gaming machines
By managing game values through stage-based updates, the gaming machine reduces processing load and complexity in pachinko gaming machines, addressing the demand for simplified processing in gaming machines.
Patent Information
- Application Number
- JP2023115259
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-13
- Publication Date
- 2026-02-12
- Estimated Expiration
- 2043-07-13
AI Technical Summary
There is a demand for reducing the processing load on gaming machines, particularly in pachinko gaming machines, which face increased complexity due to frequent updates of memory values and subsequent processing requirements.
The gaming machine employs a main control means that generates stage information based on stored values, transmitting performance control information only when the stage changes, simplifying processing by managing stages and reducing the frequency of complex updates.
This approach reduces processing load by managing game values through stage-based updates, simplifying processing and minimizing the complexity of memory value updates.
Smart Images

Figure 0007813264000001 
Figure 0007813264000002 
Figure 0007813264000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine, which includes a gaming area in which gaming balls (gaming value) move and a launching device that launches gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when a gaming ball is detected entering the starting port, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a large prize opening provided in the gaming area opens, and gaming balls are paid out based on the entry of the gaming ball into the large prize opening.
[0003] Furthermore, some gaming machines of this type are equipped with a complete function (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2023-079367 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, there is a demand for reducing the processing load on gaming machines.
[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine with a reduced processing load. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A main control means (main control board 200) that controls the progress of the game; A game value providing means (frame control board 201) for controlling the provision of game values; a game limiting means (game limiting means 410) capable of executing a game limiting process for limiting the progress of at least a part of a game when a memory value in a specific memory area (MY counter 221) that is updated based on the granting of a game value reaches a specific value; and a performance control means (performance control means 300) capable of executing a specific performance that notifies the player of the number of game values that can be acquired before the game limiting process is executed when the storage value of the specific storage area is equal to or greater than a first value that is smaller than the specific value; The main control means based on information relating to the stored value of the specific storage area, generating stage information indicating to which stage the value belongs among a plurality of stages divided by a predetermined amount (for example, 1000) from the first value to the specific value; When the stage information is updated to a different value, performance control information relating to the value is transmitted to the performance control means, The performance control means is capable of executing the specific performance in a manner corresponding to the received performance control information.
[0008] The memory value of the specific memory area is updated (each time) based on the awarding of game value, but if, for example, each timer interrupt process determines whether the memory value is equal to or greater than the first value, and if it is equal to or greater than the first value, determines which of multiple types of the specific presentation to execute, and transmits information related to the determined specific presentation to the presentation control means, the processing becomes complex and the processing load increases. In this invention, the stage information indicating which stage the value belongs to is generated based on information related to the stored value in the specific storage area, where the range from the first value to the specific value is divided into a plurality of stages each having a predetermined amount (for example, 1000), and when the stage information is updated to a different value (only when the stage information is updated to a different value), performance control information related to the value is transmitted to the performance control means, and the performance control means executes the specific performance in a manner corresponding to the received performance control information. In this way, by managing which stage the value belongs to and configuring the performance control information to be transmitted only when the stage is changed, processing can be simplified and the processing load can be reduced. [Effects of the Invention]
[0009] According to the present invention, the processing load can be reduced. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a perspective view showing an example of an amusement machine according to an embodiment of the present invention, illustrating its external configuration. [Figure 2] FIG. 2 is a front view showing the external configuration of the gaming machine. [Figure 3] FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Figure 5] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 6] FIG. 10 is a diagram showing the jackpot lottery table. [Figure 7] FIG. 10 is a diagram showing a symbol lottery table. [Figure 8] FIG. 10 is a state transition diagram of the game state. [Figure 9] This is a diagram explaining the display of the performance patterns and reserved patterns. [Figure 10] This is the address map of the memory area used by the main CPU. [Figure 11]FIG. 10 is a diagram illustrating the gaming machine status flag. [Figure 12] 10 is a flowchart showing an example of a power-on process. [Figure 13] 10 is a flowchart showing an example of a timer interrupt process. [Figure 14] 10 is a diagram illustrating the complete function operation management phase. FIG. [Figure 15] 10 is a flowchart showing an example of a MY determination counter confirmation process according to the first embodiment; [Figure 16] 10 is a diagram showing a counter determination table for MY determination according to the first embodiment. FIG. [Figure 17] 10 is a flowchart showing an example of a complete management phase setting process. [Figure 18] FIG. 10 is a diagram illustrating the special game management phase. [Figure 19] 10 is a flowchart showing an example of a complete command set process. [Figure 20] 10 is a flowchart showing an example of a gaming machine status flag setting process. [Figure 21] FIG. 10 is a diagram illustrating the complete function activation warning display. [Figure 22] This is a diagram explaining the complete function activation presentation. [Figure 23] This is a diagram explaining the complete function activation preview performance. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear," "up and down" means the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means the left-hand side of a player playing on the gaming machine is "left" and the right-hand side is "right."
[0012] Unlike conventional pachinko gaming machines, the gaming machine 1 of this embodiment allows a player to play without touching the gaming balls. The gaming machine 1 is an enclosed circulation type in which a certain number of gaming balls (gaming media) circulate inside the gaming machine. The gaming machine 1 is also a gaming machine in which gaming value is used as electronic information, and the gaming value is consumed and paid out through play. In the gaming machine 1, paying out gaming value means electronically paying out (granting) the gaming value. Note that the invention according to this embodiment is not limited to the gaming machine 1 and can also be applied to conventional pachinko gaming machines, i.e., pachinko gaming machines in which a player can physically touch gaming balls and gaming balls are paid out to a tray when the gaming balls enter a predetermined winning slot.
[0013] FIG. 1 is a perspective view showing the exterior configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment includes an outer frame 2 that forms the exterior surface of the gaming machine, a gaming board 6 that is provided inside the gaming machine and forms a gaming area 4 in which gaming balls move, an inner frame 7 that holds the gaming board 6, a glass unit 8 that makes the gaming board 6 visible but inaccessible to players, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be able to open and close. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be able to open and close. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a plurality of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launcher (not shown) provided inside the gaming machine is activated, launching gaming balls into the gaming area 4. The launcher of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).
[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.
[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) that lends game value is provided on the side (left side) of the gaming machine 1 and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. In addition, the management of the number of play values by card may be performed by storing the number of play values on the card itself, or by storing the number of play values in a designated management device installed in an amusement facility, etc., and linking the number of play values stored in the management device, etc. with identification information stored on the card (such as the player's ID or an identification number unique to each card).
[0018] In the dedicated unit 400, an operation (pressing operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the lending button 403 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming a stored value stored as a prepaid balance on a bill inserted into the bill insertion slot 406 or a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming game value owned by the player and managed by the card (game value linked to the card). In other words, in this embodiment, an operation on the lending button 403 or the replay button 404 as a lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined amount of game value is transferred (lent) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a counting button (counting operation means) 212 are provided on the left side of the front frame 10 (the dedicated unit 400 side). Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values is stored in a game value number memory area of the frame control board 201 described below. Hereinafter, the value (stored value) indicated in the game value number memory area will be referred to as the "number of balls in possession" (number of balls in possession). The number of balls in possession can be said to be the number of game values that can be used for playing. The number of balls in possession is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls in possession is displayed by the 7-segment display.
[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of held balls) stored in the game value number storage area. The frame control board 201 decreases the number of held balls when a game ball is detected to be launched. The frame control board 201 also increases the number of held balls when a prize ball is paid out. The frame control board 201 also increases the number of held balls when a foul ball is detected. When game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of held balls by the amount of game value to be transferred. When game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of held balls by the amount of game value to be transferred. The frame control board 201 also controls the display of the number of held balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of held balls.
[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (the game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion) that is formed so that it can be pressed. When the player wants to end a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values are transferred from the gaming machine 1 to the dedicated unit 400. After the game value has been transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that enables the number of game values owned by the player to be determined is ejected from the dedicated unit 400 (card insertion / ejection port 402).
[0022] 3 is a front view showing the external configuration of the gaming board 6. A circular outer rail 28 is provided on the gaming board 6, and the area surrounded by the outer rail 28 is the gaming area 4 in which gaming balls move. An arc-shaped inner rail 30 is provided on the left end of the gaming area 4 so as to follow the outer rail 28, and the outer rail 28 and inner rail 30 guide gaming balls launched from a launcher (not shown) provided below the gaming board 6 into the gaming area 4.
[0023] At the center of the game board 6, there is provided a liquid crystal display 32 (effect display device, display means) that displays effect images and the like to enhance the game, and an effect unit 36 that includes a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the effect unit 36 and outputs effect light and the like to enhance the game.
[0024] In this embodiment, the game balls cannot pass in front of the liquid crystal display 32, and the game balls launched from the launching device fall into the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, many game nails (not shown) are nailed so as to intersect with the surface of the game board 6, and the moving direction of the game balls moving in the game area 4 changes randomly.
[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downward from the stage 44, so that game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.
[0026] A first start opening 46 (first area) is provided below the center of the stage 44, through which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. A first start opening switch 100 (see FIG. 5) that detects game balls that have entered the first start opening 46 is disposed within the first start opening 46. When the first start opening switch 100 detects a game ball (entry of a game ball into the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes the payout of a prize ball (for example, one ball). The game ball that entered the first start opening 46 is collected inside the gaming machine.
