems in the conventional technology, and aims to provide a gaming machine that prevents the occurrence of abnormality judgments due to the above-mentioned delays by postponing processing of control commands executed on the sub-control board to the next interrupt processing as necessary. [Means for solving the problem]
[0008] In order to achieve the above object, the gaming machine according to the present invention has a main control board that controls games, and a sub-control board that controls presentations based on control commands output from the main control board, wherein the sub-control board cumulatively stores the received control commands in a buffer when receiving the control commands output from the main control board, and repeatedly executes interrupt processing at predetermined time intervals, and in the interrupt processing, processes the control commands stored in the buffer and that have not been processed, and when executing the processing for the control commands, It is determined whether or not the processing for the unprocessed control command can be completed within one interrupt processing, so that the processing for the unprocessed control command cannot be completed within one interrupt processing and an abnormality is not determined, It is characterized in that it is determined whether the unprocessed control command is to be processed in the current interrupt process or in the next or subsequent interrupt process. [Effects of the Invention]
[0009] According to the gaming machine of the present invention having the above-mentioned configuration, processing of control commands executed on the sub-control board is postponed to the next interrupt processing as necessary, thereby preventing the situation where processing is not completed within the interrupt processing time and an abnormality is determined even when control commands with high processing loads are received consecutively from the main control board. [Brief explanation of the drawings]
[0010] [Figure 1]1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 2] 2 is an explanatory diagram showing an enlarged view of displays provided in the pachinko gaming machine shown in FIG. 1. [Figure 3] 2 is an explanatory block diagram showing the electrical configuration of a main control board and peripheral devices provided in the pachinko gaming machine shown in FIG. 1. [Figure 4] 2 is an explanatory block diagram showing the electrical configuration of a sub-control board and peripheral devices provided in the pachinko gaming machine shown in FIG. 1. [Figure 5] FIG. 10 is an explanatory diagram of a jackpot determination table. [Figure 6] An explanatory diagram of a jackpot type determination table. [Figure 7] FIG. 10 is an explanatory diagram of a reach determination table. [Figure 8] An explanatory diagram of a special chart variation pattern selection table. [Figure 9] An explanatory diagram showing the contents stored in the first special chart reserve memory unit. [Figure 10] An explanatory diagram showing the contents stored in the second special chart reserve memory unit. [Figure 11] An explanatory diagram of the first special chart hold effect memory unit. [Figure 12] An explanatory diagram of the second special chart hold effect memory unit. [Figure 13] 10 is a flowchart of the main control process executed by the game control microcomputer. [Figure 14] 14 is a flowchart of the main-side timer interrupt processing executed by the game control microcomputer in the main-side main control processing shown in FIG. [Figure 15] 15 is a flowchart of the start port sensor detection process executed by the game control microcomputer in the main side timer interrupt process shown in FIG. [Figure 16] This is a flowchart of the V winning detection process executed by the game control microcomputer in the main timer interrupt process shown in Figure 14. [Figure 17] 15 is a flowchart of a special symbol waiting process executed by a game control microcomputer in the main timer interrupt process shown in FIG. [Figure 18] 18 is a flowchart of the second special symbol jackpot determination process executed by the game control microcomputer in the special symbol standby process shown in FIG. [Figure 19] 18 is a flowchart of the second special symbol variation pattern selection process executed by the game control microcomputer in the special symbol waiting process shown in FIG. [Figure 20] This is a continuation of the flowchart in FIG. 19. [Figure 21] 15 is a flowchart of the special symbol variation process executed by the game control microcomputer in the main timer interrupt process shown in FIG. [Figure 22] 15 is a flowchart of the special power operation processing executed by the game control microcomputer in the main timer interrupt processing shown in FIG. 14. [Figure 23] 10 is a flowchart of the sub-side main control processing executed by the performance control microcomputer. [Figure 24] A diagram showing the presentation mode for the recommended area immediately after starting up the sub-control board. [Figure 25] This is a flowchart of the 1 ms timer interrupt processing executed by the performance control microcomputer in the sub-side main control processing shown in Figure 23. [Figure 26] 10A and 10B are diagrams illustrating the generation and output of operation data in interrupt processing. [Figure 27] 10A and 10B are diagrams illustrating how operation data is generated and output in interrupt processing for a plurality of operating devices. [Figure 28] This is a flowchart of the 10 ms timer interrupt processing executed by the performance control microcomputer in the sub-side main control processing shown in Figure 23. [Figure 29] 29 is a flowchart of the received command analysis process executed by the performance control microcomputer in the 10 ms timer interrupt process shown in FIG. 28. [Figure 30] FIG. 10 is a diagram showing the processing load related to command analysis processing for each command type. [Figure 31]FIG. 10 is a diagram showing the processing load (time required for processing) related to command analysis processing for each command type. [Figure 32] 10A and 10B are diagrams illustrating a determination of whether the analysis process of a command received from the main control board is carried over. DETAILED DESCRIPTION OF THE INVENTION
[0011] A gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a pachinko gaming machine will be described as the gaming machine according to the embodiment of the present invention. In the following description, when describing the direction of each part of the pachinko gaming machine, the direction as seen from a player playing facing the pachinko gaming machine will be used as the reference. Specifically, the left-right and up-down directions of each part of the pachinko gaming machine will be the left-right and up-down directions as seen from the player. Furthermore, the direction approaching the player will be referred to as the front, and the direction moving away from the player will be referred to as the rear.
[0012] [Major components of a pachinko machine] As shown in Fig. 1, the pachinko gaming machine 1 includes a gaming machine frame 16. The gaming machine frame 16 is composed of, in order from the front, a front frame 18, an inner frame (not shown), and an outer frame (not shown). The front frame 18 includes a handle 4, a ball supply tray (also called an upper tray) 24, a surplus ball receiving tray (also called a lower tray) 25, an effect button 9, an effect lever 6, a speaker 8, a left side lamp 23a, and a right side lamp 23b.
[0013] The handle 4 is located at the lower right of the front frame 18, in a position where it can be gripped with the right hand of a player facing the pachinko machine 1 while playing. The handle 4 is equipped with a touch switch 92 (FIG. 3), a firing lever 4a, and a firing stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is located in a position where it can be touched by the right hand of the player holding the handle 4. The firing lever 4a is used to adjust the firing strength of the game balls and is rotatably mounted on the handle 4. The firing stop button 4b is used to stop the firing of the game balls while they are being fired and is located in a position where it can be operated with the thumb of the right hand holding the handle 4. A ball supply tray (also called an upper tray) 24 is located at the lower center of the front frame 18. The ball supply tray 24 is used to store game balls to be supplied to the firing device 90 (FIG. 3). The ball supply tray 24 stores game balls dispensed from the loan ball payout device 80 (Fig. 3) and the prize ball payout device 400 (Fig. 3). The surplus ball receiving tray (also called the lower tray) 25 is provided below the ball supply tray 24 in the front frame 18. The surplus ball receiving tray 25 stores game balls in excess of the number that the ball supply tray 24 can store.
[0014] The effect button 9 is provided in a portion of the front frame 18 that covers the upper part of the ball supply tray 24. In other words, the effect button 9 is provided in a position on the front frame 18 that can be pressed with the right or left hand of a player facing the pachinko gaming machine 1. In this embodiment, the effect button 9 is a push-on button switch. The effect button 9 has a built-in effect button lamp 9c (FIG. 4) and an effect button vibration motor 9b (FIG. 4). The effect button lamp 9c lights up or flashes when the effect button 9 is pressed while the effect button 9 is in a valid state. The surface of the effect button 9 is made of a translucent material, allowing the player to see the light emitted by the effect button lamp 9c. The effect button vibration motor 9b vibrates the effect button 9, and vibrates at a predetermined timing while the effect button 9 is in a valid state. In this embodiment, the effect button lamp 9c is an LED. The effect button 9 has a built-in elastic member (not shown) such as a spring for returning the pressed effect button 9 to the position it was in before the button was pressed, and when the pressed state is released, the effect button 9 returns to the state it was in before the button was pressed due to the restoring force of the elastic member. When a player presses the effect button 9 while the pressing operation of the effect button 9 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed as a result of pressing the effect button 9 is referred to as a button effect.
[0015] The effect lever 6 is provided on the front frame 18 to the left of the surplus ball tray 25, that is, near the lower left edge of the front frame 18. In other words, the effect lever 6 is provided in a position on the front frame 18 where it can be operated with the left hand of a player facing the pachinko gaming machine 1. In other words, the effect lever 6 is provided in a position on the front frame 18 where it can be operated with the left hand of a player facing the pachinko gaming machine 1, and the effect button 9 is provided in a position on the front frame 18 where it can be pressed with the right hand while the player is operating the effect lever 6 with their left hand. The effect lever 6 is shaped like a rod that can be grasped with the left hand, and can be rotated clockwise or counterclockwise, as well as pushed backward. The effect lever 6 is also provided with an effect lever vibration motor 6d (Fig. 4). The effect lever vibration motor 6d vibrates the effect lever 6, vibrating at a predetermined timing during the period when operation of the effect lever 6 is valid. When the player operates the effect lever 6 during the period when operation of the effect lever 6 is valid, a specific effect is performed. Hereinafter, a specific effect that is triggered by operation of the effect lever 6 is referred to as a lever effect.
[0016] A left side lamp 23a is provided on the left side of the front frame 18, and a right side lamp 23b is provided on the right side. The front frame 18 in the portion where the left side lamp 23a and right side lamp 23b are provided is translucent, and multiple LEDs are arranged inside this translucent portion. Each LED can emit multiple colors, and lights up or flashes depending on the performance content, and also changes the emitted color. Speakers 8 are provided in the left and right corners of the upper part of the front frame 18, respectively, and output sounds such as music, sound effects, and notification sounds depending on the performance content.
[0017] The pachinko gaming machine 1 also includes a gaming board 2, a glass plate 5, and an effect display device 7. The gaming board 2 is positioned approximately in the center of the gaming board 2, that is, in a position that is approximately directly opposite the face of the player. The effect display device 7 is positioned on the rear side of the gaming board 2, and its screen is exposed from approximately the center of the gaming board 2. The gaming board 2 includes a fixed winning device 10, a first big winning device (special electric device) 30, a second big winning device (special electric device, V attacker) 33, a gate (a ball entrance for normal symbols) 12, a normal variable winning device (normal electric device, also called an electric chute) 20, a normal winning opening 13, indicators 50, a center decorative body 14, and a rail member 17.
[0018] A game area 3 in which game balls flow (roll) is formed on the surface of the game board 2. The game area 3 is divided into multiple areas depending on the shape of the game board 2, for example, a left game area 3a formed on the left side of the screen of the effect display device 7 and a right game area 3b formed on the right side of the screen of the effect display device 7. Multiple game pegs (not shown) are driven into the surface of the game board 2 to change the direction in which the game balls flow. The front of the surface of the game board 2 is covered with a transparent glass plate 5. Although not shown in FIG. 1, LEDs are provided at multiple locations on the game board 2. These LEDs are collectively referred to as board lamps (denoted by the symbol 2a in FIG. 4). Each LED constituting the board lamp 2a can emit multiple colors, light up or flash depending on the effect, and change the emitted color. That is, the pachinko gaming machine 1 lights up or flashes the left side lamp 23a, the right side lamp 23b and the board lamp 2a according to the content of the performance during game control, and outputs sounds from the speakers 8.
[0019] The fixed winning device 10 is located approximately in the center of the lower side of the game board 2. The fixed winning device 10 has a first starting hole 11 through which game balls can enter (win) one at a time. The first starting hole 11 is always open, and the probability that a game ball will enter the first starting hole 11 does not change much. The gate 12 is located in the right game area 3b, and is configured to allow game balls flowing down the right game area 3b to pass through. The normal variable winning device 20 is located below the gate 12 in the right game area 3b. The normal variable winning device 20 has a movable member 21. The movable member 21 is a plate-shaped accessory that acts as a bridge to the second starting hole 22, which is installed with its ball entrance facing right, and when a normal symbol is won, an internal mechanism causes the movable member 21 to protrude to the front side (a bridge is established) according to the selected operation pattern, and a game ball flowing down the right game area 3b can enter (enter) the second starting hole 22 via the movable member 21. In other words, when the movable member 21 is housed at the back side, it is in a closed state that closes the second starting hole 22, and when it protrudes to the front side it is in an open state that opens the second starting hole 22.
[0020] The first large prize device 30 is located downstream of the normal variable prize device 20 in the right game area 3b of the game board 2, and the second large prize device 33 is located further downstream of that. The first large prize device 30 is equipped with a first opening / closing member 31 that opens and closes the first large prize opening 32, and the second large prize device 33 is equipped with a second opening / closing member 34 that opens and closes the second large prize opening 35. The first large prize opening 32 and the second large prize opening 35 are each sized to allow multiple game balls to enter (win) at the same time. In this embodiment, the first opening / closing member 31 is formed in the shape of a plate that is long in the left-right direction and is configured to be rotatable around the left and right lower ends as rotation axes. On the other hand, second opening / closing member 34 is a lid-shaped device that closes the top of second large prize opening 35, and is configured so that an internal mechanism can switch it between a state in which it protrudes to the front side (a state in which second large prize opening 35 is closed) and a state in which it is stored in the back side (a state in which second large prize opening 35 is open). Hereinafter, when explaining matters common to first large prize opening 32 and second large prize opening 35, it will be simply referred to as the large prize opening.
[0021] Inside second large prize device 33, there are formed specific area 36 (also called V prize area), which is an area through which a gaming ball that has won in second large prize opening 35 can pass, and a non-specific area (not shown). Inside second large prize device 33, there are provided a sorting member (movable piece) 37 that sorts gaming balls that have won in second large prize opening 35 to the specific area or the non-specific area, and a sorting member solenoid 37d (FIG. 3) that drives sorting member 37. Note that sorting member 37 has a lid shape that closes specific area 36, and within second large prize opening 35, specific area 36 is located upstream of the non-specific area. Therefore, when the distribution member 37 is activated and the specific area 36 is opened, the game ball that enters the second large winning opening 35 will preferentially enter the specific area 36, while when the specific area 36 is closed by the distribution member 37, the game ball that enters the second large winning opening 35 will flow into the non-specific area.
[0022] The display devices 50 are provided on the gaming board 2 outside the gaming area 3 and below the first special winning device 30. As shown in FIG. 2, the display devices 50 include a first special symbol display 51 that variably displays a first special symbol (also referred to as a first special symbol), a second special symbol display 52 that variably displays a second special symbol (also referred to as a second special symbol), and a normal symbol display 53 that variably displays a normal symbol (also referred to as a normal symbol). Furthermore, the display devices 50 include a first special symbol hold display 51a that displays the number of reserved activations stored in the first special symbol display 51, a second special symbol hold display 52a that displays the number of reserved activations stored in the second special symbol display 52, and a normal symbol hold display 53a that displays the number of reserved activations stored in the normal symbol display 53. Hereinafter, when matters common to the first special symbol and the second special symbol are described, they will simply be referred to as special symbols. In addition, when explaining matters common to the first special pattern display device 51 and the second special pattern display device 52, they will simply be referred to as special pattern display devices.
[0023] In this embodiment, the first special symbol display 51 and the second special symbol display 52 are each composed of eight LEDs. The lit LEDs (□) and the unlit LEDs (■) represent special symbols, respectively, and the flow of the lit LEDs in a predetermined direction (for example, from left to right) represents the changing display of the special symbols. Hereinafter, the changing pattern of the special symbols from when the special symbols start to change display until the special symbols are finally displayed is referred to as the special symbol changing pattern. In this embodiment, the normal symbol display 53 is composed of two LEDs. A lit LED (□) and an unlit LED (■) represent a normal symbol, and the alternating illumination of these LEDs represents the variable display of the normal symbol. When a gaming ball passes through the gate 12, a lottery for a normal symbol is conducted to determine whether or not a win has occurred, and the normal symbol display 53 variably displays the normal symbol. Then, after a predetermined time has elapsed since the normal symbol display 53 began displaying the variable normal symbol, the normal symbol display 53 finally displays the normal symbol corresponding to the result of the lottery. If the normal symbol finally displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal variable winning device 20 is activated, causing the movable member 21 to protrude forward, allowing the gaming ball to enter the second starting hole 22 (however, even if a normal symbol is won, the protrusion is only for a very short time in the non-time-saving mode, so the ball cannot actually enter).