[0027] To the left of the first starting opening 46 in the gaming area 4, multiple (three) general winning openings 47 (upper left general winning opening 47a, middle left general winning opening 47b, and lower left general winning opening 47c) are provided. The gaming board 6 is also provided with a general winning opening switch 101 (see FIG. 5) that detects a gaming ball that has entered the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c. When the general winning opening switch 101 detects a gaming ball (entry of a gaming ball into the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then pays out prize balls (for example, three balls) based on the detection signal input from the general winning opening switch 101. One general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or only one may be provided for multiple (for example, three) general prize openings 47. Furthermore, in addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to these general prize openings may also be provided.
[0028] A passage gate 48 through which gaming balls pass without being collected inside the gaming machine is provided in the gaming area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a gaming ball is also provided inside the passage gate 48. When the gate switch 102 detects a gaming ball (passage of the gaming ball through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether a normal win has been won.
[0029] In the gaming area 4b to the right of the liquid crystal display 32, a second start opening 49 (second area) is provided below the passage gate 48. A second start opening switch 103 (see FIG. 5) is provided in the second start opening 49 to detect a gaming ball that has entered the second start opening 49. When the second start opening switch 103 detects a gaming ball (entry of a gaming ball into the second start opening 49), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the second start opening switch 103, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery. Based on the input of the detection signal from the second start opening switch 103, the main control board 200 executes the payout of a prize ball (for example, one ball). The gaming ball that has entered the second start opening 49 is collected inside the gaming machine.
[0030] The second starting opening 49 is provided with a normal role device 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a gaming ball to enter the second starting opening 49 (a state in which it is difficult for a gaming ball to enter the second starting opening 49), and an expanded state (open state) in which it is easy for a gaming ball to enter (a state in which it is easy for a gaming ball to enter the second starting opening 49). The normal role device 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal win is won in the normal symbol lottery.
[0031] A special prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. A count switch 104 (see FIG. 5) that detects game balls that enter the special prize opening 50 is provided within the special prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the special prize opening 50), it outputs a detection signal to the main control board 200. The main control board 200 pays out prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 counts the number of game balls that enter the special prize opening 50 based on the detection signal input from the count switch 104. The game balls that enter the special prize opening 50 are collected inside the gaming machine.
[0032] The large prize opening 50 is provided with a special device 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which gaming balls cannot enter the large prize opening 50 and an open state (entry state) in which gaming balls can enter. The special device 56 has a built-in drive device such as a solenoid, and is controlled to open under predetermined conditions in a special game state that starts when a large prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special device 56 is also controlled to open under predetermined conditions in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).
[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes gaming balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is disposed in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of a gaming ball passing through the specific area (passage of a gaming ball through the specific area). The distribution means can be switched between a specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the discharge area. In other words, when the distribution means is switched to the specific area passing state, gaming balls that enter the large prize opening 50 are distributed to the specific area. This prevents gaming balls that enter the large prize opening 50 from passing through the discharge area. On the other hand, when the distribution means is displaced to the non-specific area passing state, a gaming ball that enters the large prize opening 50 is distributed to the discharge area. This makes it impossible for a gaming ball that enters the large prize opening 50 to pass through the specific area. The distribution means is displaced by the specific area solenoid. A gaming ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means to either the specific area or the discharge area, and after passing through that area, is discharged to the discharge path. At this time, the gaming ball distributed to the specific area is detected by the specific area switch 107.
[0034] An outlet 62 is provided at the bottom of the game area 4 to collect game balls that fall through the game area 4 without entering any of the winning openings 46, 47, 49, and 50 into the game machine. A discharge path (not shown) is provided inside the game machine through which game balls collected (discharged) from the game area 4 pass. This game machine is configured so that all game balls shot into the game area 4 (all game balls collected from the game area 4) pass through the discharge path. That is, game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning openings 46, 47, 49, and 50 or passing through the outlet 62. Specifically, game balls that enter each of the winning openings 46, 47, 49, and 50 are detected by switches 100, 101, 103, and 104 disposed in the winning openings, and then guided to the discharge path. Furthermore, the gaming balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a gaming ball passing through the discharge path (discharge of a gaming ball from the gaming area 4), it outputs a detection signal to the main control board 200. Furthermore, the main control board 200 counts the number of gaming balls discharged from the gaming area 4 based on the input of the detection signal from the out switch 106.
[0035] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1; when the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left-hitting area) on the left side of the LCD display 32; when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right-hitting area) on the right side of the LCD display 32.
[0036] The player adjusts the amount of rotation of the grip unit 20 depending on the game situation, and launches the game ball so that it falls through the left-side game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win in the first start opening 46 (left hit), or launches the game ball so that it falls through the right-side game area 4b and passes through the passage gate 48 or wins in the second start opening 49 or wins in the big prize opening 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.
[0037] In the gaming machine of this embodiment, when a gaming ball falls through the left-side gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 or the large prize opening 50. In addition, when a gaming ball falls through the right-side gaming area 4b, the gaming ball does not enter the first start opening 46 or the general prize opening 47.
[0038] As shown in FIG. 3, a status display unit 70 is provided at the lower right of the gaming board 6, outside the gaming area 4, for indicating various states of the gaming machine by turning on and off lamps or the like.
[0039] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game status display unit 84.
[0040] The normal symbol display unit 72 is composed of two lamps, and when a normal symbol lottery is held, the normal symbol is displayed in a variable manner by flashing the two lamps, and the normal symbol is displayed in a static manner by turning on or off the two lamps, thereby displaying the result of the normal symbol lottery.
[0041] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values for the normal pattern lottery when the random number values for the normal pattern lottery are reserved because the normal pattern lottery cannot be held even if the random number values for the normal pattern lottery are obtained, such as when the normal pattern is already being displayed in a changing or stopped state when the game ball passes through the passing gate 48, and displays the normal hold number from 0 to 4 by combining turning on, turning off, or flashing the two lamps.
[0042] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a gaming ball entering the first starting hole 46, the 7-segment display is made to flash to display the first special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.
[0043] The first special reserve display unit 78 is composed of two lamps, and displays a first special reserve number corresponding to the number of reserved first special random number values when the first special pattern or second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the first starting hole 46, and the random number value for the special pattern lottery is reserved as the first special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery (lottery information) is obtained, and displays 0 to 4 first special reserve numbers by combining turning on, turning off, or flashing the two lamps.
[0044] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by a gaming ball entering the second starting hole 49, the 7-segment display is made to flash to display the second special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the second special pattern in a static manner, thereby displaying the result of the second special pattern lottery.
[0045] The second special reserve display unit 82 is composed of two lamps, and displays a second special reserve number corresponding to the number of the reserved second special random number value when the first special pattern or the second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the second starting hole 49, and the random number value for the special pattern lottery is reserved as the second special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery is obtained, and displays 0 to 4 second special reserve numbers by combining turning on, turning off, or flashing the two lamps.
[0046] The game status display unit 84 is composed of six lamps, and displays the type of game status currently set by combining the lighting, extinguishing, or flashing of the six lamps. As will be described in detail later, in this embodiment, as shown in FIG. 8, multiple game statuses can be set, including a normal status, a slightly time-saving status, a time-saving status, and a special game status. In the time-saving status, the time for the first special symbol or the second special symbol to fluctuate is shortened compared to the normal status and the slightly time-saving status, and the opportunity to execute the special symbol lottery occurs more frequently.
[0047] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program pre-stored in ROM, etc.
[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.
[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the calculation results, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.
[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0051] The main control board 200 is configured to include a random number generating means 210, a normal symbol lottery means 220, a normal display control means 222, a normal device control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0052] The random number generating means 210 is a means for generating random numbers for the lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the term "random number value" includes not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but can actually function as random numbers because the timing of their acquisition is irregular.
[0053] The normal symbol lottery means 220 acquires a random number value for the normal symbol lottery from the random number generating means 210 based on the input of a detection signal from the gate switch 102 that detects each game ball passing through the passage gate 48, stores the random number value for the normal symbol lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal symbol lottery to determine whether or not a normal win has been won based on the random number value for the normal symbol lottery read from the normal random number storage means 2912.
[0054] In detail, the normal random number memory means 2912 has four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, which are memory areas for storing the acquired random number values for the normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values for the normal pattern lottery that are read from normal reserve memory area 1 and used to draw the normal pattern until the changing and stopping display of the normal pattern ends. Then, when normal pattern lottery means 220 acquires the random number value for normal pattern lottery from random number generating means 210, if the random number value for normal pattern lottery is not stored in any of normal reserve memory areas 1 to 4, it first stores the acquired random number value for normal pattern lottery in normal reserve memory area 1. Then, at the time the random number value for normal pattern lottery is stored in normal reserve memory area 1, if the normal pattern is not being displayed variably or stationarily, that is, if the random number value for normal pattern lottery is not stored in the normal reserve memory area and control to open normal role device 54 is not being executed, it immediately reads out the random number value for normal pattern lottery from normal reserve memory area 1 and performs a normal pattern lottery, and stores the random number value for normal pattern lottery used in the normal pattern lottery in the normal reserve memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, that is, when the random number value for the normal symbol lottery is stored in the normal reserve memory area or when control to open the normal device 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal reserve memory area 1.
[0055] Then, when a random number value for the normal pattern lottery is reserved in the normal reserve memory area 1 and a detection signal is input from the gate switch 102 to obtain a random number value for the normal pattern lottery, the normal pattern lottery means 220 stores the random number value for the normal pattern lottery in the normal reserve memory area with the smallest ordinal number among the normal reserve memory areas 1 to 4 in which a random number value for the normal pattern lottery is not reserved, on the condition that the number of random number values for the normal pattern lottery reserved in the normal reserve memory areas 1 to 4 is less than four, i.e., the normal reserve number is less than four.
[0056] Then, when the variable display and stationary display of the normal symbols are finished, the normal symbol lottery means 220 erases the random number values for normal symbol lottery stored in the normal reserve memory area, and if a random number value for normal symbol lottery is reserved in the normal reserve memory area 1, it reads the random number value for normal symbol lottery from the normal reserve memory area 1, performs a normal symbol lottery, and stores the random number value for normal symbol lottery obtained by the normal symbol lottery in the normal reserve memory area, provided that control to open the normal accessory 54 is not being executed. Here, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 or later, it moves the remaining random number value for normal symbol lottery from the original normal reserve memory area to the normal reserve memory area with the smaller ordinal number by one. For example, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 to the normal reserve memory area 3, it moves it to the normal reserve memory area 1 to the normal reserve memory area 2.
[0057] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been held is held in the normal hold memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been held is held in the normal hold memory area 1 to normal hold memory area 4 up to a maximum of four.
[0058] The normal symbol lottery means 220 performs normal winning determination processing as a normal symbol lottery.
[0059] The normal win determination process is a process for determining whether a "normal win" has been won. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which normal symbol lottery table to refer to for random number determination processing among a plurality of types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290. Here, each normal symbol lottery table associates "normal win" or "lose" with each of 100 normal symbol lottery random number values from 0 to 99. Then, the normal symbol lottery means 220 determines whether a "normal win" has been won by referring to the selected normal symbol lottery table and determining whether one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal win.
[0060] The normal symbol lottery table selected when the gaming state is in the time-shortening state (excluding the slight time-shortening state, the same applies below) is set to have a higher probability of winning a "normal win" compared to the normal symbol lottery table selected when the gaming state is not in the time-shortening state. In other words, the normal symbol lottery held when the gaming state is in the time-shortening state has a higher probability of winning a "normal win" compared to the normal symbol lottery held when the gaming state is not in the time-shortening state.
[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0062] In the normal symbol display control process, the normal symbol display control means 222 displays the normal symbol in a variable manner by flashing the two lamps of the normal symbol display unit 72 until a predetermined variable time has elapsed, and displays the result of the normal symbol lottery on the normal symbol display unit 72 by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbol display depending on whether a "normal symbol win" has been won in the normal symbol win determination process.
[0063] In this embodiment, the normal pattern variation time is determined according to the game state at the time the normal pattern lottery is performed. Specifically, when the game state is in a time-saving state, the normal pattern variation time is set shorter than when the game state is not in a time-saving state. For example, when the game state at the time the normal pattern lottery is performed is not in a time-saving state, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state at the time the normal pattern lottery is performed is in a time-saving state, the normal pattern variation time is set to a second time (e.g., 1 second) that is shorter than the first time. Therefore, when the game state is in a time-saving state, the opportunity to perform the normal pattern lottery occurs more frequently.
[0064] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by combining turning on, turning off, or flashing the two lamps of the normal hold display unit 74, depending on the number of random number values for normal pattern lottery stored in the normal random number memory means 2912.
[0065] The normal device control means 224 is a means for controlling the normal device 54 based on the result of the normal symbol lottery. When the gaming state is not in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time A (e.g., 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win." Also, when the gaming state is in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time B (e.g., 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win."
[0066] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the gaming state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease with which the gaming ball enters the second starting hole 49, but if the gaming state is in the time-saving state, the normal device 54 operates so as to increase the ease with which the gaming ball enters the second starting hole 49. In this embodiment, in the time-saving state, the operation of the normal device 54 is controlled so that the gaming ball enters the second starting hole 49 more easily than in the normal state and the slight time-saving state. Therefore, the time-saving state is a gaming state that is more advantageous to the player than the normal state and the slight time-saving state.
[0067] In this embodiment, the control of the operation of the normal role device 54 differs between the normal state and the short-time-saving state. In the short-time-saving state, the opening time of the normal role device 54 (the time in the expanded state) is set slightly longer than in the normal state. In the short-time-saving state, it is sufficient that one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role device 54 is different from that in the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role device 54 may be the same in the short-time-saving state and the normal state, but the fluctuation time of the normal symbol may be different. In this case, the fluctuation time of the normal symbol may be slightly shorter in the short-time-saving state than in the normal state.
[0068] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the first start port switch 100 that detects each gaming ball entering the first start port 46, and stores the value as a first special random number value in the special random number storage means 2914 of the main memory 290. Also, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the second start port switch 103 that detects each gaming ball entering the second start port 49, and stores the value as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 uses the first special random number value or the second special random number value read from the special random number storage means 2914 to perform a special symbol lottery that determines whether or not a jackpot will be won.
[0069] The special random number memory means 2914 has four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, which are memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.
[0070] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the detection signal being input from the first start port switch 100, in a state where the first special random number value is not stored in any of the first special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as the first special random number value in the first special reserve memory area 1. Then, at the time when the first special random number value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area. On the other hand, when the first special symbol is being displayed in a variable or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or when the game state is a special game state, or when a small win game is being played, the first special random number value is reserved in the first special reserve memory area 1.
[0071] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area 1 to the first special reserve memory area 4 that has the smallest ordinal number and in which the first special random number value is not reserved, on the condition that the number of first special random number values reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., the first special reserve number is less than four.
[0072] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the changing and stopping display of the second special pattern ends.
[0073] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the input of a detection signal from the second start port switch 103, in a state where the second special random number value is not stored in any of the second special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as a second special random number value in the second special reserve memory area 1. Then, at the time when the second special random number value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reserve memory area 1, performs a special symbol lottery, and stores the second special random number value used in the special symbol lottery in the second special reserve memory area. On the other hand, when the second special symbol is being displayed in a variable or stopped state, that is, when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.
[0074] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values reserved in the second special reserve memory areas 1 to 4 is less than four, i.e., the second special reserve number is less than four.
[0075] When the variable display and stationary display of the first special symbol have ended, the special symbol lottery means 230 erases the first special random number value stored in the first special reserve memory area. Then, if the first special random number value is stored in the first special reserve memory area 1, the special symbol lottery means 230 reads the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area, provided that the game state is not a special game state and a small win game is not being executed. Furthermore, when the variable display and stationary display of the second special symbol have ended, the special symbol lottery means 230 erases the second special random number value stored in the second special reserve memory area. Then, when the second special random number value is stored in the second special reserve memory area 1, on the condition that the game state is not a special game state and a small win game is not being executed, the second special random number value is read from the second special reserve memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the variable display of the second special symbol may start during the variable display of the first special symbol, or the variable display of the first special symbol may start during the variable display of the second special symbol.
[0076] In addition, when a first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 and a special symbol lottery is performed, provided that a second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When a second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value may be read from the second special reservation memory area 1 and a special symbol lottery is performed, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. In other words, the second special random number value may be consumed with priority over the first special random number value. Furthermore, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.
[0077] When the first special random number value is read from the first special reserve memory area 1, if the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1, if the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area with an ordinal number one smaller. For example, if a first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if a second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.
[0078] In the special random number storage means 2914, first special random number values for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, second special random number values for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the second special reservation storage area 1 to the second special reservation storage area 4.
[0079] Next, the details of the special symbol lottery will be explained. The special symbol lottery means 230 acquires multiple types of random number values, such as a jackpot determination random number value and a pattern determination random number value, as random number values for special symbol lottery based on the detection signal input from the first start port switch 100 or the second start port switch 103, and stores these multiple types of random number values as first special random number values or second special random number values in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a pattern determination process, etc. as a special symbol lottery.
[0080] The jackpot determination process is a process for determining whether or not a jackpot has occurred by reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.
[0081] In the jackpot determination process, the special symbol lottery means 230 selects which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value read out was stored as the first special random number value or the second special random number value.
[0082] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, jackpots and the like are associated with each of 65,536 jackpot determination random number values from 0 to 65,535.
[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that the probability of winning a "jackpot" is 1 / 350 (187 / 65536) and the probability of winning a "C time reduction" is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "C time reduction" has been won by referring to the jackpot lottery table A and determining whether the jackpot determination random number value read from the first reserved memory area 1 corresponds to a "jackpot" or a "C time reduction." In this embodiment, the first special symbol lottery always results in a win for either a "jackpot" or a "C time reduction." Note that, in this embodiment, the probability of winning a "jackpot" or a "C time reduction" in the first special symbol lottery does not change depending on the game state. In the first special symbol lottery, there are cases where a winner (jackpot) is won and cases where a winner is not won, and the latter case (which may be called a miss) includes cases where a winner is won in the C time reduction (C time reduction 1 or C time reduction 2 described later). Note that "not winning" may also include cases where a winner is not won in the time reduction (in other words, a complete miss).