[0024] When a gaming ball enters first starting hole 11, a jackpot determination (also called a jackpot lottery) is executed to determine whether or not a jackpot has been won, and first special symbol display device 51 variably displays the first special symbol. Then, after a predetermined time has elapsed since the first special symbol display device 51 began variably displaying the first special symbol, it finally displays the first special symbol corresponding to the result of the jackpot determination. If the finally displayed first special symbol is a special symbol indicating a jackpot, a jackpot occurs, and first large prize device 30 is activated to open and close first opening / closing member 31, thereby opening and closing first large prize opening 32. Furthermore, as will be described later, if a small prize is won, second large prize device 33 is activated to open and close second opening / closing member 34, thereby opening and closing second large prize opening 35. When a gaming ball enters the first starting hole 11 while the first special symbol display 51 is variably displaying the first special symbol, the operation of the first special symbol display 51 triggered by the winning is suspended, and a memory number indicating the number of suspended operations is displayed by the first special symbol suspended display 51a. Hereinafter, the memory number of suspended operations of the first special symbol display 51 is referred to as the first special symbol suspended number.
[0025] Furthermore, when a gaming ball enters the second starting opening 22, a jackpot determination (also called a jackpot lottery) is executed, and the second special symbol display 52 variably displays the second special symbol. Then, after a predetermined time has elapsed since the second special symbol display 52 began variably displaying the second special symbol, the second special symbol display 52 confirms and displays the second special symbol corresponding to the result of the jackpot determination. If the confirmed and displayed second special symbol is a special symbol indicating a jackpot, a jackpot occurs, and the first large prize device 30 is activated, causing the first opening / closing member 31 to open and close, thereby opening and closing the first large prize opening 32. Furthermore, if a small prize is won, as described below, the second large prize device 33 is activated, causing the second opening / closing member 34 to open and close, thereby opening and closing the second large prize opening 35. Furthermore, as the second large prize opening 35 opens, the distribution member solenoid 37d is activated, allowing gaming balls to pass through the specific area 36 (V prize area) for a predetermined period of time. When the gaming ball enters the second starting hole 22 while the second special symbol display 52 is variably displaying the second special symbol, the activation of the second special symbol display 52 triggered by the winning is put on hold, and the memory number indicating the number of reserved activations is displayed by the second special symbol reserved indicator 52a. Hereinafter, the memory number of reserved activations of the second special symbol display 52 will be referred to as the second special symbol reserved number. Furthermore, when explaining matters common to the first special symbol reserved number and the second special symbol reserved number, it will simply be referred to as the special symbol reserved number.
[0026] Hereinafter, the period from when the special symbol display begins to display the special symbol variation until the special symbol is finally displayed is referred to as one special symbol variation. Furthermore, the reduction of the number of reserved special symbols by one each time the special symbol is varied is referred to as the consumption of the reserved special symbol number. Furthermore, the period from when the large prize entrance opens to when it closes is referred to as the large prize entrance opening period, and the period from when the large prize entrance opens to when it opens again is referred to as a round. Furthermore, the game from the start of the first round to the end of the final round is referred to as a jackpot game. Furthermore, if a jackpot is determined in the jackpot determination, the type of jackpot is determined by lottery. The opening period of the large prize entrance and the maximum number of playable rounds vary depending on the type of jackpot. Furthermore, in addition to jackpots, pachinko gaming machine 1 also has what are called small jackpots. If a small jackpot is won, the jackpot game will not be played, but the large prize entrance will only be open for a specified period of time. In particular, in this embodiment, the first large prize opening 32 is opened in a big win game, and the second large prize opening 35 is opened in the event of a small win.
[0027] Furthermore, in the pachinko gaming machine 1 of this embodiment, a jackpot game is initiated not only when a jackpot is determined in a normal jackpot determination, but also when a gaming ball that has entered the second large prize slot 35 during play passes through the specific area 36 (V entry). The pachinko gaming machine 1 of this embodiment is a model known as a type 1 / type 2 mixed machine. Furthermore, the probability of determining a jackpot in a jackpot determination (hereinafter referred to as jackpot probability) is basically fixed, and this model does not have a high probability state in which the jackpot probability is higher than normal.
[0028] The general winning opening 13 is located on the gaming board 2 to the left of the fixed winning device 10. The rail member 17 is located along the periphery of the gaming board 2. The rail member 17 guides gaming balls launched by the launching device 90 (Figure 3) to the gaming area 3. An outlet 19 is opened in the center of the bottom of the gaming board 2 for discharging gaming balls that do not win anywhere. The center decorative body 14 is located at the top of the gaming board 2. The center decorative body 14 is translucent, and inside it are multiple LEDs that light up or flash depending on the performance content. The pachinko gaming machine 1 also includes a movable body 15. The movable body 15 is disposed behind the center decorative body 14. Figure 1 shows the movable body 15 in a state where it is substantially hidden by the center decorative body 14. The movable body 15 descends downward at a predetermined timing according to the content of the performance, and displaces into a state where it can be seen by the player.
[0029] The effect display device 7 displays moving and still images such as effect images, message images, and demonstration images. The player plays the game while viewing these images from the front of the pachinko gaming machine 1. The effect display device 7 variably displays effect (decorative) symbols as effect images in synchronization with the variable display of special symbols. In this embodiment, the effect symbols are symbols representing the Arabic numerals 1 to 9. Note that the effect symbols may include symbols representing characters other than numbers, such as alphabets or special characters, or may be combined with symbols representing characters other than numbers. In this embodiment, the effect display device 7 variably displays the effect symbols in the following areas, from left to right: a left effect symbol display area, a center effect symbol display area, and a right effect symbol display area. The left effect symbol 9L is variably displayed in the left effect symbol display area, the center effect symbol 9C is variably displayed in the center effect symbol display area, and the right effect symbol 9R is variably displayed in the right effect symbol display area. Hereinafter, when describing matters common to the left performance pattern display area, middle performance pattern display area, and right performance pattern display area, they will simply be referred to as performance pattern display areas.
[0030] In this embodiment, the main variation pattern (variation mode) of each effect symbol is a variation pattern in which the numbers represented by the effect symbols move from top to bottom of the screen in ascending order, that is, a vertical scrolling variation pattern. Note that other variation patterns may also be used, such as a horizontal scrolling method in which the effect symbols move from one side of the screen to the other, or a method in which the effect symbols are displayed in ascending order at the same display position. The effect display device 7 also displays a background image as the background of each effect symbol as an effect image. For example, the background image may be a moving image from a television drama or movie, an animated moving image of that moving image, an animation, or an original moving image created by a pachinko gaming machine manufacturer. In this embodiment, the effect display device 7 is a liquid crystal display device. Note that the effect display device 7 may also be an organic EL display device, a display device using a dot matrix LED, or the like. The effect display device 7 synchronizes each effect symbol with the variable display of the special symbol, and simultaneously displays each effect symbol as determined when the special symbol is determined, and displays the jackpot determination result. Here, the determined display is a stopped display state in which the effect symbol does not fluctuate up and down or change again, but is completely stopped.
[0031] Hereinafter, a performance symbol representing a jackpot result is referred to as a jackpot performance symbol, and a performance symbol representing a loss result is referred to as a loss performance symbol. In this embodiment, a jackpot performance symbol is a state in which each performance symbol is aligned with a performance symbol representing the same number, that is, a state of a double digit. For example, as shown in FIG. 1, the left performance symbol 9L, the center performance symbol 9C, and the right performance symbol 9R, which are displayed as a fixed number, are all aligned with "7." A loss performance symbol is a state in which each performance symbol is not aligned with a performance symbol representing the same number, that is, a state in which the performance symbol is not aligned with a double digit. For example, the left performance symbol 9L, the center performance symbol 9C, and the right performance symbol 9R, which are displayed as a fixed number, are all aligned with "7." Hereinafter, the effect pattern that the effect display device 7 changes and displays in synchronization with the special pattern will be referred to as the effect pattern change pattern, and the image displayed in the background of the effect pattern change pattern will be referred to as the background image. The background image is a still image or a moving image.
[0032] The effect symbol variation pattern is displayed in synchronization with the variation display of the special symbol variation pattern, and when the activation of the special symbol display device is suspended, the activation of the effect display device 7 is also suspended. In other words, the number of suspended activations of the special symbol display device matches the number of suspended activations of the effect display device 7. The number of suspended activations of the effect display device 7 corresponding to the number of suspended first special symbols and the number of suspended activations of the effect display device 7 corresponding to the number of suspended second special symbols are displayed on the effect display device 7 by suspended images. Therefore, by counting the number of suspended images displayed on the effect display device 7, the player can know the number of suspended first special symbols and the number of suspended second special symbols, as well as the number of suspended activations of the effect display device 7 resulting from the number of suspended first special symbols and the number of suspended second special symbols. The number of suspended activations of the effect display device 7 may not be displayed on the effect display device 7, but may be notified to the player using a lamp or the like located near the effect display device 7.
[0033] In addition to the notification of the result of the jackpot determination by the above-mentioned effect symbols, the pachinko game machine 1 notifies the result of the jackpot determination by using a combination of the background image displayed on the effect display device 7, the sound output from the speaker 8, the lighting of the board lamp 2a, the operation of the role-playing device, etc. Specifically, various effects such as advance notice effects and reach effects are included.
[0034] Furthermore, the pachinko gaming machine 1 of this embodiment is further provided with a right-hit notification lamp 41 near the effect display device 7. The right-hit notification lamp 41 has an LED built in as a light source, and the lighting state of the LED indicates whether the game area in which the player is currently recommended to roll the ball is the left game area 3a or the right game area 3b. Specifically, when the LED is unlit, it indicates that the game area in which the player is currently recommended to roll the ball is the left game area 3a, and when the LED is lit, it indicates that the game area in which the player is currently recommended to roll the ball is the right game area 3b. However, as will be described later, in special circumstances in which the gaming machine cannot determine whether the game area in which the player is currently recommended to roll the ball is the left game area 3a or the right game area 3b, the LED may be lit in a different lighting state.
[0035] [Major electrical components of a pachinko machine] Next, the main electrical configuration of the pachinko gaming machine 1 will be described with reference to FIGS. The pachinko game machine 1 includes a main control board 60 (Figure 3), a payout control board 73 (Figure 3), a sub-control board 100 (Figure 4), an image control board 200 (Figure 4), a lamp control board 79 (Figure 4), and an audio control board 78 (Figure 4).
[0036] As shown in FIG. 3, a one-chip game control microcomputer (hereinafter referred to as the game control microcomputer) 61 is mounted on the main control board 60. The game control microcomputer 61 includes a CPU 62, a ROM 63, a RAM 64, and an input / output circuit 65. The CPU 62 performs functions such as detecting winning, determining whether a jackpot has been won, and updating various random numbers. The ROM 63 stores computer programs executed by the CPU 62, as well as various tables such as a jackpot determination table Ta1 (FIG. 5), a regular jackpot determination table Ta2, a jackpot type determination table Ta3 (FIG. 6), a reach determination table Ta4 (FIG. 7), and a special jackpot variation pattern selection table Ta5 (FIG. 8). The game control microcomputer 61 generates random numbers used in various determinations (lotteries), such as jackpot random numbers, jackpot type random numbers, reach random numbers, and variation pattern random numbers.
[0037] The RAM 64 is used as a work memory when the CPU 62 executes a computer program. The RAM 64 also includes a first special symbol reservation memory section 64a, a second special symbol reservation memory section 64b, and a normal symbol reservation memory section 64c. As shown in FIG. 9, the first special symbol reservation memory section 64a includes first through fourth memory areas. In other words, the maximum number of first special symbols that can be reserved is four. Each memory area stores a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number acquired by the game control microcomputer 61 as a result of the game ball entering the first starting hole 11 (FIG. 1). When a game ball enters the first starting hole 11 (Figure 1) while the first special pattern display 51 (Figure 2) is displaying the first special pattern in a changing manner, the display of the first special pattern resulting from that winning is temporarily suspended (activation suspended), and the jackpot random number etc. obtained as a result of that winning is stored in the first special pattern suspension memory unit 64a.
[0038] On the other hand, as shown in Figure 10, the second special symbol reservation memory unit 64b has first to fourth memory areas. In other words, the maximum number of second special symbol reservations that can be stored is four. Each memory area stores the jackpot random number, jackpot type random number, reach random number, and variable pattern random number obtained by the game control microcomputer 61 as a result of the game ball entering the second starting hole 22 (Figure 1). When the game ball enters the second starting hole 22 (Figure 1) while the second special symbol display 52 (Figure 2) is variably displaying the second special symbol, the variable display of the second special symbol resulting from that winning is temporarily suspended (activation suspended), and the jackpot random number and other information obtained as a result of that winning are stored in the second special symbol reservation memory unit 64b.
[0039] The jackpot random numbers and other information are stored in the order of occurrence of the reserved activations, i.e., in the order of acquisition by the game control microcomputer 61, in the first storage area of the first special symbol reserved storage unit 64a and the second special symbol reserved storage unit 64b. Therefore, if the jackpot random numbers and other information are stored in the first through fourth storage areas, the jackpot random numbers and other information stored in the fourth storage area are the most recent, and the jackpot random numbers and other information stored in the first storage area are the oldest. The jackpot random numbers and other information stored in each storage area are shifted one by one to the oldest storage area each time a special symbol variable display is completed. For example, the jackpot random numbers and other information stored in the second storage area are shifted to the first storage area. Furthermore, the determination (lottery) based on the jackpot random numbers and other information stored in the first storage area is performed after the variable display of the special symbol by the special symbol display device ends and before the next variable display begins.
[0040] The normal symbol reserve memory unit 64c (FIG. 3) stores the normal winning random number (a random number for determining (by lottery) whether the normal symbol is a winning symbol) and the operation pattern random number (a random number for selecting the operation pattern of the normal variable winning device 20) acquired by the game control microcomputer 61 as a result of the game ball passing through the gate 12 (FIG. 1). When the game ball passes through the gate 12 while the normal symbol display 53 is displaying a variable normal symbol, the operation of the normal symbol display 53 caused by the passage is temporarily reserved (operation reserved), and the normal winning random number and the operation pattern random number acquired by the passage are stored in the normal symbol reserve memory unit 64c. The reserved variable display of the normal symbol is performed next after the current variable display of the normal symbol is completed. In this embodiment, the normal symbol reserve memory unit 64c has a memory area for a total of four reserves, and the maximum number of reserved operation of the normal symbol display 53 that can be stored is four. Hereinafter, the number of reserved operations stored in the normal pattern display 53 will be referred to as the normal pattern reserved number.
[0041] The main control board 60 is also equipped with a RAM clear switch 66. When the pachinko gaming machine 1 is started with the RAM clear switch 66 pressed down, it initializes the RAM 64 and the RAM 120 (FIG. 4) of the sub-control board 100. The main control board 60 is also electrically connected to the displays 50. The main control board 60 is further electrically connected to the first start hole sensor 11a, the second start hole sensor 22a, the gate sensor 12a, the first large prize hole sensor 32a, the second large prize hole sensor 35a, the specific area sensor 35b, the non-specific area sensor 35c, the general prize hole sensor 13a, the electric chute solenoid 20a, the first large prize hole solenoid 30a, the second large prize hole solenoid 33a, and the sorting member solenoid 37d via the relay board 74.
[0042] The first start hole sensor 11a is provided directly below the first start hole 11 (Fig. 1), and outputs a signal indicating that a gaming ball has entered the first start hole 11 to the main control board 60. The second start hole sensor 22a is provided directly below the second start hole 22 (Fig. 1), and outputs a signal indicating that a gaming ball has entered the second start hole 22 to the main control board 60. The gate sensor 12a is provided in the gaming ball passage area of the gate 12 (Fig. 1), and outputs a signal indicating that a gaming ball has passed through the gate 12 to the main control board 60. The first special prize hole sensor 32a is provided directly below the first special prize hole 32 (Fig. 1), and outputs a signal indicating that a gaming ball has entered the first special prize hole 32 to the main control board 60. The second large prize opening sensor 35a is provided directly below the second large prize opening 35 (FIG. 1) and outputs a signal indicating that a gaming ball has entered the second large prize opening 35 to the main control board 60. The specific area sensor 35b is provided within a specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that a gaming ball has passed through the specific area to the main control board 60. The non-specific area sensor 35c is provided in a non-specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that a gaming ball has passed through the non-specific area to the main control board 60. The general prize opening sensor 13a is provided directly below the general prize opening 13 (FIG. 1) and outputs a signal indicating that a gaming ball has entered the general prize opening 13 to the main control board 60.