[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "minor jackpot" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "minor jackpot" has been won by referring to the jackpot lottery table B and determining whether the jackpot determination random number value read from the second reserved memory area 1 corresponds to a "jackpot" or a "minor jackpot." In this embodiment, the probability of winning a "jackpot" or a "minor jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a win (jackpot or minor jackpot) is won or where a win is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C time reduction without winning the prize.
[0085] The symbol determination process is a process that is performed when a "big hit," "C time reduction," or "small hit" is won in the big hit determination process. The symbol determination process reads out one symbol determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914, and when a "big hit" is won, it determines which of multiple big hit symbols the big hit symbol (type of big hit) will be, when a "C time reduction" is won, it determines which of multiple time reduction symbols the time reduction symbol (type of C time reduction) will be, and when a "small hit" is won, it determines which of multiple small hit symbols the small hit symbol (type of small hit) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as a first special random number value or a second special random number value.
[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to when performing the random number determination process, depending on whether the one read-out pattern determination random number value was stored as the first special random number value or the second special random number value.
[0087] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.
[0088] 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0089] 7(b) is selected when "C time reduction" is won and one read-out pattern determination random number value is stored as the first special random number value, and the correspondence between each pattern and the pattern determination random number value is set so that "C time reduction 1" (slight time reduction 1329) is won with a probability of 80.5 / 100 (approximately 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (approximately 20%). The special pattern lottery means 230 refers to the pattern lottery table B and determines which of the multiple types of time reduction patterns the read-out pattern determination random number value is associated with, thereby determining which of the multiple types of time reduction patterns has been won.
[0090] 7(c) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100, and "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol lottery table D shown in Fig. 7(d) is selected when a "small win" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100, and "small win 2" is won with a probability of 50 / 100 (10R time reduction 110). The special symbol lottery means 230 refers to the symbol lottery table D and determines which of the multiple types of small win symbols the read-out symbol determination random number value is associated with, thereby determining which of the multiple types of small win symbols has been won.
[0092] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and performs processing for executing the special game. The special game execution means 260 is a means for executing a small win game based on the winning of a "small win" in the special symbol lottery, and performs processing for executing the small win game. Note that the term "special game" may include a small win game.
[0093] The special game state begins when a "jackpot" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), and ends when a predetermined number of rounds (number of executions) of special games (jackpot games) are played according to the type (category) of the jackpot symbol. When the special game state begins when "jackpot 1," "jackpot 4," or "jackpot 5" is won in the special symbol lottery, the special game state ends when 10 rounds of special games (rounds 1 to 10) have been played. When the special game state begins when "jackpot 2" or "jackpot 3" is won in the special symbol lottery, the special game state ends when 7 rounds of special games (rounds 1 to 7) have been played. Details will be given later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving periods corresponding to the jackpot pattern is set and the time-saving state begins, or a predetermined number of small time-saving periods corresponding to the jackpot pattern is set and the small time-saving state begins.
[0094] The small win gaming state is initiated when a "small win" is won in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games have been played (one in this embodiment). In the small win game, the special device 56 is set to an open state that allows the game ball to enter the large prize opening 50, and the distribution means is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize opening 50 during the execution of the small win game can easily (possibly) pass through the specific area. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area in the small win gaming state. Then, when the passage of a game ball through a specific area is detected during the small win game state (when the passage of a game ball that has entered the large prize opening 50 through a specific area is detected during the execution of the small win game), a special game state is initiated based on the end of the small win game state.
[0095] If "small win 1" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. As will be described in detail later, at the end of the special gaming state, a predetermined number of time-saving games corresponding to the small win pattern is set, and the time-saving state begins. In addition, if the passage of the game ball through a specific area is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 through a specific area is not detected during the execution of the small win game), the special game state is not initiated and the normal state is initiated.
[0096] In this embodiment, in the special game of each round (including the small win game), when the opening timer of the main memory 290 counts a predetermined time (29 seconds) after the special feature 56 is opened, or when the value of the large prize number counter (not shown) of the main memory 290, which adds a value equivalent to one game ball (for example, 1) when the count switch 104 detects the entry of one game ball, reaches an upper limit value (for example, 10), the condition for ending the special game is met, and the special feature drive device is controlled to close the special feature 56.
[0097] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special hold display control process, and a second special hold display control process based on the results of the special pattern lottery.
[0098] The first special pattern display control process is a process that is performed when the first special random number value is read from the first special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variable time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the first special pattern display unit 76 in a predetermined manner.
[0099] In this embodiment, the display mode of the 7-segment display is predetermined in correspondence with each of the big win symbols, time-saving symbols, and small win symbols. The special display control means 240 causes the first special pattern to be displayed in a stopped state by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a "jackpot" or "C time reduction" has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a "jackpot" has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if a "C time reduction" has been won in the jackpot determination process, and causes the first special pattern display unit 76 to display the result of the special pattern lottery.
[0100] The second special pattern display control process is a process that is performed when a second special random number value is read from the second special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variable time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the second special pattern display unit 81 in a predetermined manner.
[0101] The special display control means 240 causes the second special pattern to be displayed in a stopped state by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``big hit'' or a ``small hit'' has been won in the big hit determination process, and in a manner corresponding to the big hit pattern determined in the pattern determination process if a ``big hit'' has been won in the big hit determination process, and causes the second special pattern display unit 81 to display the result of the special pattern lottery.
[0102] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by combining turning on, turning off, or flashing the two lamps of the first special hold display unit 78 depending on the number of first special random number values stored in the special random number memory means 2914.
[0103] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by combining turning on, turning off, or flashing the two lamps of the second special hold display unit 82, depending on the number of second special random number values stored in the special random number memory means 2914.
[0104] In this embodiment, if a "big win" is won in the special pattern lottery (first special pattern lottery or second special pattern lottery), a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. Also, if a "small win" is won in the second special pattern lottery, a small win game state is initiated in which a game ball can (easily) enter the large prize opening 50. When a game ball that has entered the large prize opening 50 is detected passing through a specific area in the small win game state, a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. By entering the game ball into the large prize opening 50, the player can win many prize balls. In this embodiment, the probability of transitioning to the special game state based on the second special pattern lottery is higher than the probability of transitioning to the special game state based on the first special pattern lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only if a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state if a "big win" is won, and if a "small win" is won and the passage of the game ball through a specific area is detected in the small win game state, the game transitions to the special game state.
[0105] In this embodiment, the probability of transitioning to the special game state is higher when an opportunity for the second special symbol lottery is acquired than when an opportunity for the first special symbol lottery is acquired. As described above, in order to acquire an opportunity for the second special symbol lottery, it is necessary to win a "normal win" in the normal symbol lottery and to cause a game ball to enter (enter) the second start opening 49 when the normal role device 54 (normal electric role device) is in the open state (open state). In addition, the ease of entry of a game ball into the second start opening 49 (ease of making a ball enter) varies depending on the game state.
[0106] As shown in FIG. 8, the game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition).
[0107] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among multiple game states. As described above, in the normal state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state. Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so that the likelihood of the game ball entering the second starting hole 49 is hardly increased. Therefore, in the normal state, it is difficult (impossible) to get the game ball into the second starting hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball left-handed to get the game ball into the first starting hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball right-handed. In other words, the normal state is a game state in which left-handed hitting is recommended.
[0108] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) in the normal game state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to the micro-time-saving state occurs upon the end of the special game state.
[0109] 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the stopped display (confirmation) triggers the setting of the number of time-saving times corresponding to the time-saving pattern (1329 times of slight time-saving), and a transition to the slight time-saving state occurs. In addition, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the stopping display (confirmation) triggers the setting of the number of time-saving times corresponding to the time-saving pattern (1329 times of time-saving), and a transition to the time-saving state occurs.
[0110] In this embodiment, the first special pattern lottery in the normal state always results in either a "jackpot" or a "C time reduction," and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a slight time reduction state, a time reduction state, or a special game state.
[0111] The time-saving symbol "C Time-saving 2" does not trigger a transition to a game state (special game state or small win game state) that makes it easier for the game ball to enter the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. Note that in a game state other than the normal state, if "C Time-saving 1" or "C Time-saving 2" is won in the first special symbol lottery and the first special symbol is displayed in a stopped state, the display will not trigger a transition to the time-saving state or the minute time-saving state. This "not transitioning" includes the fact that the specified number of time-saving times (minute time-saving number of times) will not be reset if the player is already in that game state.
[0112] (Slight time saving state) As described above, in the slight time-saving state (second specific game state), the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state (or is the same as in the time-saving state). Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so as to barely increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the slight time-saving state, at least some of the functions constituting the time-saving state are activated, and while it is slightly easier for the game ball to enter the second starting hole 49 than in the normal state, it is difficult (impossible) for the game ball to enter the second starting hole 49 even when the player hits the ball right. In other words, it is difficult (impossible) for the game ball to win the second special symbol lottery. In the slight time-saving state, it is more advantageous for the player to hit the ball left so that the game ball enters the first starting hole 46 in order to gain an opportunity to win the first special symbol lottery than to hit the ball right. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.