[0043] The electric chute solenoid 20a drives the movable member 21 (Fig. 1) of the normal variable winning device 20 to open and close. The first large prize opening solenoid 30a drives the first opening / closing member 31 (Fig. 1) of the first large prize device 30 to open and close. The second large prize opening solenoid 33a drives the second opening / closing member 34 (Fig. 1) of the second large prize device 33 to open and close. The distribution member solenoid 37d drives the distribution member provided inside the second large prize device 33. In particular, when a small prize is won, the distribution member solenoid 37d is activated as the second large prize device 33 opens, allowing game balls to pass through a specific area (V prize area) for a predetermined period of time only. After the predetermined period has elapsed, the specific area returns to a state in which game balls cannot pass through. The main control board 60 is also electrically connected to a ball dispensing device 80, a card unit 76, and a prize ball dispensing device 400 via a payout control board 73. The card unit 76 is located adjacent to the pachinko gaming machine 1 and performs operations such as reading and writing balances from and to prepaid cards. The ball dispensing device 80 is equipped with a ball dispensing motor 81 and a ball dispensing sensor 82. The ball dispensing motor 81 drives a member that dispenses game balls as loan balls, and the ball dispensing sensor 82 outputs a signal indicating that a game ball has been dispensed by that member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of balls dispensed by the ball dispensing device 80 based on the signal output from the payout control board 73. When a balance equal to or greater than the minimum balance that can be paid out is recorded on the prepaid card inserted into the card unit 76, and a ball loan button (not shown) is operated, a loan ball dispensing device 80 is activated and the minimum number of loan balls is dispensed into the ball supply tray 24.
[0044] The prize ball payout device 400 includes a prize ball motor 401 and a prize ball sensor 402. The prize ball motor 401 drives a member that pays out game balls as prize balls, and the prize ball sensor 402 outputs a signal indicating that a game ball has been paid out by that member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of prize balls paid out by the prize ball payout device 400 based on the signal output from the payout control board 73. The main control board 60 is also electrically connected to a launching device 90 via a launching control circuit 75. The launching device 90 comprises a launching motor 91, a touch switch 92, and a launching volume 93. The launching motor 91 drives a striking hammer (not shown) that strikes and launches the gaming ball. The touch switch 92 outputs a signal indicating that the player has touched the handle 4. The launching volume 93 adjusts the strength with which the striking hammer strikes the gaming ball according to the amount of rotation of the launching lever 4a (FIG. 1).
[0045] The pachinko gaming machine 1 also includes a power supply board 70. The power supply board 70 supplies power to the main control board 60 and the payout control board 73. The power supply board 70 also supplies power to each device electrically connected to the payout control board 73 via the payout control board 73. The power supply board 70 also supplies power from the main control board 60 via the relay board 74 to each sensor and solenoid electrically connected to the relay board 74. The power supply board 70 also supplies power via the main control board 60 to the displays 50 electrically connected to the main control board 60. The power supply board 70 is provided with a backup power supply circuit 71. When power is not supplied from an external source to the pachinko gaming machine 1, the backup power supply circuit 71 supplies power necessary to retain information to the RAM 64 of the main control board 60, etc. A power switch 72 for turning on and off the main power supply that supplies power to the power supply board 70 is electrically connected to the power supply board 70.
[0046] The main control board 60 transmits various commands to the sub-control board 100 (FIG. 4). The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is one-way communication, where only transmission from the main control board 60 to the sub-control board 100 is possible.
[0047] As shown in FIG. 4, a one-chip microcomputer for effect control (hereinafter referred to as the effect control microcomputer) 101 is mounted on the sub-control board 100. The effect control microcomputer 101 includes a CPU 102, a ROM 110, a RAM 120, and an input / output circuit 103. The CPU 102 controls effects in accordance with a game. The ROM 110 stores computer programs for the CPU 102 to control effects, as well as various tables such as an effect selection table Ta6. The RAM 120 is used as a work memory when the CPU 102 executes the computer programs. The RAM 120 also includes a first special symbol hold effect storage unit 121, a second special symbol hold effect storage unit 122, and a variable effect storage unit 123. The effect control microcomputer 101 is an example of the control means of the present invention.
[0048] 11, the first special chart hold effect memory unit 121 has four memory areas consisting of first to fourth memory areas, and each memory area stores the first start winning command etc. output from the main control board 60. The first start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number and reach random number acquired by the game control microcomputer 61 when the game ball enters the first start hole 11. 12, the second special chart hold effect memory unit 122 has four memory areas consisting of first to fourth memory areas, and each memory area stores the second start winning command etc. output from the main control board 60. The second start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number and reach random number acquired by the game control microcomputer 61 when the game ball enters the second start opening 22. The variable effect storage unit 123 stores the first start winning command or the second start winning command used for the variable effect pattern. The input / output circuit 103 transmits and receives data to and from each board connected to the sub-control board 100 .
[0049] An image control board 200 is electrically connected to the sub-control board 100. The image control board 200 is equipped with an image control CPU 202, a VDP 201 (Video Display Processor), a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206. The image control CPU 202 controls the effect display device 7 to display effect images such as variable effect patterns, button effect images, lever effect images, and preview images. The control ROM 203 stores a computer program that the image control CPU 202 uses to control the effect display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data that the effect display device 7 uses to display effect images. The VDP 201 reads image data from the CGROM 205 in accordance with a display list created by the image control CPU 202, and expands the read image data in an expansion area in the VRAM 206. The VDP 201 then synthesizes the image data expanded in the VRAM 206, and stores the synthesized image data in a frame buffer in the VRAM 206. The VDP 201 then converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal and outputs it to the effect display device 7. As a result, the effect display device 7 displays an effect image. The CGROM 205 is an example of an effect storage means of the present invention.
[0050] The left side lamp 23a, right side lamp 23b, and panel lamp 2a are electrically connected to the sub-control board 100 via a lamp control board 79. The performance control microcomputer 101 uses data stored in ROM 110 to create light emission pattern data (operation data) that determines the light emission mode of each lamp, and transmits the light emission pattern data to the lamp control board 79. The lamp control board 79 then controls the light emission of each lamp according to the received light emission pattern data. The left side lamp 23a, right side lamp 23b, panel lamp 2a, performance button lamp, and lamp control board 79 are examples of the performance means of the present invention. The movable body 15 is electrically connected to the lamp control board 79 via the relay board 77. A device (not shown) for operating the movable body 15 is connected to the movable body 15, and a movable body motor (not shown) for driving the device is connected to the device. The performance control microcomputer 101 creates operation pattern data (operation data) that determines the operation pattern of the movable body 15 using the data stored in ROM 110, and transmits the operation pattern data to the lamp control board 79. Then, upon receiving the operation pattern data, the lamp control board 79 drives the movable body motor via the relay board 77 in accordance with the operation pattern, thereby controlling the operation of the movable body 15.
[0051] The sub-control board 100 is electrically connected to each speaker 8 via an audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads audio data from the audio data ROM based on a command received from the sub-control board 100 and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data and converts the synthesized audio data into an analog audio signal, which is output to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Each speaker 8 then outputs the sound indicated by the input audio signal.
[0052] The sub-control board 100 is also electrically connected to an effect button detection switch 9a, an effect lever push detection switch 6g, an effect lever rotation detection switch 6h, an effect button vibration motor 9b, an effect lever vibration motor 6d, and a right-hit notification lamp 41. The effect button detection switch 9a outputs a signal indicating that the effect button 9 has been pressed to the sub-control board 100, and the effect control microcomputer 101 executes a button effect based on the signal input from the effect button detection switch 9a. The effect lever push detection switch 6g outputs a signal indicating that the effect lever 6 has been pushed to the sub-control board 100, and the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is pushed based on the signal input from the effect lever push detection switch 6g. The effect lever rotation detection switch 6h outputs a signal indicating that the effect lever 6 has been rotated to the sub-control board 100, and the effect control microcomputer 101 executes the lever effect that is performed when the effect lever 6 is rotated based on the signal input from the effect lever rotation detection switch 6h.
[0053] The effect button vibration motor 9b is a component that vibrates the effect button 9 and is housed inside the effect button 9. The effect lever vibration motor 6d is a component that vibrates the effect lever 6 and is provided in a portion that contacts the effect lever 6 or inside the effect lever 6. ROM 110 stores operation pattern data (operation data) that determines the operation pattern of the effect button vibration motor 9b and operation pattern data (operation data) that determines the operation pattern of the effect lever vibration motor 6d. The effect control microcomputer 101 reads the operation pattern data from ROM 110 when it is time to vibrate the effect button 9 and drives and controls the effect button vibration motor 9b based on the read operation pattern data. Furthermore, when it is time to vibrate the effect lever 6, the effect control microcomputer 101 reads the operation pattern data from ROM 110 and drives and controls the effect lever vibration motor 6d based on the read operation pattern data.
[0054] Furthermore, each device (left side lamp 23a, right side lamp 23b, panel lamp 2a, performance button lamp 9c, movable body 15, performance button 9 (performance button vibration motor 9b), performance lever 6 (performance button vibration motor 9b)) that is connected to the above-mentioned sub-control board 100 directly or via another board and that emits light or is driven corresponds to an operating device that operates based on operating data output from the sub-control board 100.
[0055] The right hit notification lamp 41 indicates, by the lighting state of its LED, whether the play area in which the player is currently recommended to roll the ball (hereinafter referred to as the recommended area) is the left play area 3a or the right play area 3b, and when the performance control microcomputer 101 determines that the recommended area is the right play area 3b, it turns on the LED of the right hit notification lamp 41. On the other hand, when the performance control microcomputer 101 determines that the recommended area is the left play area 3a, it turns off the LED of the right hit notification lamp 41.
[0056] Furthermore, the performance control microcomputer 101 uses not only the right-hit notification lamp 41 but also the display image of the performance display device 7 and the sound output from the speaker 8 to guide the player as to whether the recommended area is the left play area 3a or the right play area 3b, and issues a warning if it detects that the game ball is rolling into an area other than the recommended area. The performance control microcomputer 101 determines whether the recommended area is the left play area 3a or the right play area 3b based on a command sent from the main control board 60 at a predetermined timing. However, as an exception, immediately after the sub-control board 100 (i.e., the performance control microcomputer 101) is started, a period during which the recommended area is not actively determined before the command is received is set. During this period, the right-hit notification lamp 41, the performance display device 7, and the speaker 8 do not provide guidance or warnings about the recommended area. Details will be described later.
[0057] The sub-control board 100 is also equipped with a real-time clock (RTC) 124. The RTC 124 measures the current date and time (date and time). For example, when power is supplied to the pachinko gaming machine 1 from an external power supply device, the RTC 124 operates using that power, and when power is not being supplied from the external power supply device, the RTC 124 operates using power supplied from a backup power supply circuit 71 provided in the power supply board 70. Therefore, the RTC 124 can measure the current date and time even when the pachinko gaming machine 1 is not powered on. A backup power supply circuit that supplies power to the RTC 124 may be provided in the sub-control board 100.
[0058] [Game status explanation] Next, we will explain the gaming state of the pachinko gaming machine 1. The normal symbol display 53 of the pachinko gaming machine 1 does not have a probability variation function, but is equipped with only a variation time shortening function. On the other hand, the special symbol display also does not have a probability variation function, but is equipped with only a variation time shortening function. In addition, the state in which the time-saving function of the special symbol display is activated is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state." In the time-saving state, the time required for the special symbol to change (the time required from the start of the change display to the final display) is shorter than in the non-time-saving state.
[0059] The fluctuation time shortening function of the normal symbol display 53 operates in synchronization with the fluctuation time shortening function of the special symbol display. In other words, the fluctuation time shortening function of the normal symbol display 53 operates in the time-shortened state and does not operate in the non-time-shortened state. In the time-shortened state, the fluctuation time of the normal symbol is shorter than in the non-time-shortened state. For example, the fluctuation time of the normal symbol is 10 seconds in the non-time-shortened state, but 1 second in the time-shortened state.
[0060] Furthermore, in the time-saving state, the probability of determining a winning combination in the normal symbol lottery is the same as in the non-time-saving state, but when a winning combination is determined, the operation pattern of movable member 21 of normal variable winning device 20 is significantly different between the time-saving state and the non-time-saving state, as described above. In the non-time-saving state, movable member 21 opens second start hole 22 only for a very short time when it is virtually impossible for a game ball to enter second start hole 22, while in the time-saving state, movable member 21 of normal variable winning device 20 remains open for a longer period of time than in the non-time-saving state, making it very easy for a game ball to enter second start hole 22. In other words, in the time-saving state, the opening time extension function of normal variable winning device 20 is activated.
[0061] When the fluctuation time shortening function of the normal symbol display 53 and the opening time extension function of the normal variable winning device 20 are activated, the normal variable winning device 20 is opened more frequently and game balls enter the second starting hole 22 more frequently than when these functions are not activated. As a result, the ratio of the number of winning balls to the number of shot balls is higher, so the player can aim for a jackpot without significantly reducing the number of game balls they have. Note that, when the fluctuation time shortening function of the normal symbol display 53 and the opening time extension function of the normal variable winning device 20 are activated, the control that supports winning at the second starting hole 22 by the normal variable winning device 20 is called electric support control.
[0062] In the pachinko gaming machine 1 of this embodiment, if a jackpot is won by a lottery involving the first and second special symbols (including a jackpot resulting from a V prize), the machine enters a time-saving mode (hereinafter referred to as the time-saving gaming mode) after the jackpot game ends, with the electric support control activated. This time-saving gaming mode (also referred to as the "A time-saving mode") ends when the special symbols are displayed in a variable manner for a set number of time-saving cycles (e.g., 10 or 77 cycles) based on the type of jackpot, or when a jackpot is won (including a jackpot resulting from a V prize) within the set number of time-saving cycles and the jackpot game is executed. Since the pachinko gaming machine 1 of this embodiment is a type-1 / type-2 hybrid machine, there is no probability of a special mode being selected. However, the probability of a small jackpot is set higher for the second special symbol lottery than for the first special symbol lottery, and a small jackpot won during the time-saving gaming mode is essentially 100% guaranteed to result in a jackpot unless the player makes any subsequent operational mistakes. That is, in this embodiment, the time-saving gaming state corresponds to a rush state in which it is easier for a player to win a jackpot than in the normal gaming state. When playing the pachinko gaming machine 1 for the first time, the gaming state after powering on is not electric support control and is in a non-time-shortening state.
[0063] [Jackpot detection table] The jackpot determination table Ta1 shown in FIG. 5 is a table referenced by the game control microcomputer 61 (FIG. 3) when determining whether or not a jackpot has been reached. The jackpot determination table Ta1 is configured by associating the type of lottery (special drawing 1 lottery or special drawing 2 lottery) with a jackpot random number. The jackpot random number is a predetermined random number selected from the jackpot random numbers generated by the jackpot random number counter. A computer program for operating the jackpot random number counter is stored in the ROM 63. When the CPU 62 executes the computer program, the jackpot random number counter operates and generates a jackpot random number. The jackpot random number counter may utilize a random number generating circuit such as a counter IC. In this embodiment, the jackpot random number counter counts a total of 65,536 jackpot random numbers ranging from 0 to 65,535. In other words, it generates a total of 65,536 jackpot random numbers ranging from 0 to 65,535. In this embodiment, the jackpot determination table Ta1 has set therein a total of 205 jackpot random numbers from 0 to 204 as random numbers corresponding to jackpots when the first special symbol is drawn (special symbol 1 drawing). If the jackpot random number obtained from the jackpot random number counter is any of 0 to 204, the game control microcomputer 61 determines a jackpot in the jackpot determination, and if the jackpot random number is any of 0 to 204 among 0 to 65535, it determines that it is not a jackpot, that is, a miss.
[0064] Meanwhile, the jackpot determination table Ta1 contains a total of 205 jackpot random numbers ranging from 0 to 204, which correspond to the jackpot when the second special symbol is drawn (the special symbol 2 drawing). The game control microcomputer 61 determines a jackpot when the jackpot random number obtained from the jackpot random number counter is any number between 0 and 204, but determines a miss when the number is any number between 0 and 204 within the range of 0 to 65535. Furthermore, when a miss is determined, particularly when the jackpot random number obtained from the jackpot random number counter is any number between 205 and 2216, it is determined to be a small win. In other words, the probability of a jackpot being determined is the same for the special symbol 1 drawing and the special symbol 2 drawing, but the probability of a small win being determined for the special symbol 2 drawing is higher than for the special symbol 1 drawing. Furthermore, the probability of a small win in the special symbol 2 drawing is approximately 1 / 30, which is set to be significantly higher than the probability of a jackpot. In particular, the small win on Special Chart 2 is a win that activates the second large prize device 33 in an open pattern that allows the game ball to pass through to a specific area (V prize area).
[0065] [Jackpot type determination table] The jackpot type determination table Ta3 shown in FIG. 6 is a table that the game control microcomputer 61 (FIG. 3) refers to when determining the type of jackpot when a jackpot is determined. The jackpot type determination table Ta3 is configured to associate the type of lottery (special drawing 1 lottery, special drawing 2 lottery, or jackpot due to V prize winning) with a jackpot type random number. The jackpot type random number is a predetermined random number selected from the jackpot type random numbers generated by the jackpot type random number counter. A computer program for operating the jackpot type random number counter is stored in ROM 63. When the CPU 62 executes the computer program, the jackpot type random number counter operates and generates a jackpot type random number. The jackpot type random number counter may utilize a random number generating circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 10 jackpot type random numbers from 0 to 9. In other words, a total of 10 jackpot type random numbers from 0 to 9 are generated. In the pachinko gaming machine 1 of this embodiment, the types of jackpots include a "5R jackpot (time-shortened up to 10 times after a jackpot game)," a "5R jackpot (time-shortened up to 77 times after a jackpot game)," and a "10R jackpot (time-shortened up to 77 times after a jackpot game)." As shown in FIG. 6, in the pachinko gaming machine 1, in the drawing for the first special symbol (drawing for special symbol 1), if the jackpot type random number is a value within the range of 0 to 4, it is determined that a "5R jackpot (time-shortened up to 10 times after a jackpot game)" has been won, and if the jackpot type random number is 5 to 9, it is determined that a "5R jackpot (time-shortened up to 77 times after a jackpot game)" has been won. Meanwhile, in the drawing for the second special symbol (including a jackpot resulting from a V winning), it is determined that a "10R jackpot (time-shortened up to 77 times after a jackpot game)" has been won, regardless of the jackpot type random number.
[0066] In addition, the jackpot type determination table Ta3 can also change the allocation of jackpot types depending on the presence or absence of a time-saving state when a jackpot is won (when a jackpot is won by a V prize, in the case of a V prize), in addition to the type of special symbol. Also, in the case of a jackpot by a V prize, the number of jackpot rounds includes the number of lands for the opening of the large prize slot (small prize game) to make a V prize before the start of the jackpot game.
[0067] As described above, the number of times the time-saving feature "a" is activated after a jackpot is set for each type of jackpot. The number of times the time-saving feature "a" is activated indicates the maximum duration for which the time-saving feature "rush mode" (a state in which the time-saving feature "a" is activated) can be maintained after the jackpot has ended, along with the electric support control. For example, if the number of times the time-saving feature "a" is activated is 77, the time-saving feature "a" will be maintained up to a maximum of 77 times for the special symbol to be displayed. However, even after the time-saving feature "a" has been activated 77 times and the time-saving feature "a" has ended, a lottery using the second special symbol will be held for the remaining reserved balls. While the time-saving feature "a" is not activated during the period in which the remaining reserved balls are consumed after the time-saving feature "a" has ended, it can be considered a "rush mode" since it is easier for the player to win a jackpot than in the normal game mode. Furthermore, if a jackpot (including a jackpot resulting from a V win) is won before the maximum number of times the time-saving feature "a" is activated, the jackpot feature "a" will be temporarily terminated when the jackpot feature "a" is played.
[0068] [Reach Judgment Table] The reach determination table Ta4 shown in Figure 7 is a table that the game control microcomputer 61 (Figure 3) refers to when determining whether to select a special symbol variation pattern that will result in a reach when the result of the jackpot determination is a miss. Here, reach refers to a state in which there is only one special symbol remaining among the multiple special symbols that are being displayed in a variable manner, and a combination of special symbols that indicates a jackpot will result depending on which special symbol is displayed as a fixed special symbol. Also, reach refers to a state in which there is only one effect symbol remaining among the multiple effect symbols that are being displayed in a variable manner in each of the multiple display areas of the effect display device 7, and a combination of jackpot effect symbols will result depending on which effect symbol is displayed as a fixed special symbol. For example, when one of the combinations of jackpot effect symbols is "777", "7" is displayed as the left effect symbol 9L in the left effect symbol display area, "7" is displayed as the right effect symbol 9R in the right effect symbol display area, and the middle effect symbol 9C is displayed in a variable manner in the middle effect symbol display area. The concept of reach includes the state in which the middle effect symbol 9C is scrolling, as well as the state in which it is shaking and repeatedly expanding and contracting.
[0069] The reach random number is a random number used to determine whether or not to select a special chart variation pattern in which a reach appears when the result of the jackpot determination is a miss. The reach determination table Ta4 is configured by associating a game state with a reach random number. The reach random number is a predetermined random number selected from the reach random numbers generated by the reach random number counter. In this embodiment, the reach random number counter counts a total of 256 reach random numbers from 0 to 255. In other words, a total of 256 reach random numbers from 0 to 256 are generated. A computer program for operating the reach random number counter is stored in ROM 63, and the CPU 62 executes the computer program, causing the reach random number counter to operate and generate reach random numbers. In this embodiment, a total of 28 reach random numbers from 0 to 27 are set as reach random numbers when the game state is in a non-time-shortened state. When the game state is in a non-time-shortened state, if the reach random number obtained from the reach random number counter is any of 0 to 27, the game control microcomputer 61 determines that there is a reach in the reach judgment, and if the number is any number other than 0 to 27 among 0 to 255, it determines that there is no reach.
[0070] In addition, in this embodiment, a total of 12 reach random numbers from 0 to 11 are set as reach random numbers when the gaming state is in the time-shortened state. When the gaming state is in the time-shortened state, the game control microcomputer 61 determines that there is a reach in the reach judgment if the reach random number acquired from the reach random number counter is any of 0 to 11, and determines that there is no reach if the number is any of 0 to 255 other than 0 to 11. The reach random number that is determined to be in reach is set lower in the time-saving state than in the non-time-saving state. As a result, the probability of being determined to be in reach in the time-saving state is lower than in the non-time-saving state. In other words, since the probability of being determined to be not in reach is higher, when selecting a special chart variation pattern, the probability of selecting a special chart variation pattern that is not in reach is higher. Therefore, in the time-saving state, the pace of consumption of the special chart reserved number is faster.
[0071] 7 shows a reach determination table corresponding to the first special symbol. The reach determination table corresponding to the second special symbol may have the same content as that of the first special symbol, or may be a different table.
[0072] [Special chart variation pattern selection table] The special symbol variation pattern selection table Ta5 shown in Fig. 8 is a table that the game control microcomputer 61 (Fig. 3) refers to when determining the special symbol variation pattern by lottery. The special symbol variation pattern selection table Ta5 is configured by associating the game state, the judgment (jackpot judgment and reach judgment) result, the number of reserved special symbols, the variation pattern random number, the special symbol variation pattern, the variation time, and the stop time. Note that the jackpot type may also be associated.
[0073] Furthermore, in the pachinko game machine 1 of this embodiment, when a player plays in accordance with the intentions of the developers, the first special symbol mainly changes in the non-time-saving state, and the second special symbol changes in the time-saving state. Therefore, in the example shown in Figure 8, the special symbol change pattern selection table corresponding to the first special symbol in the non-time-saving state and the special symbol change pattern selection table corresponding to the second special symbol in the time-saving state will be used as examples to explain this.
[0074] The variation effect patterns in the special chart variation pattern selection table Ta5 are variation effect patterns that the effect display device 7 displays in response to the selected special chart variation pattern, and are listed for reference. The variation pattern random number is a predetermined random number selected from the variation pattern random numbers generated by the variation pattern random number counter. In this embodiment, the variation pattern random number counter counts a total of 100 variation pattern random numbers from 0 to 99. In other words, it generates a total of 100 variation pattern random numbers from 0 to 99. A computer program for operating the variation pattern random number counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the variation pattern random number counter operates and generates a variation pattern random number.
[0075] When the game state is not in the time-saving mode, if a jackpot is determined in the first special symbol jackpot determination and the variation pattern random number obtained from the variation pattern random number counter is between 0 and 94, special symbol variation pattern P1 is selected regardless of the number of reserved special symbols. In other words, the probability of special symbol variation pattern P1 being selected is 95%. Furthermore, if the variation pattern random number is between 95 and 99, special symbol variation pattern P2 is selected regardless of the number of reserved balls. In other words, the probability of special symbol variation pattern P2 being selected is 5%. The variation time of special symbol variation pattern P1 is 400,000 ms, and the stop time of the special symbol, i.e., the time during which the special symbol is displayed, is 500 ms. The variation time of special symbol variation pattern P2 is 150,000 ms, and the stop time of the special symbol is 500 ms. Furthermore, when special symbol variation pattern P1 is selected, the effect display device 7 displays an SP (Super) Reach, which has developed from the Reach state, as the variation effect pattern. Also, when the special chart variation pattern P2 is selected, the performance display device 7 displays a normal reach as the variation performance pattern.
[0076] Furthermore, if the game state is determined to be a miss when the time-saving mode is not active and the reach determination determines that there is a reach, i.e., if there is a reach and a miss, and the variation pattern random number obtained from the variation pattern random number counter is between 0 and 9, special pattern variation pattern P3 is selected regardless of the number of reserved special symbols. In other words, the probability that special pattern P3 is selected is 10%. Furthermore, if the variation pattern random number is between 10 and 99, special pattern variation pattern P4 is selected regardless of the number of reserved balls. In other words, the probability that special pattern P4 is selected is 90%. The variation time of special pattern variation pattern P3 is 400,000 ms, and the stop time of the special symbol is 500 ms. The variation time of special pattern variation pattern P4 is 150,000 ms, and the stop time of the special symbol is 500 ms. Furthermore, if special pattern variation pattern P3 is selected, the effect display device 7 displays an SP reach, which has developed from the reach state, as a variation effect pattern. Also, when the special chart variation pattern P4 is selected, the performance display device 7 displays a normal reach as the variation performance pattern.
[0077] Furthermore, when a game state is determined to be a miss when the game is not in the time-saving state, and the reach judgment determines that there is no reach, that is, when there is a miss without a reach, the number of special symbols reserved is 0 to 2, and the variation pattern random number obtained from the variation pattern random number counter is between 0 and 99, special symbol variation pattern P5 is selected. In other words, the probability that special symbol variation pattern P5 is selected is 100%. Furthermore, when the number of special symbols reserved is 3 to 4, and the variation pattern random number obtained from the variation pattern random number counter is between 0 and 99, special symbol variation pattern P6 is selected. In other words, the probability that special symbol variation pattern P6 is selected is 100%. The variation time of special symbol variation pattern P5 is 10,000 ms, and the stop time of the special symbol is 500 ms. The variation time of special symbol variation pattern P6 is 5,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special chart variation pattern P5 or the special chart variation pattern P6 is selected, the performance display device 7 displays the normal variation as the variation performance pattern.
[0078] When the game state is in the time-saving state, if the second special symbol is judged to be a jackpot and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is any of 0 to 99, the special symbol fluctuation pattern P11 is selected. In addition, if a small jackpot is won with the second special symbol, it will be a jackpot if the player does not make any operation errors afterwards, so even if a small jackpot is won, the same special symbol fluctuation pattern as when a jackpot is judged will be selected.
[0079] In addition, when the game state is in the time-saving state, if it is determined that it is neither a miss nor a small win, and if it is determined that there is a reach in the reach judgment, that is, if it is a case of a reach and a miss, and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is one of 0 to 99, the special chart fluctuation pattern P12 is selected.
[0080] Furthermore, when the game state is in the time-saving mode and it is determined that the game is neither a miss nor a small win, and the reach judgment determines that there is no reach, i.e., in the case of a no-reach miss, the number of reserved second special symbols is 0, and the variation pattern random number obtained from the variation pattern random number counter is between 0 and 99, special symbol variation pattern P13 is selected. Furthermore, when the game state is in the time-saving mode and it is determined that there is neither a miss nor a small win, and the reach judgment determines that there is no reach, i.e., in the case of a no-reach miss, the number of reserved second special symbols is 1 to 4, and the variation pattern random number obtained from the variation pattern random number counter is between 0 and 99, special symbol variation pattern P14 is selected. The variation times of special symbol variation pattern P11 and special symbol variation pattern P12 are each 30,000 ms, and the stop time of the special symbol is each 500 ms. The variation time of special symbol variation pattern P13 is 10,000 ms, and the stop time of the special symbol is each 500 ms. The fluctuation time of the special symbol fluctuation pattern P14 is 3,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special symbol fluctuation patterns P11 and P12 are selected, the effect display device 7 displays a reach dedicated to the rush state as the fluctuation effect pattern. Also, when the special symbol fluctuation patterns P13 and P14 are selected, the effect display device 7 displays a normal fluctuation as the fluctuation effect pattern.
[0081] As mentioned above, the probability of selecting the development to SP reach when in the non-time-saving state is 95% when the jackpot judgment determines a jackpot, but 10% when the jackpot judgment determines a miss and there is a reach. Also, the probability of selecting the normal reach when in the non-time-saving state is 5% when the jackpot judgment determines a jackpot, but 90% when the jackpot judgment determines a miss and there is a reach. In other words, when the effect display device 7 develops into the SP reach as a variable effect pattern, there is a high possibility of a jackpot occurring. In other words, the SP reach is a variable effect pattern in which the expectation for the occurrence of a jackpot is higher than when it is limited to the normal reach.
[0082] Note that the special chart change pattern selection table corresponding to the time-saving state of the first special pattern and the special chart change pattern selection table corresponding to the non-time-saving state of the second special pattern are omitted, but they may be the same as the special chart change pattern selection table corresponding to the non-time-saving state of the first special pattern and the special chart change pattern selection table corresponding to the time-saving state of the second special pattern, respectively, or may be different tables.
[0083] [Main processing of gaming control microcomputer 61] Next, the main processing executed by the game control microcomputer 61 (FIG. 3) will be described with reference to the drawings. (Main control processing on the main side) First, the main control process executed by the game control microcomputer 61 will be described with reference to FIG. When the power supply to the pachinko gaming machine 1 is turned on, the gaming control microcomputer 61 reads out from the ROM 63 (FIG. 3) and executes the computer program for the main control process shown in FIG. 13. The gaming control microcomputer 61 first performs initialization (step (hereinafter abbreviated as S) 1). This initialization includes, for example, stack setting, constant setting, interrupt time setting, CPU 62 setting, SIO (System Input / Output), PIO (Parallel Input / Output), and CTC (Counter / Timer Circuit: a circuit for managing interrupt time), and resetting various flags, counters, timers, etc. Next, the gaming control microcomputer 61 executes interrupt prohibition (S2) and executes normal symbol / special symbol main random number update processing (S3). In this normal / special symbol main random number update process, the initial values of each random number counter that generates the aforementioned jackpot random number, normal random number, jackpot type random number, motion pattern random number, reach random number, and variable pattern random number are updated by adding "1" to each counter. When the count value of each random number counter reaches its upper limit, it returns to "0" and is then incremented by "1." Note that the initial value of each random number counter may be a value other than "0" or may be changed randomly. Furthermore, each random number counter may be updated by adding a value of "2" or greater to its count value. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit such as a counter IC. When using such hardware random numbers, software-based random number update processing (S3) is not required.
[0084] Next, the game control microcomputer 61 executes interrupt permission (S4). During interrupt permission, execution of the main timer interrupt process (S5) becomes possible. The main timer interrupt process (S5) is executed based on an interrupt pulse input to the CPU 62, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle. Then, after the main timer interrupt process (S5) ends and before the next main timer interrupt process (S5) starts, the initial value update process of various counters is executed by the normal pattern / special pattern main random number update process (S3). Note that if an interrupt pulse is input to the CPU 62 while the interrupt is prohibited, the main timer interrupt process (S5) does not start immediately, but starts after the interrupt permission (S4) is executed.
[0085] (Main timer interrupt processing) Next, the contents of the main timer interrupt process (S5 in FIG. 13) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 executes output processing (S10). In this output processing, commands set in the output buffer provided in the RAM 64 (FIG. 3) of the main control board 60 in each process described below are output to the sub-control board 100 (FIG. 4) or the payout control board 73 (FIG. 6). In particular, in this embodiment, when a normal symbol starts to change, a normal symbol change start command indicating that the normal symbol has started to change is output, and when a special symbol starts to change, a special symbol change start command indicating that the special symbol has started to change is also output. Other commands include an opening command indicating that a jackpot opening will start, an ending command indicating that a jackpot ending will start, and a round designation command indicating that a jackpot round will start. Furthermore, in S10, a status command specifying the current gaming state of the gaming machine (normal gaming state, time-saving gaming state, small win gaming state, big win gaming state, etc.) and a gaming direction command specifying a recommended area (either the left gaming area 3a or the right gaming area 3b) in which the gaming ball is recommended to roll based on the current gaming state of the gaming machine are also output. Note that the status command is output when the gaming state of the gaming machine changes, and the gaming direction instruction command is output when the recommended area specified based on the current gaming state of the gaming machine changes.