[0113] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) during the slight time-saving state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (slight time-saving times) is set to 1,329 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state.
[0114] The gaming state transition control means 250 determines that the termination condition for the micro-time-saving state is met based on the fact that the number of times the first special symbol has been displayed in a variable manner in the micro-time-saving state has reached 1,329, and terminates the micro-time-saving state and transitions to the normal state. In this embodiment, when the special gaming state is terminated based on winning "Jackpot 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set to the stored value of the micro-time-saving counter 2916 in the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1," the stopped display triggers the number of micro-time-saving times to be set to the stored value of the micro-time-saving counter 2916. In the micro-time-saving state, "1" is subtracted from the stored value of the micro-time-saving counter 2916 each time the first special symbol is displayed in a variable manner. Then, when the stored value of the minute time saving counter 2916 reaches "0", the minute time saving end condition is established, the minute time saving state ends, and the normal state starts. Note that in this embodiment, the minute time saving end condition is established when the stored value of the minute time saving counter 2916 is subtracted and reaches a predetermined value "0", but this is not limiting, and the minute time saving end condition may be established when the stored value of the minute time saving counter 2916 is added and reaches a predetermined value (for example, "1329").
[0115] In the slight time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display will not trigger the start (setting) of the slight time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the winning will continue. Note that in the slight time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display may be configured to trigger the setting of a new number of time-saving periods.
[0116] (Time-saving mode) As described above, in the time-saving state (first specific game state), the probability of winning a "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. Furthermore, if a "normal win" is won in the normal symbol lottery, the normal device 54 operates to increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to win the second special symbol lottery than to hit the ball to the left. In other words, the time-saving state is a game state in which right-handed shots are recommended.
[0117] As shown in Figure 8, if a "big win" or "small win" is won in the special pattern lottery (second special pattern lottery) during the time-saving state, the game transitions to the special game state (including via the small win game state). As shown in Figure 7(c), if "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "small win 1" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. In addition, if "Small Win 2" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times will be set to 110 at the end of the special game state, and the game will transition to the time-saving state upon the end of the special game state.
[0118] When the number of times the second special symbol is variably displayed in the time-saving state reaches 110 times (or 10,000 times), the game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is met, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the number of time-saving times corresponding to the type of winning symbol is set in the value stored in the time-saving counter 2915 of the main memory 290, and each time the second special symbol is variably displayed in the time-saving state, "1" is subtracted from the value stored in the time-saving counter 2915. Then, when the value of the time-saving counter 2915 reaches "0," the time-saving termination condition is met, the time-saving state ends, and the normal state begins. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited to this, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). Furthermore, in this embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but this is not limiting, and they may be managed (controlled) by one of the counters.
[0119] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display may be configured to trigger the setting of a new number of time-saving periods.
[0120] Returning to Figure 5, the payout control means 270 performs control to (electronically) pay out a number of game balls equivalent to a predetermined number of prize balls for each detection signal based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.
[0121] The communication control means 280 controls the transmission of various commands generated in response to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.
[0122] Next, we will explain the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.
[0123] The performance control means 300 controls the performance device based on various commands sent from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 of the sub-memory 302, and controls the performance device to perform effects to liven up or assist the game, such as turning on or blinking the front frame lamp 12 or the lighting device 38, displaying performance images on the LCD display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance object drive device to operate the performance objects.
[0124] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32, and the performance control means 300 draws an image in the frame buffer of the sub-memory 302 for each frame (1 / 30 seconds) based on this performance image data, and displays the drawn image on the liquid crystal display 32, thereby playing and displaying a moving image on the liquid crystal display 32.
[0125] The performance control means 300 executes a performance in which a performance pattern (demo pattern) is displayed on the liquid crystal display 32 in accordance with (corresponding to) the varying and stationary display of the first special pattern in the first special pattern display section 76, or in accordance with (corresponding to) the varying and stationary display of the second special pattern in the second special pattern display section 81, and is capable of announcing the result of the first special pattern lottery or the second special pattern lottery. In the slight time-saving state, the performance control means 300 displays on the liquid crystal display 32 a performance pattern corresponding to the varying and stationary display of the first special pattern, and in the time-saving state, displays on the liquid crystal display 32 a performance pattern corresponding to the varying and stationary display of the second special pattern.
[0126] The display of the effect symbols in the micro-time-saving state will be explained. Figure 9(a) shows the state before the first special symbol starts to change. The left effect symbol 350, the middle effect symbol 352, and the right effect symbol 354 are displayed in the display area 32a of the liquid crystal display 32 as effect symbols. The left effect symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle effect symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right effect symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left effect symbol 350, the middle effect symbol 352, and the right effect symbol 354 each form nine different effect symbol sequences representing the numbers "1" through "9." Each effect symbol representing the numbers "1" through "9" may include decorative elements such as characters in addition to the numbers.
[0127] As shown in Figure 9(b), the display of the first special symbol begins, and the display of the effect symbol (the effect of the effect symbol) begins. The downward arrow in the figure indicates that the effect symbol is being displayed vertically at high speed (scrolling).
[0128] As shown in Figure 9(c), the effect pattern is displayed in a stopped state based on the stopped display of the first special pattern. The effect pattern is displayed in a stopped state according to the result of the first special pattern lottery. For example, if a "jackpot" is won in the first special pattern lottery, the effect pattern is displayed in a stopped state according to the jackpot pattern determined in the pattern determination process. Although not shown, even in the time-saving state, the effect pattern is displayed in a changing or stopped state according to the changing and stopped display of the second special pattern, just as in the slight time-saving state (as shown in Figures 9(a), 9(b), and 9(c)).
[0129] Furthermore, the performance control means 300 executes a performance (hold performance) in which an image showing the first special hold number or the second special hold number is displayed on the liquid crystal display 32 based on the first special hold number (the first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (the second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 9(a), etc., four hold display areas (display areas) of the first hold display area 411 to the fourth hold display area 414 are provided below the display area of the liquid crystal display 32, corresponding to the first special hold memory area 1 to the first special hold memory area 4 or the second special hold memory area 1 to the second special hold memory area 4 of the special random number storage means 2914.
[0130] Figure 9(a) shows a hold effect executed in a slight time-saving state, in which a first special random number value is stored in the first special hold memory area 1 to the first special hold memory area 3, and a first hold image 420 (three first hold images 420) is displayed in the first hold display area 411 to the third hold display area 413. Figure 9(d) shows a hold effect executed in a time-saving state, in which a second special random number value is stored in the second special hold memory area 1 to the second special hold memory area 2, and a second hold image 422 (two second hold images 422) is displayed in the first hold display area 411 to the second hold display area 412.
[0131] In addition, in the hold effect, one hold display area 430 is displayed in the area to the left of the first hold display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special hold memory area of the special random number memory means 2914. In the hold display area 430, when a first special random number value is read out from the first special hold memory area 1 and stored in the special hold memory area, a first hold image 420 is displayed (FIG. 9(b)). In addition, when a second special random number value is read out from the second special hold memory area 1 and stored in the special hold memory area, a second hold image 422 is displayed.
[0132] In this embodiment, in the normal state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), or if a player wins "C Time Reduction 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. In contrast, in the slight time-shortened state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), or if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. Therefore, the normal state has a higher probability of transitioning to the time-shortened state (a game state advantageous to the player) than the slight time-shortened state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-shortened state than the slight time-shortened state because a player can transition to the time-shortened state if a player wins "C Time Reduction 2." This is advantageous to the player. In the gaming machine of this embodiment, when RAM clear (a process of initializing at least a part of the RAM area of the main memory 290) is executed, the gaming state is set to the normal state. The normal state is the so-called "morning state."
[0133] As described above, the normal state and the slight time-saving state (left-hit time-saving state) are game states in which left-handed hits are more advantageous than right-handed hits, and the time-saving state (right-hit time-saving state) is a game state in which right-handed hits are more advantageous than left-handed hits. In the time-saving state, it is easier to get a game ball to enter the second starting hole 49 than in the normal state and the slight time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the slight time-saving state. In this embodiment, the time-saving state and the slight time-saving state in which it is easier to get a ball to enter the second starting hole 49 than in the normal state may be referred to as a high base state, and the normal state may be referred to as a low base state.
[0134] Hereinafter, the CPU of the main control board 200 will be referred to as the main CPU. The ROM of the main memory 290 will be referred to as the main ROM, and the RAM of the main memory 290 will be referred to as the main RAM. As shown in FIG. 5, the main control board 200 includes a clock generating circuit 402, an input port 404, an output port 405, a performance display device 406, a RAM clear switch 407, and a setting key switch 408. The performance display device 406 is a device capable of displaying a base (base ratio) calculated by dividing the number of prize balls paid out based on the entry of game balls into a predetermined ball entry port (winning port) by the number of outs (the number of game balls detected by the out switch 106), which indicates the number of game balls shot into the game area. When the RAM clear switch 407 is pressed and the power is turned on (when the power is restored after a power outage), RAM clear (RAM clear processing) is executed, and at least a portion of the information stored in the main RAM is initialized (reset).