[0086] Next, the game control microcomputer 61 executes input processing (S11). In this input processing, it reads detection signals detected by various sensors (such as the first start opening sensor 11a, the second start opening sensor 22a, the first large prize opening sensor 32a, the second large prize opening sensor 35a, and the gate sensor 12a (FIG. 3)) attached to the pachinko gaming machine 1. Next, the game control microcomputer 61 executes timer update processing (S12). In this timer update processing, it updates (decrements) the subtraction counter operating as a timer. Next, the game control microcomputer 61 executes prize ball control processing (S13). In this prize ball control processing, a payout command for paying out prize balls according to the type of prize opening is set in the output buffer of the RAM 64 based on the detection signals of the various sensors read in the input processing (S11). The payout command is a command output to the payout control board 73. Next, the game control microcomputer 61 executes normal symbol / special symbol main random number update processing (S14). This normal symbol / special symbol main random number update processing is the same as the normal symbol / special symbol main random number update processing (S3) executed in the main side main control processing of Fig. 13. In other words, the update processing of the initial value of each random number counter is performed both during the execution period of the main side timer interrupt processing (S5) and during other periods (the period from the end of the main side timer interrupt processing (S5) to the start of the next main side timer interrupt processing (S5)).
[0087] Next, the game control microcomputer 61 executes the following processes (described later): a start gate sensor detection process (S15), a V winning detection process (S16), a normal operation process (S17), a special symbol standby process (S18), a special symbol variation process (S19), a special electric signal operation process (S20), and other processes (S21), and then ends the main timer interrupt process (S5). The other processes (S21) include a security control process for detecting and reporting an illegal winning, a magnetic detection process for detecting and reporting an illegal act using magnetism, a door opening process for detecting and reporting an opening of the front frame 18 (FIG. 1) or the inner frame, an illegal radio wave detection process for detecting and reporting an illegal act using radio waves, and an impact detection process for detecting and reporting an illegal act that vibrates the pachinko game machine 1. Then, the processes of S2 to S4 of the main-side main control process are repeatedly executed (FIG. 19) until the next interrupt pulse is input to the CPU 62, and when the interrupt pulse is input (approximately 4 msec later), the main-side timer interrupt process (S5) is executed again. In the output process (S10) of the main-side timer interrupt process (S5) executed again, the commands and the like set in the output buffer of the RAM 64 (FIG. 3) in the previous main-side timer interrupt process (S5) are output to a predetermined board.
[0088] (Starting port sensor detection process) Next, the contents of the start hole sensor detection process (S15 in FIG. 14) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 determines whether the game ball has passed through the gate 12 (FIG. 1) (S30), and if it is determined that the game ball has passed through (S30: Yes), executes gate passing processing (S31). In this gate passing processing, it determines whether the number of reserved normal symbols is 4 or more, and if the number of reserved normal symbols is not 4 or more, it adds "1" to the number of reserved normal symbols and performs processing to obtain and store a winning random number for drawing a normal symbol.
[0089] Also, in S30, if it is determined that the gaming ball has not passed through the gate 12 (S30: No), it is determined whether the gaming ball has entered the second starting hole 22 (FIG. 1) (S32). Here, if it is determined that the gaming ball has entered the second starting hole 22 (S32: Yes), it is determined whether the second special symbol reserved number U2 has reached the upper limit value of "4" (S33). Here, if it is determined that the second special symbol reserved number U2 has reached "4" (S33: Yes), it proceeds to S28, but if it is determined that the second special symbol reserved number U2 has not reached "4" (S33: No), it adds 1 to the second special symbol reserved number U2 (S34). Next, the game control microcomputer 61 executes second special symbol related random number acquisition processing (S35). In this second special symbol related random number acquisition process, the jackpot random number counted by the jackpot random number counter, the jackpot type random number counted by the jackpot type random number counter, the reach random number counted by the reach random number counter, and the fluctuation pattern random number counted by the fluctuation pattern random number counter are acquired, and each of the acquired random numbers is stored in a memory area of the second special symbol reservation memory unit 64b (Fig. 10) according to the current number of second special symbols reserved. For example, if the current number of second special symbols reserved is "3", each random number is stored in the fourth memory area.
[0090] Next, the game control microcomputer 61 executes a second start winning command creation process (S36). In this second start winning command creation process, a second start winning command is created based on the random number groups stored in the second special symbol reserve memory unit 64b in S25. This second start winning command is composed of data indicating that the game ball has entered the second start hole, data indicating the random numbers stored in the second special symbol reserve memory unit 64b in S35, and the like. Next, the game control microcomputer 61 sets the second start winning command created in S36 in the output buffer of the RAM 64 (S37). This set second start winning command is output to the sub-control board 100 (FIG. 4) in the output process (S10 in FIG. 14), and the presentation control microcomputer 101 executes presentations based on the random numbers included in the second start winning command.
[0091] Next, the game control microcomputer 61 determines whether the game ball has entered the first start hole 11 (FIG. 1) (S38). If it is determined that the game ball has entered the first start hole 11 (S38: Yes), it determines whether the first special symbol reserved number U1 has reached the upper limit of "4" (S39). If it is determined that the first special symbol reserved number U1 has reached "4" (S39: Yes), the start hole sensor detection process is terminated. However, if it is determined that the first special symbol reserved number U1 has not reached "4" (S39: No), 1 is added to the first special symbol reserved number U1 (S40). Next, the game control microcomputer 61 executes a first special symbol related random number acquisition process (S41). In this first special symbol related random number acquisition process, a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number are acquired, and each of the acquired random numbers is stored in a memory area of the first special symbol reservation memory unit 64a (FIG. 9) according to the current number of first special symbol reservations. For example, if the current number of first special symbol reservations is "3", each random number is stored in the fourth memory area.
[0092] Next, the game control microcomputer 61 executes a first start winning command creation process (S42). In this first start winning command determination process, a first start winning command is created based on the random number groups stored in the first special symbol reserve memory unit 64a in S41. This first start winning command is composed of data indicating that the game ball has entered the first start hole 11, data indicating the random numbers stored in the first special symbol reserve memory unit 64a in S41, and the like. Next, the game control microcomputer 61 sets the first start winning command created in S42 in the output buffer of the RAM 64 (S43). This set first start winning command is output to the sub-control board 100 (FIG. 4) in an output process (S10 in FIG. 14), and the performance control microcomputer 101 executes a performance based on the random numbers included in the first start winning command.
[0093] (V winning detection process) Next, the contents of the V winning detection process (S16 in FIG. 14) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 determines whether the game ball has passed through a specific area provided in the second large prize opening 35 (S51), and if it is determined that the game ball has passed through (S51: Yes), proceeds to S52. The specific area sensor 35b detects that the game ball has passed through the specific area provided in the second large prize opening 35. If it is determined that the game ball has not passed through the specific area provided in the second large prize opening 35 (S51: No), the V prize detection process ends.
[0094] When the game control microcomputer 61 determines that the game ball has passed through a specific area within the second large prize slot 35, i.e., when a jackpot has been determined, it reads the jackpot type random number stored in the first storage area (Figs. 9 and 10) of the special symbol reserve storage unit and references the jackpot type determination table Ta3 (Fig. 5), which sets the jackpot type, to determine the jackpot type (S52). The jackpot type, the jackpot symbol, the stop symbol, the distribution rate, the maximum number of rounds, and the jackpot effect symbol vary depending on the jackpot type. The presence or absence of a time reduction after the jackpot game ends and the number of time reductions are also determined depending on the jackpot type. Here, the distribution rate refers to the probability that a specific jackpot will be selected from the multiple jackpot types set in the jackpot type determination table. The maximum number of rounds refers to the maximum number of rounds that can be played during a jackpot game. However, the type of big win may be determined when the small win immediately preceding the one that triggered the opening of the second big winning port 35 is won (i.e., when the special symbol is won).
[0095] Next, the game control microcomputer 61 turns on a big win flag indicating that a big win has been determined (S53), and ends this V winning detection process.
[0096] (Normal operation processing) Next, the contents of the normal operation process (S17 in FIG. 14) executed by the game control microcomputer 61 will be described. The game control microcomputer 61 performs processes such as adding the number of reserved normal symbols, displaying the changing normal symbols using the normal symbol display 53, determining whether the normal symbol is a winning symbol or not, and opening and closing the normal variable winning device 20 when the result of the winning determination is a winning symbol.
[0097] (Special pattern waiting process) Next, the contents of the special symbol waiting process (S18 in FIG. 14) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 determines whether the second special symbol reserved number U2 is "0" (S60), and if it is determined that it is not "0" (S60: No), executes the second special symbol jackpot determination process (FIG. 18) described later (S61). Next, the game control microcomputer 61 executes the second special symbol variation pattern selection process (FIGS. 19 and 20) described later (S62). Next, the game control microcomputer 61 subtracts "1" from the second special symbol reserved number U2 (S63), and shifts each data stored in each memory area of the second special symbol reserved memory unit 64b (FIG. 10) one by one to the memory area with the oldest storage order, that is, to the side to be read (S64). Next, the game control microcomputer 61 executes the second special symbol variation start process (S65). That is, the second special symbol display device 52 displays the variation of the second special symbol in the order that the game control microcomputer 61 executes the hit / miss determination based on the jackpot random number stored in the second special symbol reservation memory unit 64b (Fig. 10). Also, every time the second special symbol display device 52 displays the variation of the second special symbol, each data stored in each memory area of the second special symbol reservation memory unit 64b is shifted to the memory area that was stored earlier in order. In this second special symbol variation start processing, a variation start command is set in the output buffer of RAM 64 to start the variable display of the second special symbol. The variation start command set in the output buffer of RAM 64 includes data on the special symbol stop pattern set in the second special symbol jackpot determination processing (FIG. 18) described later and data on the special symbol variation pattern set in the second special symbol variation pattern selection processing (FIGS. 19 and 20).
[0098] Furthermore, if the game control microcomputer 61 determines in S40 that the second special symbol reservation number U2 is "0" (S60: Yes), it determines whether the first special symbol reservation number U1 is "0" (S66). If it determines that the first special symbol reservation number U1 is not "0" (S66: No), it executes the first special symbol jackpot determination process (FIG. 19) described later (S67). Next, the game control microcomputer 61 executes the first special symbol variation pattern selection process (FIGS. 19 and 20) described later (S68). Next, the game control microcomputer 61 subtracts "1" from the first special symbol reservation number U1 (S69) and shifts each data stored in each memory area of the first special symbol reservation memory unit 64a (FIG. 15) one by one to the memory area with the oldest storage order, that is, to the side to be read (S70). Next, the game control microcomputer 61 executes the first special symbol variation start process (S71). That is, the first special symbol display device 51 displays the variation of the first special symbol in the order that the game control microcomputer 61 executes the hit / miss determination based on the jackpot random number stored in the first special symbol reservation memory unit 64a (Fig. 15). Also, every time the first special symbol display device 51 displays the variation of the first special symbol, each data stored in each memory area of the first special symbol reservation memory unit 64a is shifted to the memory area that was stored earlier in order. In this first special symbol variation start processing, a variation start command is set in the output buffer of RAM 64 to start the variation display of the first special symbol. The variation start command set in the output buffer of RAM 64 includes data on the special symbol stop pattern set in the first special symbol jackpot determination processing (FIG. 25) described later and data on the variation pattern set in the first special symbol variation pattern selection processing (FIG. 26, FIG. 27).
[0099] In addition, if the game control microcomputer 61 determines in S46 that the number of reserved first special symbols U1 is "0" (S66: Yes), it determines whether the effect display device 7 is displaying a standby screen (a demo screen for waiting for customers) (S72). If it determines that the standby screen is being displayed (S72: Yes), it ends this special symbol standby process, and if it determines that the standby screen is not being displayed (S72: No), it executes a standby screen setting process (S73). In this standby screen setting process, it waits for a predetermined standby time to elapse, and then sets a customer standby command to display the standby screen in the output buffer of the RAM 64. In this embodiment, the display of the first special symbol variation based on the reserved first special symbol is performed only when the reserved number of second special symbols U2 is "0" (S60: Yes). In other words, the consumption of the reserved second special symbol is executed before the consumption of the reserved first special symbol. In addition, when a jackpot is won in the normal game state and the game transitions to the time-saving game state after the jackpot, all remaining reserved first special symbols are consumed at high speed first, and then the display of the second special symbol variation is performed based on the winning of the second start hole 22. The number of time-saving times, which is the condition for ending the time-saving game state, does not include the variation of the first special symbol, but it may be included. However, if any special pattern is changing, the processing after S60 is not performed and the special pattern standby processing is terminated.
[0100] (Second special chart jackpot determination process (first special chart jackpot determination process)) Next, the contents of the second special symbol jackpot determination process (first special symbol jackpot determination process: S61 in Fig. 17) executed by the game control microcomputer 61 will be explained with reference to Fig. 18. Note that the second special symbol jackpot determination process (S61 in Fig. 17) and the first special symbol jackpot determination process (S67 in Fig. 17) have the same processing flow, so they will be explained together. In addition, when explaining matters common to the first special symbol reservation storage unit 64a and the second special symbol reservation storage unit 64b, they will simply be referred to as the special symbol reservation storage unit.
[0101] The game control microcomputer 61 reads out the jackpot random number stored in the first storage area (FIGS. 9 and 10) of the special symbol reserved storage section of the RAM 64 (S80) and refers to the jackpot determination table Ta1 (FIG. 5) (S81). Next, the microcomputer 61 refers to the jackpot random number in the jackpot determination table Ta1 and determines whether or not there is a random number identical to the jackpot random number read out in S80, that is, whether or not there is a jackpot (S82). For example, if the jackpot random number read out in S80 in the jackpot determination process for the second special symbol is "7," then it is determined to be a jackpot because "7" exists among the jackpot random numbers 0 to 204 in the jackpot determination table Ta1 (S82: Yes).
[0102] If the game control microcomputer 61 determines a jackpot in S82 (S82: Yes), it reads the jackpot type random number stored in the first storage area (FIGS. 9 and 10) of the special symbol reserve storage unit and determines the type of jackpot by referencing the jackpot type determination table Ta3 (FIG. 6), which contains multiple jackpot types (S83). The jackpot symbol, the stop symbol, the distribution rate, the maximum number of rounds, and the jackpot effect symbol vary depending on the type of jackpot. The end conditions for the time-saving mode (a), which is activated after the jackpot game ends, are also determined depending on the type of jackpot. Here, the distribution rate refers to the probability that a specific jackpot will be selected from the multiple jackpot types set in the jackpot type determination table. The maximum number of rounds refers to the maximum number of rounds that can be played during a jackpot game.
[0103] Next, the game control microcomputer 61 turns on the jackpot flag indicating that a jackpot has been determined (S84), sets the special symbol stop pattern data for determining and displaying the jackpot pattern of the special symbol according to the type of jackpot determined in S83 in the special symbol buffer provided in RAM 64 (Fig. 3) (S85), and ends this second special symbol jackpot determination process. Also, if it is determined in S82 that it is not a jackpot, that is, a miss (S82: No), it further refers to the range of random numbers corresponding to the small win in the jackpot determination table Ta1, and determines whether or not there is a random number identical to the jackpot random number read in S80, that is, whether or not it is a small win (S86). For example, if the jackpot random number read in S60 in the jackpot determination process for the second special chart is "1234," then "1234" is found in the random number range 205 to 2216 corresponding to a small jackpot in the jackpot determination table Ta1, and therefore it is determined to be a small jackpot (S86: Yes).
[0104] When it is determined that a small win has occurred in S86 (S86: Yes), the game control microcomputer 61 turns on a small win flag indicating that a small win has occurred (S87).
[0105] On the other hand, if it is determined in S86 that it is not a small win (S86: No), the special chart stop pattern data for confirming and displaying the losing pattern of the special chart is set in the special chart buffer (S85), and this second special chart big win determination process is terminated.
[0106] (Second special chart variation pattern selection process (first special chart variation pattern selection process)) Next, the contents of the second special symbol variation pattern selection process (first special symbol variation pattern selection process: S62, S68 in Fig. 17) executed by the game control microcomputer 61 will be explained with reference to Fig. 19 and Fig. 20. The second special symbol variation pattern selection process (S62 in Fig. 17) and the first special symbol variation pattern selection process (S68 in Fig. 17) have the same processing flow, so they will be explained together. In addition, when explaining matters common to the first special symbol reservation storage unit 64a and the second special symbol reservation storage unit 64b, they will simply be referred to as the special symbol reservation storage unit.
[0107] The game control microcomputer 61 determines whether the game state is in the time-saving mode (S90). If it determines that the game state is not in the time-saving mode (S90: No), it determines whether the jackpot flag is ON (S91). If it determines that the jackpot flag is ON (S91: Yes), it refers to the special symbol variation pattern selection table Ta5 (FIG. 8) to select a special symbol variation pattern (S92). Specifically, it refers to the variation pattern random number for a jackpot in a non-time-saving mode in the special symbol variation pattern selection table Ta5. Then, it obtains the variation pattern random number stored in the first storage area (FIGS. 9 and 10) of the special symbol reserve storage unit, and selects the special symbol variation pattern associated with the obtained variation pattern random number. For example, if the variation pattern random number obtained from the first storage area of the special symbol reserve storage unit is "50," it selects the special symbol variation pattern P1, which is associated with the variation pattern random numbers 0 to 94 for a jackpot in a non-time-saving mode in the special symbol variation pattern selection table Ta5. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RAM 64 (FIG. 3) (S96), and ends this second special chart variation pattern selection process.
[0108] Furthermore, if the game control microcomputer 61 determines in S91 that the jackpot flag is not ON, i.e., that the jackpot has been lost (S91: No), it acquires the reach random number stored in the first storage area (FIGS. 9 and 10) of the special symbol reserve storage unit and determines whether the acquired reach random number is a reach-established random number (S93). That is, it determines whether the reach random number acquired from the first storage area of the special symbol reserve storage unit is a reach random number set in the reach determination table Ta4 (FIG. 7) that is set in the non-time-shortened state. For example, if the reach random number acquired from the first storage area of the special symbol reserve storage unit is "20," the reach random number "20" is included in the reach random numbers 0 to 27 that are set in the non-time-shortened state, and therefore it is determined to be a reach-established random number (S93: Yes). Here, if the game control microcomputer 61 determines that the reach random number is a reach-established random number (S93: Yes), it refers to the special symbol variation pattern selection table Ta5 (FIG. 8) to select a special symbol variation pattern (S94). Specifically, it refers to the variation pattern random number in the special symbol variation pattern selection table Ta5 when there is a reach and a miss in the non-time-saving state. Then, it acquires the variation pattern random number stored in the first storage area of the special symbol reserve storage unit and selects the special symbol variation pattern associated with the acquired variation pattern random number. For example, if the variation pattern random number acquired from the first storage area of the special symbol reserve storage unit is "30," it selects the special symbol variation pattern P4 associated with variation pattern random numbers 10 to 99 in the special symbol variation pattern selection table Ta5. Next, the game control microcomputer 61 sets variation pattern data indicating the selected variation pattern in the special symbol variation pattern buffer provided in RAM 64 (FIG. 3) (S96), and ends this second special symbol variation pattern selection process.
[0109] In addition, if the game control microcomputer 61 determines in S93 that the reach random number is not a reach establishment random number (S93: No), it refers to the special chart change pattern selection table Ta5 (FIG. 8) and selects a special chart change pattern (S95). In this embodiment, in the case of a miss without a reach, there is no selection of a special chart change pattern based on the acquired change pattern random number, and if the number of special charts reserved is 0 to 2, it selects special chart change pattern P5, and if the number of special charts reserved is 3 to 4, it selects special chart change pattern P6. The change time of special chart change pattern P6 is shorter than that of special chart change pattern P5, and if the number of special charts reserved is 3 to 4, the change of the special chart ends earlier, and the pace at which the reserved special charts are consumed is faster. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RAM 64 (FIG. 3) (S96), and ends this second special chart variation pattern selection process.
[0110] Furthermore, if the game control microcomputer 61 determines in S70 that the game is in the time-saving state (S90: Yes), it determines whether the jackpot flag is ON (S97 in FIG. 20). Here, if it determines that the jackpot flag is ON (S97: Yes), it refers to the special chart fluctuation pattern selection table Ta5 (FIG. 8) to select a special chart fluctuation pattern (S98). In detail, it refers to the fluctuation pattern random number in the special chart fluctuation pattern selection table Ta5 for the case of a jackpot in the time-saving state. Then, it acquires the fluctuation pattern random number stored in the first storage area of the special chart reserve storage unit, and selects the special chart fluctuation pattern associated with the same fluctuation pattern random number as the acquired fluctuation pattern random number. In this embodiment, for the jackpot in the time-saving state in the special chart fluctuation pattern selection table Ta5, a fluctuation pattern random number in the same range as the fluctuation pattern random number 0 to 99 counted by the fluctuation pattern random number counter is set, so that the special chart fluctuation pattern P11 is selected regardless of the acquired fluctuation pattern random number. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RAM 64 (FIG. 6) (S96 in FIG. 19), and ends this second special chart variation pattern selection process.
[0111] Furthermore, if the game control microcomputer 61 determines in S97 that the jackpot flag is not ON, i.e., that the game has been lost (S97: No), it determines whether the small jackpot flag is ON (S99). If it determines that the small jackpot flag is ON (S99: Yes), it selects a special jackpot pattern by referring to the special jackpot pattern selection table Ta5 (FIG. 8) (S100). Note that this embodiment is a type 1 / type 2 mixed machine, and a small jackpot with the second special symbol essentially constitutes a jackpot, so a special jackpot pattern is selected in the same way as in the case of a jackpot. Next, the game control microcomputer 61 sets the variable pattern data indicating the selected variable pattern in the special jackpot pattern buffer provided in RAM 64 (FIG. 6) (S96 in FIG. 19), and ends this second special jackpot pattern selection process.
[0112] Furthermore, if the game control microcomputer 61 determines in S99 that the small win flag is not ON (S99: No), it acquires the reach random number stored in the first storage area (FIGS. 9 and 10) of the special symbol reserve storage unit and determines whether the acquired reach random number is a reach-established random number (S101). That is, it determines whether the reach random number acquired from the first storage area of the special symbol reserve storage unit is a reach random number set in the reach determination table Ta4 (FIG. 7) that is set in the time-saving state. For example, if the reach random number acquired from the first storage area of the special symbol reserve storage unit is "8," the reach random number "8" is included in the reach random numbers 0 to 11 that are set in the time-saving state, so it is determined to be a reach-established random number (S101: Yes). Here, if the game control microcomputer 61 determines that the reach random number is a reach-established random number (S101: Yes), it selects a special symbol variation pattern by referring to the special symbol variation pattern selection table Ta5 (FIG. 8) (S102). Specifically, the special chart variation pattern selection table Ta5 is referenced for the variation pattern random number in the case of a reach with a miss in the time-saving state. Then, the variation pattern random number stored in the first storage area of the special chart reserve storage unit is acquired, and the special chart variation pattern associated with the same variation pattern random number as the acquired variation pattern random number is selected. In this embodiment, for the reach with a miss in the time-saving state in the special chart variation pattern selection table Ta5, a variation pattern random number in the same range as the variation pattern random number 0 to 99 counted by the variation pattern random number counter is set, so the special chart variation pattern P12 is selected regardless of the acquired variation pattern random number. Next, the game control microcomputer 61 sets variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RAM 64 (FIG. 3) (S96 in FIG. 19), and ends this second special chart variation pattern selection process.
[0113] Furthermore, if the game control microcomputer 61 determines in S101 that the reach random number is not a reach establishment random number (S101: No), it refers to the special chart variation pattern selection table Ta5 (FIG. 8) to select a special chart variation pattern (S103). More specifically, it refers to the variation pattern random number in the special chart variation pattern selection table Ta5 when there is a time-saving state and no reach and no miss. Then, it acquires the variation pattern random number stored in the first storage area (FIGS. 9 and 10) of the special chart reserve storage unit, and selects the special chart variation pattern associated with the same variation pattern random number as the acquired variation pattern random number. In this embodiment, in the case of a no-reach and miss, no special chart variation pattern is selected based on the acquired variation pattern random number, and if the special chart reserve number is 0 to 1, it selects special chart variation pattern P13, and if the special chart reserve number is 2 to 4, it selects special chart variation pattern P14. The variation time of the special chart variation pattern P14 is shorter than that of the special chart variation pattern P13, and when the number of reserved special charts is 2 to 4, the variation of the special chart ends early, and the pace at which the reserved special charts are consumed becomes faster. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RAM 64 (Fig. 3) (S96 in Fig. 19), and ends this second special chart variation pattern selection process.
[0114] The variation pattern data set in the special symbol variation pattern buffer in S96 is included in the variation start command set in S65 (Fig. 17) of the special symbol standby process described above, and is output to the sub-control board 100 (Fig. 4) by the output process of the main side timer interrupt process (S10 in Fig. 14). In addition, the first special symbol variation pattern selection process is also executed in the same flow as the second special symbol variation pattern selection process, and the variation pattern data set in the special symbol variation pattern buffer in S96 is included in the variation start command set in S71 (Fig. 17) of the special symbol standby process described above, and is output to the sub-control board 100 (Fig. 4) by the output process of the main side timer interrupt process (S10 in Fig. 14).
[0115] (Special pattern change processing) Next, the contents of the special symbol variation process (S19 in FIG. 14) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 determines whether the special symbol variation time (the variation time determined according to the special symbol variation pattern selected in S62 or S68 of FIG. 17; see FIG. 8) has ended (S110). If it is determined that the time has not ended (S110: No), the special symbol variation process is terminated. This allows the special symbol variation display to continue. On the other hand, if it is determined that the time has ended (S110: Yes), a variation stop command for stopping the special symbol variation display is set in a command buffer provided in RAM 64 (FIG. 3) (S111). Next, the game control microcomputer 61 executes a special symbol stop process (S112) to stop the special symbol variation display at a pattern (a special symbol jackpot pattern or a special symbol losing pattern) corresponding to the special symbol stop pattern data set in S85 (FIG. 18) of the second special symbol jackpot determination process (first special symbol jackpot determination process). This determines the special symbol. Furthermore, the special pattern will remain stopped (the special pattern will remain fixed) for the stop time (for example, 500 ms) corresponding to the variation pattern selected in the special pattern variation pattern selection table Ta5, after which the next variation of the special pattern will begin.
[0116] Next, the game control microcomputer 61 executes a game status management process. In this game status management process, it is determined whether the time-saving flag is ON (S113). If it is ON, i.e., if it is determined that the game is in the time-saving state (S113: YES), it subtracts 1 from the value of the time-saving counter, which counts the number of times the special symbol changes during the time-saving state using a subtraction method (S114). Note that the time-saving counter is set to a predetermined value ("10" or "77" in this embodiment) at the end of a specific jackpot game. On the other hand, if it is determined that the time-saving flag is not ON (S113: No), it proceeds to S115.
[0117] In S115, it is determined whether the time-saving flag is ON and the value of the time-saving counter is "0." Here, when the time-saving flag is ON and the value of the time-saving counter is "0," this indicates that the variation of the special symbol in the final spin of the time-saving number determined by the type of jackpot after the end of the jackpot game (i.e., the final variation of the time-saving game state) has ended.
[0118] If it is determined that the time-saving flag is ON and the value of the time-saving counter has reached "0" (S115: YES), the time-saving flag is turned OFF (S116). The game control microcomputer 61 sets a status command (game state designation command) including information on each flag in the output buffer of the RAM 64 and ends the game state management process. As a result, the time-saving state of the pachinko gaming machine 1 ends with the end of the variation of the corresponding special symbol. The specific timing for ending the time-saving state of the pachinko gaming machine 1 may be when the variation of the special symbol ends and the special symbol starts to stop (the beginning of the special symbol determination), or when the stop time of the special symbol ends (the end point of the special symbol determination). Alternatively, it may be before the variation of the corresponding special symbol ends, i.e., at the start of the variation or during the variation.
[0119] In S116, the timing is such that the recommended area for rolling the gaming ball based on the current gaming state of the gaming machine changes from the right gaming area 3b to the left gaming area 3a, so a gaming direction command specifying that the recommended area is the left gaming area 3a is also set in the output buffer of RAM 64 together with the status command. The status command and gaming direction instruction command set in the output buffer of RAM 64 are output to the sub-control board 100 in the output process of the main-side timer interrupt process (S10 in FIG. 14).
[0120] Next, the game control microcomputer 61 determines whether the special symbol has been stopped for the stop time (for example, 500 ms) corresponding to the variation pattern selected in the special symbol variation pattern selection table Ta5 (S117). If the special symbol has been stopped for the stop time (S117: YES), the process proceeds to S118.
[0121] Next, the game control microcomputer 61 determines whether the jackpot flag is ON (S118), and if it is determined that it is ON (S118: Yes), executes a game state reset process (S119). In this game state reset process, it determines whether the time-shortening flag is ON, and if it is determined that it is ON, it turns the time-shortening flag OFF. In other words, during the execution of the jackpot game, it is controlled to the normal probability state and the non-time-shortening state. Next, the game control microcomputer 61 sets a jackpot opening to start a jackpot game (S121), sets a jackpot opening to start a jackpot game (S123), and sets an opening command for executing the jackpot opening in the output buffer of the RAM 64 (S122). The jackpot opening is an effect such as displaying an effect image celebrating the occurrence of a jackpot on the effect display device 7 and playing music celebrating the occurrence of a jackpot from each speaker 8. In the opening setting, the execution time of the opening for the jackpot game is set in a predetermined timer.
[0122] In addition to the opening command indicating the start of the jackpot opening, the game control microcomputer 61 sets a status command (game state designation command) containing information about the transition to the jackpot game state or small win game state in the output buffer of the RAM 64 when the game transitions to the jackpot game state or small win game state. Furthermore, when a jackpot or small win is won from the normal game state, the recommended area in which the game ball is recommended to be rolled based on the current game state of the gaming machine changes from the left game area 3a to the right game area 3b, so the game control microcomputer 61 also sets a game direction command specifying that the recommended area is the right game area 3b in the output buffer of the RAM 64 along with the status command. On the other hand, when a jackpot or small win is won from the time-saving state, the recommended area in which the game ball is recommended to be rolled based on the current game state of the gaming machine remains the right game area 3b, so the game direction command is not output. The status command and the game direction instruction command set in the output buffer of the RAM 64 are output to the sub-control board 100 in the output process of the main-side timer interrupt process (S10 in FIG. 14).
[0123] Next, the game control microcomputer 61 sets the value of the special electric role activation valid counter (S122) and ends this special symbol variation process. The special electric role activation valid counter is a counter that counts the remaining number of rounds in the jackpot game. Also, if it is determined in S118 that the jackpot flag is not ON (S118: No), this special symbol variation process ends.
[0124] (Special call operation processing) Next, the contents of the special call operation process (S20 in FIG. 14) executed by the game control microcomputer 61 will be described with reference to FIG. 22, in the special power operation process, first, it is determined whether the first large prize opening 32 (special electric device) is open (S130). If the first large prize opening 32 is open (S130: Yes), it is then determined whether the number of game balls detected by the first large prize opening sensor 32a since the start of this round, i.e., the number of game balls that have entered the first large prize opening 32, has reached a predetermined value (for example, 10 counts).
[0125] Then, if the number of game balls detected by first major prize opening sensor 32a since the start of this round, i.e., the number of game balls that have entered first major prize opening 32, reaches a predetermined specified value (S131: Yes), first major prize opening solenoid 30a is operated to close first major prize opening 32 (S132). On the other hand, if the number of game balls has not reached the predetermined specified value (S131: No), first major prize opening 32 remains open.
[0126] After the first big prize opening 32 is closed, in S133, the end of the round is triggered by decrementing the value of the special electric role activation valid counter by 1. The special electric role activation valid counter is a counter that counts the number of remaining rounds in the big prize game, and the number of rounds determined by the type of big prize won by the lottery of the special symbol when the big prize flag is turned on is set (S53, S84).
[0127] Thereafter, in S134, it is determined whether the special electric role activation valid counter has reached 0, that is, whether the number of rounds determined by the type of jackpot won by the lottery of the special symbol has been completed. Then, if it is determined that the special electric role activation valid counter has reached 0, that is, the number of rounds determined by the type of jackpot won by the lottery of the special symbol has been completed (S134: Yes), it is further determined whether the type of jackpot won is a jackpot that transitions to time-saving mode (time-saving gaming state) after the jackpot game (S135).
[0128] If the type of jackpot that was won is determined to be a jackpot that transitions to time-saving mode (time-saving gaming mode) after the jackpot game (S135: YES), the time-saving flag is turned ON (S136). Furthermore, a time-saving counter (the maximum number of times the time-saving mode continues) is also set, and in this embodiment, is set to "10" or "77" based on the type of jackpot. This transitions to an easy-to-score state, making it easier to score a ball into the second starting hole 22. The game control microcomputer 61 also sets a status command (game state designation command) containing information that the time-saving flag has been turned ON (i.e., transitions to the time-saving mode) in the output buffer of RAM 64. The status command set in the output buffer of RAM 64 is output to the sub-control board 100 in the output process of the main-side timer interrupt process (S10 in FIG. 14).
[0129] In addition, in S136, the recommended area in which the game ball is recommended to be rolled based on the current game state of the gaming machine remains the right game area 3b, so the game direction command is not output.