[0135] Furthermore, the gaming machine of this embodiment is equipped with multiple types of sensors, each capable of detecting abnormalities, etc. The multiple types of sensors include a front frame open sensor 507 and an inner frame open sensor 508. The front frame open sensor 507 can detect the opening of the front frame 10 relative to the inner frame 7. The inner frame open sensor 508 can detect the opening of the inner frame 7 relative to the outer frame 2.
[0136] Figure 10 is an address map of the memory area used by the main CPU. As shown in Figure 10, the memory area used by the CPU includes a memory area (0000H to 2FFFH) allocated to the main ROM and a memory area (F000H to F3FFH) allocated to the main RAM.
[0137] In FIG. 10, addresses for specifying memory areas are shown in hexadecimal (hereinafter, "H" means hexadecimal). The main ROM (ROM memory area) includes a used area m1 (0000H-1A7AH) and a non-used area m2 (2000H-2BFFH). The used area m1 includes a program area, an unused area, and a data area. The program area stores a program (program code) for controlling the progress of a game. The data area stores data (program data) for controlling the progress of a game. Note that the used area m1 may not include an unused area. The non-used area m2 includes a program area and a data area. The program area stores a program (program code) for executing processing related to tests defined by the Gaming Machine Regulations and a program (program code) for controlling the display of the performance display device 406 (specifically, calculating the base ratio). The data area stores data (program data) for executing processing related to tests stipulated in gaming machine regulations, and data (program data) for controlling the display of the performance display device 406.
[0138] The main RAM (RAM memory area) includes a used area M1 (F000H-F1FFH) and a non-used area M2 (F300H-F3FFH). The used area M1 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program (a program for controlling the progress of a game) stored in the used area m1. Meanwhile, the stack area is used as an area for temporarily saving various data during execution of a program (a program for controlling the progress of a game) stored in the used area m1. Note that the used area M1 may not include an unused area. Specifically, the work area includes a setting value area, a gaming machine status flag area, a checksum area, a backup valid flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The setting value area stores setting values. The gaming machine status flag area stores gaming machine status flags. The checksum area stores a checksum. The backup valid flag area stores a backup valid flag. The error-related area stores information related to errors. The normal game-related area 1 stores subcommand pointers and the like. The normal game-related area 2 stores input / output data for the main control board 200, data for arithmetic processing, various counters (random number counter, timer counter, etc.), and flags for managing lottery results and game status. The unused area M2 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program stored in the unused area M2 (a program for executing processing related to tests defined by the Gaming Machine Regulations or a program for controlling the display of the performance display device 406). On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program stored in the unused area M2 (a program for executing processing related to tests defined by the Gaming Machine Regulations or a program for controlling the display of the performance display device 406). Specifically, the work area includes a performance display-related area.The performance display related area is used as an area for temporarily storing various data while a program for controlling the display of the performance display device 406 is being executed.
[0139] Returning to Fig. 5, the clock generation circuit 402 generates a clock (synchronization signal) at a predetermined clock frequency (for example, 12 [MHz]) and outputs this clock to the main CPU and the random number generation means 210.
[0140] The input port 404 is configured to include multiple input ports (in this embodiment, input ports 0 to 3). Input port 0 receives a detection signal from the front frame open sensor 507 and a detection signal from the inner frame open sensor 508, etc. Input port 1 receives a RAM clear signal from the RAM clear switch 407, a detection signal from the setting key switch 408, etc. Input port 2 receives a detection signal from the count switch 104, a detection signal from the general winning port switch 101, a detection signal from the out switch 106, etc. Input port 3 receives a detection signal from the first start port switch 100, a detection signal from the second start port switch 103, a detection signal from the gate switch 102, a detection signal from the specific area switch 107, etc.
[0141] Each input port (input port 0 to input port 3) has a receiving memory area corresponding to each switch / sensor (detection signal). One bit of data indicating the reception status of the detection signal from that switch / sensor is set in the receiving memory area corresponding to each switch / sensor. Specifically, the receiving memory area corresponding to each switch / sensor is set to "1" (ON state) when a detection signal from that switch / sensor is being input (high level), and is set to "0" (OFF state) when a detection signal from that switch / sensor is not being input (low level).
[0142] The output port 405 is configured to include multiple output ports (output ports 0 to 4 in this embodiment). Output port 0 outputs a signal (data signal) for controlling the lighting of the status display unit 70. Output port 1 outputs a signal (common signal) for controlling the lighting of the status display unit 70 and the performance display device 406. Output port 2 outputs an external signal. The external signal output from output port 2 is input to the hall computer. Output port 3 outputs a control signal for controlling the drive of the solenoid related to the normal device 54, a control signal for controlling the drive of the solenoid related to the special device 56, a control signal for controlling the specific area solenoid related to the distribution means, etc. Output port 4 outputs a signal (data signal) for controlling the lighting of the performance display device 406.
[0143] The output port 405 is configured to include a command output port 1 and a command output port 2. The main CPU transmits a control command (sub-command) to the sub-control board 202 from the command output port 1, and transmits a control command (dispense command) to the frame control board 201 from the command output port 2.
[0144] In this embodiment, the frame control board 201 includes a frame control memory 203, and the frame control memory 203 includes a MY counter 221 and a game ball number counter 222 (a ball number counter, a game value number storage area). The frame control board 201 controls the awarding of game values.
[0145] The frame control board 201 controls the stored value of the MY counter 221. After power is turned on, the frame control board 201 updates the stored value of the MY counter 221 based on the maximum difference in the number of balls in the game value (MY: the increase in the game value from the point when the game value was most reduced after power was turned on). The stored value of the MY counter 221 is updated based on the value related to the acquisition of game value (prize balls) and the value related to the use of game value. The stored value of the MY counter 221 is reset to "0" when a power outage occurs (recovery from a power outage).
[0146] The frame control board 201 also controls the stored values (number of game balls, number of balls in possession) of the game ball counter 222. The frame control board 201 decreases the number of balls in possession when a game ball is detected as being launched, and increases the number of balls in possession when a prize ball is paid out. The frame control board 201 also increases the number of balls in possession when a foul ball is detected. When game value is transferred from the dedicated unit 400 to the gaming machine based on a lending operation, the frame control board 201 also increases the number of balls in possession by the amount of game value to be transferred. When game value is transferred from the gaming machine to the dedicated unit 400 based on operation of the counting button 212, the frame control board 201 also decreases the number of balls in possession by the amount of game value to be transferred. The frame control board 201 also controls the display of the number of balls in possession on the game value number display device 211 (FIG. 1), and changes the display content of the game value number display device 211 according to the increase or decrease in the number of balls in possession.
[0147] In addition, the frame control board 201 is equipped with a game ball count clear switch (not shown) that can be pressed, and when the game machine is powered on (restored after a power outage) with the game ball count clear switch pressed, the game ball count is cleared and the number of game balls stored in the RAM of the frame control memory 203 (the stored value of the game ball count counter 222) is reset to "0".
[0148] The frame control board 201 also has a ball removal switch (not shown) that can be pressed, and when the power is turned on with the ball removal switch pressed (when power is restored after a power outage), the gaming machine transitions to the ball removal state. When performing maintenance on the gaming machine, the gaming balls inside the gaming machine can be removed by transitioning the gaming machine to the ball removal state.
[0149] As will be described in detail later, the frame control board 201 is capable of transmitting information relating to the stored value of the MY counter 221 to the main control board 200. The main control board 200 manages whether or not to activate the complete function based on the stored value of the MY counter 221. The main control board 200 can activate the complete function when the stored value of the MY counter 221 becomes equal to or greater than the specific value "95000" (when the specific value is reached).
[0150] When the main control board 200 decides to activate the complete function, it transitions the gaming machine to a state in which game play cannot proceed (a game restriction state, a game stop state), and sends a command indicating the activation of the complete function to the sub-control board 202. Based on receiving the command, the presentation control means 300 can execute a presentation (described later using FIG. 22) to notify that the complete function is in operation. The main control board 200 cancels the operation of the complete function based on the execution of a RAM clear (power interruption recovery accompanied by a RAM clear) as a recovery operation (cancellation operation).
[0151] The gaming machine of this embodiment can set any one of a plurality of types of gaming machine states as the gaming machine state. As described above, a gaming machine state flag area is provided in the main RAM. In the gaming machine state flag area, a value corresponding to any one of a plurality of types of gaming machine states is stored (set) as the gaming machine state flag. In the gaming machine of this embodiment, a gaming machine state corresponding to the value stored in the gaming machine state flag area is set. Figure 11 shows the gaming machine state flags.
[0152] (00H: Playable state) The playable state is a gaming machine state in which the game can proceed (the game is proceeding).
[0153] (01H: Setting change status) The setting change state is a gaming machine state in which the setting values stored in the setting value area of the main RAM can be changed. The setting change state is set when the setting change condition is met. In this embodiment, the setting change condition is met when a detection signal is input from the inner frame open sensor 508, a detection signal is input from the setting key switch 408, and a detection signal is input from the RAM clear switch 407 at power-on. That is, when the inner frame 7 is opened, the setting key switch 408 is rotated to the ON state, and the RAM clear switch 407 is pressed at power-on, the gaming machine transitions to the setting change state. In the setting change state, game play cannot proceed (game play is stopped). In the setting change state, the setting values stored in the setting value area can be changed each time the RAM clear switch 407 is pressed. In the setting change state, when the setting key switch 408 is rotated to the OFF state, the setting values stored in the setting value area are confirmed, the setting change state ends, and the gaming state transitions to a playable state.