[0130] On the other hand, if it is determined that the type of the jackpot won is a jackpot that does not transition to time-saving mode (time-saving gaming mode) after the jackpot game (S137: No), the time-saving flag is maintained in the OFF state (S137). In addition, a status command (game mode designation command) including information on transition to the normal gaming mode, which is not time-saving mode, is set in the output buffer of RAM64.
[0131] In S137, the timing is such that the recommended area for rolling the gaming ball based on the current gaming state of the gaming machine changes from the right gaming area 3b to the left gaming area 3a, so a gaming direction command specifying that the recommended area is the left gaming area 3a is also set in the output buffer of RAM 64 together with the status command. The status command and gaming direction instruction command set in the output buffer of RAM 64 are output to the sub-control board 100 in the output process of the main-side timer interrupt process (S10 in FIG. 14).
[0132] On the other hand, if it is determined that the first large prize opening 32 is not open (S130: No), the special electric role activation valid counter is read and it is determined whether the number of remaining rounds on the special electric role activation valid counter is 1 or more (S138). If it is determined that the number of remaining rounds on the special electric role activation valid counter is 1 or more (S138: Yes), the first large prize opening solenoid 30a is operated and the first large prize opening 32 is set to an open state (S139). On the other hand, if it is determined that the number of remaining rounds on the special electric role activation valid counter is 0 (S138: No), the first large prize opening 32 continues to be closed.
[0133] In the special electric operation process, the operation process of the special electric device in the big win game was explained, but the operation process of the corresponding special electric device is also performed in the small win game that is executed after winning the small win. In the small win game, the second large win opening 35 (V attacker) is opened for a predetermined time instead of the first large win opening 32, and furthermore, the distribution member 37 is operated to open the specific area 36.
[0134] (Sub-side main control processing) Next, the sub-side main control process executed by the performance control microcomputer 101 (FIG. 4) will be described with reference to FIG. First, the performance control microcomputer 101 performs initialization when the power to the pachinko gaming machine 1 is turned on (S150). This initialization includes, for example, stack setting, constant setting, interrupt time setting, CPU 102 (FIG. 4) setting, SIO (System Input / Output), PIO (Parallel Input / Output), and CTC (Counter / Timer Circuit: a circuit for managing interrupt time), and resetting various flags, counters, and timers. Next, the performance control microcomputer 101 determines whether the power-off signal is ON and whether the contents of RAM 120 (FIG. 4) are normal (S151). If the determination is negative (S151: No), the RAM 120 is initialized (S152) and the process proceeds to S153. If the determination is positive (S151: Yes), the process proceeds to S153 without initializing the RAM 120. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of RAM 120 are abnormal (S151: No), RAM 120 is initialized. However, if the power-off signal is ON due to a power outage or other reason but the contents of RAM 120 remain normal (S151: Yes), RAM 120 is not initialized. Furthermore, when RAM 64 is initialized (RAM cleared), RAM 120 is also initialized. Note that initializing RAM 120 resets various flags, counters, timers, and other values. Therefore, for example, if the sub-control board 100 is reset independently due to a malfunction or error, the performance control microcomputer 101 will be unable to determine the recommended area for the current ball roll immediately after startup after the reset until it subsequently receives a status command or a game direction command from the main control board 60. Note that in this embodiment, a default recommended area is not set, which determines a recommended area in such a situation where there is no basis for judgment.
[0135] Next, the performance control microcomputer 101, in addition to not setting a default recommended area, sends a command to the image control board 200 to instruct the image control board 200 to hide guidance regarding the recommended area if such guidance (for example, display of guidance images such as "hit right" or "hit left" to encourage the game machine to roll into the recommended area) is already being given to the performance display device 7 immediately after starting up the sub-control board 100. The non-display of guidance regarding the recommended area by the above command continues until it subsequently receives from the main control board 60 either a play direction command or a status command, which are information for determining the current play area.
[0136] As a result, for example, if the sub-control board 100 is reset independently due to an error, and the recommended area guidance display was being performed before the error occurred, as shown in Figure 24, the prior art may continue to display the recommended area guidance immediately after startup. However, if the game state changes during the error and the recommended area changes, for example, there is a possibility that the recommended area guidance will differ from the actual recommended area. In particular, since game direction commands and status commands are transmitted from the main control board 60 only when the game state or the recommended area changes, as described above, the sub-control board 100 cannot determine that erroneous guidance is being provided until these commands are transmitted, and the state of guiding the wrong recommended area continues.
[0137] Therefore, in this embodiment, as an exception, immediately after the sub-control board 100 (i.e., the performance control microcomputer 101) is started up, the recommended area is not actively determined before the game direction command or status command is received, and no guidance or warning of the recommended area is given using the performance display device 7. This at least prevents the player from being guided to a recommended area that differs from the actual recommended area. Furthermore, guidance or warnings are not given using not only the performance display device 7, but also the speaker 8 and lamps. In particular, the right-hit notification lamp 41 is illuminated in a different manner (for example, rapidly flashing) than the illumination manner used to guide the player to the normal recommended area.
[0138] The above steps S150 to S153 are executed only once after power is turned on, and are not executed thereafter.
[0139] Next, the performance control microcomputer 101 prohibits interrupts (S154) and executes random number update processing (S155). This random number update processing updates the initial values of various performance determination random number counters. The performance determination random numbers include a variable performance pattern random number for determining a variable performance pattern, and a preview performance random number for determining various preview performances. The random number update method can be the same as the random number update processing performed by the game control microcomputer 61 described above. Next, the performance control microcomputer 101 executes interrupt permission (S156). Thereafter, S154 to S156 are repeatedly executed. Furthermore, while interrupts are permitted, the reception interrupt processing (S157), 1 ms timer interrupt processing (S158), and 10 ms timer interrupt processing (S159) can be executed.
[0140] (Receive interrupt processing) Next, the reception interrupt process (S157 in FIG. 23) executed by the performance control microcomputer 101 will be described. The performance control microcomputer 101 determines whether the signal level of the strobe signal (STB signal) given from the main control board 60 (Fig. 3) to the external INT (interrupt) input section of the performance control microcomputer 101 has changed, that is, whether it is time to receive a command. Specifically, for example, it determines whether the signal level of the strobe signal has changed from high to low. If it determines that it is not time to receive, it ends this reception interrupt process, but if it determines that it is time to receive, it receives the various commands sent from the main control board 60 and stores these received various commands in the reception buffer of RAM 120 (Fig. 4). The commands received from the main control board 60 include a status command specifying the current gaming state of the gaming machine (normal gaming state, time-saving gaming state, small win gaming state, jackpot gaming state, etc.), a gaming direction command specifying the recommended area (either the left gaming area 3a or the right gaming area 3b) in which to roll the gaming ball based on the current gaming state of the gaming machine, a variation start command indicating that the variation of special symbols has started, a variation stop command indicating that the variation of special symbols has stopped, an opening command indicating that the jackpot opening will start, an ending command indicating that the jackpot ending will start, a round designation command indicating that the jackpot round will start, etc. This reception interrupt process is executed with priority over other interrupt processes (S158, S159).
[0141] The analysis process for the commands stored in the receive buffer in S157 and unprocessed is performed sequentially in the subsequent 10 ms timer interrupt process (S159). Basically, the analysis process for all commands stored in the receive buffer and unprocessed is performed in one 10 ms timer interrupt process, but if there are multiple analysis processes for commands with particularly high processing loads, the analysis may be carried over to the next or subsequent interrupt process and performed in multiple interrupt processes. Details will be described later.
[0142] (1ms timer interrupt processing) Next, the 1 ms timer interrupt process (S158 in Fig. 23) executed by the performance control microcomputer 101 will be described with reference to Fig. 25. The performance control microcomputer 101 executes this 1 ms timer interrupt process every time an interrupt pulse with a 1 msec period is input to the sub-control board 100.
[0143] In the 1 ms timer interrupt process described below and the 10 ms timer interrupt process described later, operation data for operating each operating device is created and transmitted to the operating devices to illuminate the panel lamp 2a, left side lamp 23a, and right side lamp 23b in accordance with the display on the effect display device 7, and to drive (vibrate) the movable body 15, effect lever 6, and effect button 9. Basically, in the 1 ms timer interrupt process, the above operation data is generated and transmitted for operating devices with drive sources such as the movable body 15, effect lever 6, and effect button 9, while in the 10 ms timer interrupt process, operation data is generated and transmitted for operating devices of decorative lights with light sources such as the panel lamp 2a, left side lamp 23a, and right side lamp 23b. However, such a distinction is not necessarily required; for example, if the current consumption countermeasure function (energy saving mode) of the decorative lights is turned on, the above operation data is generated and transmitted by the 1 ms timer interrupt process even for operating devices of decorative lights with light sources.
[0144] However, in recent years, in an effort to make the presentation of gaming machines more attractive, the number of operating devices connected to the sub-control board 100, i.e., the number of operating devices for which the sub-control board 100 generates and outputs operating data, has increased, and the control content has become more complex. As a result, as shown in Figure 26, the sub-control board 100 is unable to complete the three steps of "generating operating data (including updating)" → "executing transmission of operating data" → "completion of transmission of operating data to operating device" within one interrupt process, resulting in an abnormality being detected.
[0145] Therefore, in this embodiment, the order of generating and transmitting motion data is reversed. That is, when an interrupt process is initiated, a motion data transmission process (S170) is initiated, which transmits motion data generated in the previous interrupt process to the operating device. This is followed by a motion data generation process (S171) that generates motion data to be transmitted in the next interrupt process. As a result, as shown in FIG. 26 , after the motion data transmission process (S170) is initiated, the motion data generation process (S171) that generates motion data to be transmitted in the next interrupt process is executed in parallel with the transmission of motion data to the operating device. This makes it possible to complete the above three steps within a single interrupt process, even if the number of operating devices increases or the control content becomes more complex. It also reduces the unnecessary waiting time required for generating motion data, as in the prior art. With the above configuration, data generated in the previous interrupt process is output (i.e., the motion is delayed by one cycle from the original timing), but this does not pose a major problem because a player usually cannot perceive a delay of 1 ms (or even 10 ms) (the delay does not cause discomfort).
[0146] While Figure 26 illustrates an example in which operation data is generated and transmitted only for operating devices with a drive source using the 1 ms timer interrupt process, it is expected that the effect will be even greater if the operation data is also generated and transmitted using the 1 ms timer interrupt process for operating devices with a light source, as shown in Figure 27. As the number of operating devices for which operation data is generated and transmitted increases, as shown in Figure 27, the sub-control board 100 must complete three steps for each of the operating devices within a single interrupt process: "generation of operation data (including updates)," "execution of transmission of operation data," and "completion of transmission of operation data to the operating devices." This further increases the risk of an abnormality being detected if the process is not completed within a single interrupt process. However, in this embodiment, as shown in Figure 27, when interrupt processing begins, an operation data transmission process (S170) is initiated, in which the operation data generated in the previous interrupt process is transmitted to each of the operating devices. Then, an operation data generation process (S171) is executed, in which operation data to be transmitted in the next interrupt process is generated for each of the operating devices. This makes it possible to complete the above three steps within a single interrupt process, even when generating and transmitting operation data for multiple operating devices. It also reduces the wasted waiting time required for generating operation data, as occurs in conventional technology.
[0147] As a result, a lighting effect is produced in which the board lamp 2a, left side lamp 23a and right side lamp 23b are illuminated in accordance with the display on the effect display device 7, and it is also possible to drive the movable body 15 and vibrate the effect lever 6 and effect button 9 in accordance with the display on the effect display device 7.
[0148] Next, the performance control microcomputer 101 performs other processing (S172), such as starting to measure the fluctuation time of the variable performance pattern, and then performs watchdog timer processing to reset the watchdog timer (S173), and ends this 1 ms timer interrupt processing.
[0149] (10ms timer interrupt processing) Next, the 10 ms timer interrupt process (S159 in FIG. 23) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 first executes this 10 ms timer interrupt process each time an interrupt pulse with a 10 ms period is input to the sub-control board 100. The performance control microcomputer 101 executes the received command analysis process (FIG. 29) described later (S180).
[0150] Thereafter, as in the 1 ms timer interruption process (Fig. 25) described above, operation data for operating each operating device is created and transmitted to the operating devices to illuminate the board lamp 2a, left side lamp 23a, and right side lamp 23b in accordance with the display on the performance display device 7, and to drive (vibrate) the movable body 15, performance lever 6, and performance button 9. Basically, in the 10 ms timer interruption process, operation data is generated and transmitted to the operating devices of the electric lights having light sources such as the board lamp 2a, left side lamp 23a, and right side lamp 23b.
[0151] Basically, this is the same as the 1 ms timer interrupt process (FIG. 25). When the interrupt process starts, first, an operation data transmission process (S181) is started to transmit the operation data generated in the previous interrupt process to the operation device, followed by an operation data generation process (S182) to generate the operation data to be transmitted in the next interrupt process. As a result, as shown in FIG. 26, after the operation data transmission process (S181) is started, the operation data generation process (S182) to generate the operation data to be transmitted in the next interrupt process is executed in parallel with transmitting the operation data to the operation device. This makes it possible to complete the above three steps within a single interrupt process even if the number of operation devices increases or the control content becomes more complex. However, since the 10 ms timer interrupt process has more time than the 1 ms timer interrupt process, the process may be executed in the conventional order of "generation of operation data (including update)" → "execution of transmission of operation data" → "completion of transmission of operation data to the operation device."
[0152] As a result, a lighting effect is produced in which the board lamp 2a, left side lamp 23a and right side lamp 23b are illuminated in accordance with the display on the effect display device 7, and it is also possible to drive the movable body 15 and vibrate the effect lever 6 and effect button 9 in accordance with the display on the effect display device 7.
[0153] Next, the performance control microcomputer 101 performs other processing (S183) such as outputting audio control data to the audio control board 78 (Figure 6), updating the variable performance pattern random number, the preview performance random number for determining the preview performance, etc., and then performs watchdog timer processing to reset the watchdog timer (S184), and ends this 10 ms timer interrupt processing.
[0154] (Received command analysis process) Next, the received command analysis process (S180 in FIG. 28) executed by the performance control microcomputer 101 will be described with reference to FIG. 29 showing the process. Here, the received command analysis process is performed sequentially on the commands that were stored in the receive buffer in S157 and that have not yet been processed. Basically, the analysis process for all commands that have been stored in the receive buffer and that have not yet been processed is performed in a single 10 ms timer interrupt process, but if there are multiple analysis processes for commands that have a particularly high processing load, the analysis may be carried over to the next or subsequent interrupt process, as described below, and the analysis may be performed in multiple interrupt processes.
[0155] The performance control microcomputer 101 first determines whether or not a status command (a game state designation command) is present among the unprocessed commands received from the main control board 60 (FIG. 3) and stored in the receive buffer (S190). If it determines that a status command is present (S190: Yes), it executes a sub-side game state setting process (S191). The status command contains information indicating the game state (normal game state, time-saving game state, jackpot game state, or small jackpot game state). This sub-side game state setting process analyzes the received status command and sets a game state flag based on the information contained in the status command. The game state flag indicates the currently set game state. For example, if the information contained in the status command indicates normal game state (non-time-saving game state), the game state flag is set to "1." If the information contained in the status command indicates time-saving game state, the game state flag is set to "2."
[0156] Furthermore, the status command is output from the main control board 60 when the gaming state of the gaming machine changes. Therefore, the timing when the status command is received also corresponds to the timing when the player is informed of the recommended area, so after analyzing the status command, the performance control microcomputer 101 transmits a command to the image control board 200 instructing the performance display device 7 to provide guidance regarding the recommended area (for example, displaying a guidance image such as "hit right" or "hit left" to encourage the rolling of the gaming machine into the recommended area). Specifically, the performance control microcomputer 101 first identifies a recommended area (either the left gaming area 3a or the right gaming area 3b in this embodiment) in which the gaming ball is recommended to be rolled based on the current gaming state of the gaming machine set in the sub-side gaming state setting process, and then executes a performance that encourages the player to roll the gaming ball into the identified recommended area.
[0157] The effect of encouraging the game ball to roll into the recommended area may be performed using not only the effect display device 7 but also the speaker 8 or a lamp. However, when the recommended area does not change even if the game state changes (for example, when there is a change from a jackpot game state to a time-saving game state), it is not necessarily necessary to provide guidance regarding the recommended area. However, it is desirable for the right-hit notification lamp 41 to always provide guidance except immediately after startup (S153) as mentioned above. Also, guidance urging the game ball to roll into the recommended area may be provided not when the status command is received, but when it is detected after reception that the game ball has entered a gate or entrance outside the recommended area, that is, when it is detected that the game area has rolled outside the recommended area.