[0154] (02H: Setting confirmation status) The setting confirmation state is a gaming machine state in which the setting values stored in the setting value area of the main RAM can be confirmed. The setting confirmation state is established when the setting confirmation condition is met. In this embodiment, the setting confirmation condition is established when, at power-on, a detection signal is input from the inner frame open sensor 508, a detection signal is input from the setting key switch 408, and a detection signal is not input from the RAM clear switch 407. That is, at power-on, the setting confirmation state is established when the inner frame 7 is open, the setting key switch 408 is rotated to the ON state, and the RAM clear switch 407 is not pressed. In the setting confirmation state, game play cannot proceed (game play is stopped). In the setting confirmation state, the setting values stored in the setting value area cannot be changed. In the setting confirmation state, the setting confirmation state ends when the setting key switch 408 is rotated to the OFF state, and the game transitions to a playable state.
[0155] (03H: Setting error) The setting abnormality state is a gaming machine state in which a setting abnormality has occurred. The setting abnormality state is set when it is determined that the setting value set in the setting value area is not within a specified range in a playable state. In the setting abnormality state, the game cannot proceed (the game is stopped).
[0156] (04H: RAM abnormal state) The RAM abnormal state (RWM abnormal state) is a state in which a RAM abnormality has occurred in the gaming machine. The RAM abnormal state is set when a read / write abnormality in the main RAM is detected when the power is turned on. In the RAM abnormal state, the game cannot proceed (the game is stopped).
[0157] (05H: Backup abnormal state) The backup abnormality state is a gaming machine state in which a backup abnormality has occurred. The backup abnormality state is set when a backup abnormality in the main RAM (specifically, an abnormality in the backup valid flag or an abnormality in the checksum) is detected when the power is turned on. In the backup abnormality state, the game cannot proceed (the game is stopped).
[0158] (06H: Illegal detection status) The fraud detection state is a gaming machine state in which fraud has been detected. The fraud detection state is set when an error related to fraud, such as a radio wave error or a magnetic error, is detected. In the fraud detection state, the game cannot proceed (the game is stopped).
[0159] (07H: Complete function active) The complete function operating state is a gaming machine state in which the game is stopped and the game stoppage is notified. In the complete function operating state, the game cannot be progressed (the game is stopped).
[0160] Next, a game control process executed by the main CPU based on a program stored in the main ROM will be described.
[0161] (Power-on processing) The power-on processing (CPU initialization processing) executed by the main CPU will now be described. Figure 12 is a flowchart showing the power-on processing. When the power is turned on, the main CPU starts the power-on processing shown in Figure 12. The power-on processing is processing based on a program for controlling the progress of the game. In other words, the power-on processing is processing based on a program stored in the use area m1 (program area) of the main ROM.
[0162] The main CPU executes CPU initial setting processing (S1-1), which reads a startup program from the main ROM and performs settings necessary for executing various processes, such as register settings.
[0163] Next, the main CPU executes a specific input port confirmation process at power-on (step S1-2). In the specific input port confirmation process at power-on, it determines whether the value set in the reception memory area of a specific input port (e.g., input port 0 and input port 1) corresponding to a specific switch (sensor) is "1" (ON state). If the value is ON, a value (e.g., "1") indicating that the switch (sensor) is ON is stored in a specific area (ON state memory area) of the main RAM. If the value is not ON, a value (e.g., "0") indicating that the switch (sensor) is OFF is stored in a specific area (ON state memory area) of the main RAM. The specific switches (sensors) include the RAM clear switch 407, the setting key switch 408, the inner frame open sensor 508, and the ball removal switch.
[0164] Next, the main CPU executes RAM access permission processing (step S1-3), which involves executing processing necessary to permit access to the work area of the main RAM.
[0165] Next, the main CPU executes a gaming machine status flag acquisition process (step S1-4). In the gaming machine status flag acquisition process, the gaming machine status flag is acquired. Specifically, in the gaming machine status flag acquisition process, the value (gaming machine status flag) stored in the gaming machine status flag area of the main RAM is stored (loaded) in the D register.
[0166] Next, the main CPU determines whether the backup valid flag is normal (step S1-5). Here, if the value (backup valid flag) stored in the backup valid flag area of the main RAM is a predetermined valid value, the main CPU determines that the backup valid flag is normal, and if the value stored in the backup valid flag area is not the predetermined valid value, the main CPU determines that the backup valid flag is abnormal.
[0167] Next, if the main CPU determines that the backup valid flag is normal, it proceeds to the process of step S1-6, whereas if it determines that the backup valid flag is not normal, it proceeds to the process of step S1-16.
[0168] Next, the main CPU executes a checksum calculation process (step S1-6), in which a checksum is calculated based on the backup information.
[0169] Next, the main CPU determines whether the checksum calculated in step S1-6 is normal (step S1-7). Specifically, it determines whether the calculated checksum value matches the checksum value stored at the time of power outage.
[0170] If the main CPU determines that the checksums are normal (match), it proceeds to the process of step S1-8. On the other hand, if the main CPU determines that the checksums are abnormal (do not match), it proceeds to the process of step S1-16.
[0171] Next, the main CPU executes a process for setting areas to be cleared when the power is turned on (step S1-8). In the process for setting areas to be cleared when the power is turned on, the areas other than the setting value area and the gaming machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) are set as the range to be cleared (initialized) in the used area M1 of the main RAM.
[0172] Next, the main CPU determines whether or not the RAM clear switch 407 is in the ON state (step S1-9). Based on the information stored in step S1-2, the main CPU determines whether or not the RAM clear switch 407 is in the ON state.
[0173] If the main CPU determines that the RAM clear switch 407 is not in the ON state, it proceeds to the process of step S1-10. On the other hand, if the main CPU determines that the RAM clear switch 407 is in the ON state, it proceeds to the process of step S1-19.
[0174] Next, the main CPU determines whether or not a playable state is set (step S1-10). Here, it determines whether or not a playable state is set based on the gaming machine state flag stored in the D register.
[0175] If the main CPU determines that the game is enabled, it proceeds to step S1-11, whereas if it determines that the game is not enabled, it proceeds to step S1-13.
[0176] Next, the main CPU determines whether the setting confirmation condition is met (step S1-11). The "setting confirmation condition" is met when the playable state is set, the RAM clear switch 407 is not ON, the setting key switch 408 is ON, and the inner frame open sensor 508 is ON.
[0177] If the main CPU determines that the setting confirmation condition is met, it proceeds to the process of step S1-12, whereas if it determines that the setting confirmation condition is not met, it proceeds to the process of step S1-13.
[0178] Next, the main CPU executes a setting check state setting process (step S1-12). In the setting check state setting process, a value corresponding to the setting value check state is set as the gaming machine state flag in the D register.
[0179] (Step S1-13) Next, the main CPU executes a process for setting an area to be cleared when the power is restored (step S1-13). In the process for setting an area to be cleared when the power is restored, the area to be cleared (initialized) in the main RAM usage area M1 is set to include the set value area, the gaming machine status flag area, the normal game related area 2, and the stack area, excluding other areas (specifically, the checksum area, the backup valid flag area, the error related area, and the normal game related area 1).
[0180] Next, the main CPU executes power restoration initialization processing (step S1-14), which clears (initializes) the range set in step S1-13 of the main RAM use area M1.
[0181] Next, the main CPU executes a power recovery subcommand setting process (step S1-15). In the power recovery subcommand setting process, a subcommand specifying that the power has recovered from a power outage (power recovery command) is stored in the subcommand output request buffer in the main RAM. After the process of step S1-15, the process proceeds to step S1-29.
[0182] (Step S1-16) The main CPU executes a backup abnormal state setting process (step S1-16). In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set as the gaming machine state flag in the D register.
[0183] Next, the main CPU executes a non-used area read / write check process (step S1-17). In the non-used area read / write check process, the non-used area M2 of the main RAM is cleared (initialized) and a read / write check is performed.
[0184] Next, the main CPU executes a process for setting an area to be cleared in an abnormal event (step S1-18). In the process for setting an area to be cleared in an abnormal event, all areas (specifically, the set value area, the gaming machine status flag area, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) are set as the range to be cleared (initialized) in the main RAM usage area M1.
[0185] (Step S1-19) The main CPU executes a used area read / write check process (step S1-19). In the used area read / write check process, all areas (the range set in step S1-18) of the main RAM used area M1 are cleared (initialized) and a read / write check is performed. Specifically, in the used area read / write check process, all areas (specifically, the setting value area, gaming machine status flag area, checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) of the main RAM used area M1 are cleared (initialized).
[0186] Next, the main CPU determines whether the result of the read / write check is normal or not (step S1-20).
[0187] If the main CPU determines that the read / write check result is abnormal, it executes a RAM abnormal state setting process (step S1-21). In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set as the gaming machine state flag in the D register. After the process of step S1-21, the process proceeds to the process of step S1-26. In step S1-20, if the main CPU determines that the read / write check result is normal, it determines whether a playable state is set (step S1-22).