[0158] However, if it is determined in the later-described consistency determination with the game direction command (S196) that the area differs from the recommended area specified in the game direction command, the presentation based on the recommended area will then be discontinued.
[0159] After the analysis of the status command is completed, the performance control microcomputer 101 reads the remaining unprocessed commands stored in the receive buffer (S192) and obtains the processing load of the next command to be processed (S193). The commands may be processed in the order they were received, or in a predetermined order depending on the type of command.
[0160] Furthermore, the processing load of the command to be processed next may be a relative evaluation, such as whether it is larger or smaller than the average, such as "large" or "small," or it may be an absolute evaluation value, such as the processing time required for analysis processing in the received command analysis process. Here, the processing load of the command to be processed is linked in advance to each command type and stored in ROM or the like, as shown in Figures 30 and 31. When storing the processing time required for analysis processing as shown in Figure 31, it is desirable to assume that the gaming machine is in a gaming state (i.e., the busiest state) in which the longest time is required for command analysis processing, and to measure and store the time required for command analysis processing in that gaming state in advance.
[0161] Thereafter, the performance control microcontroller 101 refers to the processing load of the next command to be processed and determines whether to process the next command to be processed in the current interrupt processing or in the next or subsequent interrupt processing (S194).
[0162] If it is determined in step 194 that the next command to be processed is to be processed in this interrupt process, the process from step S195 onwards continues, whereas if it is determined that the command is to be processed in the next or subsequent interrupt process, the received command analysis process for this interrupt process ends without performing the process from step S195 onwards. In this case, the analysis process for the remaining unprocessed commands will be performed in the received command analysis process of the next interrupt process.
[0163] 32, in the prior art, when there are multiple unprocessed commands stored in the receive buffer, the unprocessed commands are processed sequentially within a single interrupt processing session without considering the processing load. Therefore, when analyzing multiple high-load commands within a single interrupt processing session, the analysis process cannot be completed within the single interrupt processing session, resulting in an abnormality determination. Therefore, in this embodiment, the processing load associated with the command analysis process is considered, and the command analysis process is carried over to the next interrupt processing session as necessary, thereby preventing the occurrence of an abnormality determination due to the delay. While various methods are conceivable for determining whether to carry over to the next interrupt processing session, as an example, when analyzing a command whose processing load is equal to or greater than a threshold (e.g., "high" or whose processing time is equal to or greater than a predetermined time), if unprocessed commands remain and the processing load of the next command to be processed is also equal to or greater than a threshold, it is possible to determine that the unprocessed commands will be processed in the next or subsequent interrupt processing session. On the other hand, if analysis processing is performed on a command whose processing load is less than the threshold, or even if analysis processing is performed on a command whose processing load is greater than the threshold, if the processing load of the next command to be processed is less than the threshold, it is possible to decide to continue processing at least the next command to be processed in this interrupt processing.
[0164] Alternatively, as another example, if there are unprocessed commands remaining in the buffer, the remaining time available for the current interrupt processing can be obtained, and it can be determined whether the time required to process the next command to be processed is longer than the remaining time available for the current interrupt processing.If the time is longer, it can be decided that the unprocessed commands will be processed in the next or subsequent interrupt processing, and if the time is shorter, it can be decided that at least the next command to be processed will continue to be processed in the current interrupt processing. As another example, when analysis processing is performed on a command whose processing load is above a threshold (for example, "large" or the processing time is above a predetermined time), or when the remaining time available for performing the current interrupt processing is less than the processing time, it is possible to decide to perform the processing in the next or subsequent interrupt processing if there are any unprocessed commands, regardless of the processing load of the next command to be processed.
[0165] The performance control microcomputer 101 then determines whether or not a game direction command is present among the unprocessed commands received from the main control board 60 (FIG. 3) and stored in the receive buffer (S195). If it determines that a game direction command is present (S195: Yes), it executes a sub-side recommended area confirmation process (S196). The game direction command includes information indicating a recommended area (either the left game area 3a or the right game area 3b) for rolling the game ball based on the current game status of the gaming machine. This sub-side recommended area confirmation process checks whether there is any difference between the recommended area for rolling the game ball based on the current game status of the gaming machine set in the sub-side game status setting process of S191, i.e., the recommended area identified based on the status command, and the recommended area specified by the game direction command.
[0166] Then, if it is determined that the recommended area identified based on the status command differs from the recommended area specified by the game direction command, and if guidance (for example, "hit right," "hit left," etc.) regarding the recommended area is being given to the effect display device 7, a command to instruct the image control board 200 to hide the guidance is transmitted, and control is exercised to stop the effect based on the recommended area. This control continues thereafter until the recommended area identified based on the status command matches the recommended area specified by the game direction command.
[0167] Here, the recommended area identified based on the status command and the recommended area specified by the game direction command will generally match. However, as described above, game direction commands and status commands are transmitted from the main control board 60 only when the game state or the recommended area changes. Therefore, if the sub-control board 100 is unable to receive a status command due to an error, for example, a situation may arise in which the recommended area specified by the newly received game direction command does not match the recommended area recognized by the sub-control board 100. In such a situation, since there is a high possibility that incorrect guidance is being provided, control is exercised to stop the presentation based on the recommended area. Furthermore, guidance and warnings using not only the presentation display device 7 but also the speaker 8 and lamps are also disabled. In particular, the right-hit notification lamp 41 is illuminated in a different manner (e.g., rapidly flashing) than the illumination mode used to guide the player through the normal recommended area.
[0168] Furthermore, if it is determined that the recommended area identified based on the status command differs from the recommended area specified by the game direction command, it is possible to stop the guidance as described above, but it is also possible to assume that the game direction command is correct and change the guidance to the recommended area indicated by the game direction command.
[0169] After the analysis of the game direction command is completed, the performance control microcomputer 101 performs the processes of S192 to S194 in the same manner. That is, if there are unprocessed commands in the receive buffer, it determines whether to process them in the current interrupt process or in the next or subsequent interrupt process. If it is determined to process them in the current interrupt process, it continues the processes from S197 onwards. However, if it is determined to process them in the next or subsequent interrupt process, it ends the received command analysis process in the current interrupt process without performing the processes from S197 onwards. Note that, although the following explanation is omitted, the processes of S192 to S194 are also performed in the same manner after the analysis of commands other than status commands and game direction commands is completed.
[0170] Next, the effect control microcomputer 101 determines whether or not an opening command is present among the unprocessed commands received from the main control board 60 (FIG. 3) and stored in the receive buffer (S197). If it determines that an opening command is present (S197: Yes), it executes an opening effect selection process (S198). In this opening effect selection process, the opening command is analyzed and, based on the analysis results, a pattern (content) of the opening effect to be executed during the opening of the jackpot game is selected. More specifically, an opening effect pattern selection table (not shown) in which an opening effect pattern is associated with each opening command is referenced, and an opening effect pattern associated with the received opening command is selected. Then, an opening effect start command for starting an opening effect with the selected opening effect pattern is set in the output buffer of RAM 120 (FIG. 4). Next, the effect control microcomputer 101 determines whether or not there is a round designation command among the unprocessed commands received from the main control board 60 (FIG. 3) and stored in the receive buffer (S199). If it determines that there is a round designation command (S199: Yes), it executes a round designation selection process (S200). In this round designation selection process, the type of designation to be executed in each round of the jackpot game is selected. This designation is an effect based on images displayed by the designation display device 7 and sounds output by each speaker 8, and varies depending on the type of jackpot. In more detail, a round designation table (not shown) in which round designation commands are associated with round designations is referenced, and the round designation associated with the received round designation command is selected. Next, the effect control microcomputer 101 determines whether or not there is a second large prize opening winning command among the unprocessed commands received from the main control board 60 (FIG. 3) and stored in the receiving buffer (S201), and if it determines that there is (S201: Yes), executes second large prize opening winning process (S187). This second large prize opening winning process performs processes such as selecting different effects depending on whether the gaming ball that won in the second large prize opening 35 passed through a specific area.
[0171] Next, the effect control microcomputer 101 determines whether or not there is an ending command among the unprocessed commands received from the main control board 60 (FIG. 3) and stored in the receive buffer (S203), and if it determines that there is (S203: Yes), executes an ending effect selection process (S204). This ending effect selection process selects the type of ending effect to be executed by the effect display device 7 and each speaker 8 at the end of the jackpot, depending on the type of jackpot that triggered the jackpot game currently being played.
[0172] Next, the effect control microcomputer 101 determines whether or not there is a fluctuation start command among the unprocessed commands received from the main control board 60 (Fig. 3) and stored in the receive buffer (S205), and if it determines that there is (S205: Yes), executes a fluctuation effect start process (S206). In the fluctuation effect start process, the received fluctuation start command is analyzed, and the combination of the left effect pattern 9L, the center effect pattern 9C, and the right effect pattern 9R (Fig. 1) that will be finally displayed when the effect display device 7 displays the fluctuation effect pattern is selected by referring to the effect pattern selection table (not shown), and further the content of the effect to be performed on the pachinko gaming machine 1 in accordance with the fluctuation of the effect pattern is selected by using the effect selection table Ta6.
[0173] Furthermore, the performance control microcomputer 101 determines whether or not there is a variable performance stop command among the unprocessed commands received from the main control board 60 (FIG. 3) and stored in the receive buffer (S207). If it determines that there is a variable performance stop command (S207: Yes), it executes a variable performance end process (S208). In this variable performance end process, the performance control microcomputer 101 sets a variable performance end command to end the variable performance in the output buffer of RAM 120 (FIG. 4). When the set variable performance end command is sent to the image control board 200, the image control board 200 displays the left performance pattern 9L, center performance pattern 9C, and right performance pattern 9R (FIG. 1) on the performance display device 7 after passing through a predetermined stop pattern. Next, the performance control microcomputer 101 executes other processes (S209) and ends this received command analysis process. In other processing (S209), processing based on commands other than the above commands (for example, a normal symbol variation start command and a normal symbol variation stop command) is performed.
[0174] The analysis order of each command does not have to be the order shown in FIG. 29, and the commands may be processed in the order in which they were stored in the buffer, starting from the oldest.
[0175] [Effects of the embodiment] (1) The pachinko gaming machine 1 of the above-described embodiment has a main control board that controls the game and a sub-control board that controls the presentation based on the control commands output from the main control board, and when the sub-control board receives the control commands output from the main control board, it cumulatively stores the received control commands in a buffer and repeatedly executes interrupt processing at predetermined time intervals, and in the interrupt processing, it processes the control commands stored in the buffer that have not been processed, and when executing the processing of the control commands, it takes into account the processing load related to the processing of the control commands and determines whether to process the unprocessed control commands in the current interrupt processing or in the next or subsequent interrupt processing. As a result, even when control commands with a high processing load are received consecutively from the main control board, it is possible to prevent the processing from being completed within the interrupt processing time and being determined to be abnormal. (2) When the sub-control board has executed processing for the control command whose processing load is equal to or greater than the threshold, and there are unprocessed control commands remaining, and the processing load of the control command to be next processed is also equal to or greater than the threshold, the sub-control board executes processing for the unprocessed control commands in the next or subsequent interrupt processing. As a result, by preventing processing for multiple control commands whose processing load is equal to or greater than the threshold from being executed in one interrupt processing, it is possible to prevent the processing from being completed within the time limit for the interrupt processing and being determined to be abnormal. (3) When the sub-control board has executed the processing for the control command whose processing load is equal to or greater than the threshold, and there are unprocessed control commands remaining, and the processing load of the control command to be next processed is less than the threshold, the sub-control board continues to execute the processing for at least the control command to be next processed in the current interrupt processing. As a result, even if there is a control command whose processing load is equal to or greater than the threshold, it is possible to execute the processing for the control command that can be executed in the same interrupt processing without carrying over as much as possible. (4) There are multiple types of control commands, and the time required for processing is stored in advance as a processing load for each of the multiple types of control commands, and the sub-control board takes into account the time required for processing the control commands and determines whether to process the unprocessed control commands in the current interrupt processing or in the next or subsequent interrupt processing. As a result, by taking into account the specific time required for processing the control commands, it is possible to prevent the processing from being not completed within the interrupt processing time and resulting in an abnormality being determined even when control commands with high processing loads are received consecutively from the main control board. (5) The time required for the processing is assumed to be the gaming state in which the gaming machine requires the longest time to process the control command, and the time required for processing the control command in that gaming state is stored. As a result, by making a carryover determination assuming a state in which processing takes a particularly long time, it is possible to reliably prevent the processing from being completed within the interrupt processing time and being determined to be abnormal. (6) When there are unprocessed control commands remaining in the buffer and the time required to process the control command to be next processed is longer than the remaining time for the current interrupt processing, the sub-control board processes the unprocessed control commands in the next or subsequent interrupt processing, and when there are unprocessed control commands remaining in the buffer and the time required to process the control command to be next processed is shorter than the remaining time for the current interrupt processing, the sub-control board continues to process at least the control command to be next processed in the current interrupt processing. As a result, by comparing the remaining time for the interrupt processing with the time required to process the control command, carryover to the next interrupt processing is avoided as much as possible, while preventing the processing from being completed within the interrupt processing time and being determined to be abnormal.
[0176] Other Embodiments (1) In the above-described embodiment, the game area is divided into two areas, the left game area 3a and the right game area 3b, with the central effect display device 7 as the boundary, but the game area may be divided into three or more areas. Also, the area designated as the recommended area does not necessarily have to be only one area, and two or more areas may be designated as the recommended area. (2) In addition, in this embodiment, the sub-control board 100 is controlled so as not to perform presentations based on the recommended area from the time of startup until it receives either a game direction command or a status command from the main control board 60 (S153). However, it may be controlled so as not to perform presentations based on the recommended area from the time of startup until it receives a game direction command from the main control board 60, or it may be controlled so as not to perform presentations based on the recommended area from the time of startup until it receives a status command from the main control board 60. (3) In addition, in this embodiment, the sub-control board 100 performs a presentation to guide the user to the recommended area when it receives a status command from the main control board 60 (S211). However, the sub-control board 100 may also perform a presentation to guide the user to the recommended area when it receives a direction instruction command from the main control board 60. (4) In addition, in this embodiment, the sub-control board 100 identifies a recommended area in which it is recommended to roll the gaming ball based on the current gaming state of the gaming machine specified in the status command received from the main control board 60, and uses the gaming direction command as confirmation information, but the sub-control board 100 may also identify a recommended area based on the gaming direction command received from the main control board 60. (5) In addition, in this embodiment, in the received command analysis process (FIG. 29), each time analysis processing for a command is performed, it is determined whether the next command to be processed should be processed in the current interrupt processing or in the next or subsequent interrupt processing (S192 to S194). However, it is also possible to obtain in advance the load of analysis processing for all unprocessed commands stored in the buffer at the start of execution of the 10 ms timer interrupt processing, and set a schedule for each unprocessed command as to whether it should be analyzed in the current interrupt processing or in the next or subsequent interrupt processing. (6) Furthermore, in this embodiment, in the received command analysis process (FIG. 29) on the sub-control board 100, it is determined whether or not to postpone the analysis process for the command in consideration of the processing load (S192 to S194), but the above idea can be applied not only to the sub-control board 100 but also to the received command analysis process of all boards that analyze commands transmitted from other boards by interrupt processing. For example, it can also be applied to the received command analysis process performed on the image control board 200 or lamp control board 79 that operates based on commands from the sub-control board 100. (7) In the above-described embodiment, the present invention is applied to a 1-type 2-type mixed machine, but it can be applied to machines other than 1-type 2-type mixed machines. For example, it can be applied to a variable probability machine or ST machine. [Explanation of symbols]
[0177] 1. Pachinko machines 2a Panel lamp 7 Performance display device 8 speakers 41 Right-hand hit notification lamp 60 Main control board 61 Gaming control microcomputer 78 Voice control board 79 Lamp control board 100 Sub-control board 101 Performance control microcomputer 202 Image control CPU 205 CGROM
Claims
[Claim 1] A main control board that controls the game; A sub-control board that controls the performance based on the control commands output from the main control board, The sub-control board When receiving the control commands output from the main control board, the received control commands are cumulatively stored in a buffer; Repeatedly executes interrupt processing at predetermined time intervals, In the interrupt processing, processing is performed for the control command stored in the buffer and not yet processed; When processing the control command, the gaming machine determines whether the processing for the unprocessed control command can be completed within one interrupt processing, and determines whether to process the unprocessed control command in the current interrupt processing or in the next or subsequent interrupt processing, so as to prevent the processing for the unprocessed control command from being unable to be completed within one interrupt processing, resulting in an abnormality judgment.
Citation Information
Patent Citations
Game machine
JP2011161161A
Game machine
JP2012231944A
Game machine
JP2013202081A
Game machine
JP2016120392A