[0188] If the main CPU determines that the playable state is set, it executes a playable state setting process (step S1-23). In the playable state setting process, a value corresponding to the playable state is set as the gaming machine state flag in the D register. After the process of step S1-23, the process proceeds to step S1-24. If the main CPU determines in step S1-22 that the playable state is not set, the process proceeds to step S1-24.
[0189] (Step S1-24) The main CPU determines whether the setting change condition is met (step S1-24). The "setting change condition" is met when the RAM clear switch 407 is in the ON state, the setting key switch 408 is in the ON state, and the inner frame open sensor 508 is in the ON state.
[0190] If the main CPU determines that the setting change condition is met, it executes a setting change state setting process (step S1-25). In the setting change state setting process, a value corresponding to the setting change state is set as the gaming machine state flag in the D register. On the other hand, if the main CPU determines that the setting change condition is not met, it proceeds to the process of step S1-26.
[0191] (Step S1-26) The main CPU executes a RAM clear initialization process (step S1-26). In the RAM clear initialization process, the main RAM is initialized. In the RAM clear initialization process, the range of the main RAM usage area M1 that was set in step S1-8 is cleared (initialized). Specifically, in the RAM clear initialization process, the range of the main RAM usage area M1 that was set in step S1-8 is cleared (initialized). Specifically, in the RAM clear initialization process, the other areas of the main RAM usage area M1, excluding the setting value area and the gaming machine status flag area, are cleared (initialized) (specifically, the checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area).
[0192] Next, the main CPU executes a RAM clear subcommand setting process (step S1-27). In the RAM clear subcommand setting process, a subcommand (RAM clear designation command) specifying that the RAM has been cleared is stored in the subcommand output request buffer of the main RAM.
[0193] Next, the main CPU executes a complete function initialization process (step S1-28). In the complete function initialization process, the operating state of the complete function is cancelled based on the execution of the RAM clear (or setting change).
[0194] (Step S1-29) Next, the main CPU executes a power-on setting process (step S1-29), which includes a process for setting the main control chip ID and a process for outputting manufacturer code information.
[0195] Next, the main CPU executes a gaming machine status flag save process (step S1-30). In the gaming machine status flag save process, the gaming machine status flag set in the D register is stored (saved) in the gaming machine status flag area of the main RAM.
[0196] Next, the main CPU executes port input processing (step S1-31). In the port input processing, the state of each switch (sensor) is acquired. The main RAM is provided with an ON state storage area corresponding to each switch (sensor) connected to the input port 404 (input port 0 to input port 3). In the port input processing, it is determined whether or not an ON state has occurred for each switch (sensor) connected to the input port 404 (input port 0 to input port 3). The ON state refers to a state in which a detection signal has changed from a state in which no detection signal is being input (low level) to a state in which a detection signal is being input (high level). The main CPU determines whether or not an ON state has occurred for each switch (sensor) based on information set in the reception storage area corresponding to each switch (sensor). Then, if it is determined that an ON state has occurred for each switch (sensor), it sets "1" to the ON state storage area corresponding to that switch (sensor). On the other hand, if it is determined that an ON state has not occurred for each switch (sensor), it sets "0" to the ON state storage area corresponding to that switch (sensor).
[0197] Next, the main CPU executes an interrupt setting process (step S1-32). In the interrupt setting process, a value corresponding to the timer interrupt period (for example, 4 ms) is set in the timer circuit.
[0198] (Main loop processing) After the process of step S1-32, the main CPU proceeds to the main loop process, which is based on a program for controlling the progress of the game.
[0199] The main CPU executes interrupt disable processing (step S2-1). In the interrupt disable processing, an interrupt disable state is set to disable interrupts from other processes. As a result, execution of timer interrupt processing and the like is prohibited while the interrupt disable state is set.
[0200] Next, the main CPU executes a subcommand transmission process (performance control command transmission process) (step S2-2). In the subcommand transmission process, the subcommands stored in the subcommand output request buffer of the main RAM are output to the transmission data register of the output port 405. The subcommands input to the transmission data register are stored in the FIFO buffer, and the subcommands stored in the FIFO buffer are transmitted to the sub-control board 202 in a predetermined order by the transmission shift register.
[0201] Next, the main CPU executes an interrupt permission process (step S2-3). In the interrupt permission process, the interrupt prohibition state is cancelled. As a result, the period from when the interrupt permission process of step S2-3 is executed until when the interrupt prohibition process of step S2-1 is executed becomes an "interrupt permission period" in which execution of the timer interrupt process is permitted.
[0202] (Timer interrupt processing) The clock generation circuit 402 generates an interrupt request signal at a predetermined interrupt period (4 ms). The main CPU executes timer interrupt processing based on the generation of the interrupt request signal during the "interrupt permission period." Figure 13 is a flowchart showing an example of the timer interrupt processing.
[0203] The main CPU executes a dynamic port output process (step S3-1). In the dynamic port output process, a process is performed to output a signal (lighting control information) for controlling the lighting of the status display unit 70 and the performance display device 406.
[0204] Next, the main CPU executes port input processing (step S3-2).The main CPU updates the information in the ON state storage area in the main RAM based on input information from each operating means, each switch, each sensor, etc.
[0205] Next, the main CPU executes a gaming machine status flag acquisition process (step S3-3). In the gaming machine status flag acquisition process, the gaming machine status flag stored in the gaming machine status flag area of the main RAM is acquired. Specifically, the value stored in the gaming machine status flag area of the main RAM is acquired.
[0206] Next, the main CPU determines whether an error related to game stop has occurred based on the value acquired in step S3-3 (step S3-4). Specifically, if the acquired value is "03H" for a setting abnormality, "04H" for a RAM abnormality, "05H" for a backup abnormality, "06H" for a fraud detection state, or "07H" for a complete function activation state, it determines that an error related to game stop has occurred. If it is determined in step S3-4 that an error related to game stop has occurred, it proceeds to processing in step S3-12. On the other hand, if it is determined in step S3-4 that an error related to game stop has not occurred, it proceeds to processing in step S3-5.
[0207] Next, the main CPU determines whether the setting is being changed or checked based on the value acquired in step S3-3 (step S3-5). Specifically, if the acquired value is either "01H" for the setting change state or "02H" for the setting check state, it is determined that the setting is being changed or checked. If it is determined in step S3-5 that the setting is being changed or checked, the process proceeds to step S3-12. On the other hand, if it is determined in step S3-5 that the setting is not being changed or checked (neither), the process proceeds to step S3-6.
[0208] Next, the main CPU executes the number of balls entering and leaving the game (step S3-6). The number of balls entering and leaving the game is a process of counting the number of balls entering the big prize opening 50 in order to control the rounds in the big prize game and the small prize game.
[0209] Next, the main CPU executes a timer update process (step S3-7). In the timer update process, various timers are updated. The timer update process is a process of updating the values of various timers for time control, such as the fluctuation time of special symbols and the elapsed time of rounds during a jackpot.
[0210] Next, the main CPU executes a ball entrance switch management process (step S3-8). In the ball entrance switch management process, processing is executed according to the information of various switches (whether or not an ON state is detected) at this interruption stored in step S3-2. The main CPU checks whether or not there has been a change in the information of the switches of the winning entrances, etc. (whether or not an ON state is detected), and performs, for example, a determination as to whether or not a prize has been won, a determination as to whether or not a prize for the winning entrance related to the electric device is valid, and storage of a reserved (special random number value).
[0211] Next, the main CPU executes a special game management process (step S3-9). The special game management process is a process for controlling the special symbol lottery, special symbol variation, and special electric devices (big win game, small win game).
[0212] Next, the main CPU executes a normal game management process (step S3-10). The normal game management process is a process for controlling a normal symbol lottery, a normal symbol variation, and a normal electric device.
[0213] Next, the main CPU executes a launch position designation management process (step S3-11). In the launch position designation management process, a process related to the designation of a launch position is executed. For example, when a game state changes from a game state designating a launch of a game ball into the left game area 4a (left hit) to a game state designating a launch of a game ball into the right game area 4b (right hit) (at the time of state change), the main CPU sets (sets) a presentation control command (presentation control information) designating a right hit (according to the game state).
[0214] (Step S3-12) Next, the main CPU executes a state management process (step S3-12), which determines whether an abnormality (error) has occurred and performs processing according to the determination result.
[0215] Next, the main CPU executes a main control state generation process (step S3-13). In the main control state generation process, a process is performed to set control information for external signal output, etc. The external signals include external signals related to game states such as special games (big win, small win) and time-saving states.
[0216] Next, the main CPU executes a complete command set process (step S3-14), which will be described later.
[0217] Next, the main CPU executes a gaming machine status flag setting process (step S3-15), which will be described later.
[0218] Next, the main CPU executes a main command reception process (step S3-16). In the main command reception process, the main CPU performs processes related to communication with the dedicated unit 400. For example, the main CPU performs processes related to control and communication of information regarding shooting, dispensing balls, counting, clearing the number of game balls, etc. The main CPU also performs error management related to the dedicated unit 400 and setting of performance control commands.
[0219] Next, the main CPU executes the frame control management process (step S3-17). In the frame control management process, it controls the frame control board 201. For example, it performs a process to check the status of the frame control board 201. It also performs a process related to sending frame control information commands. It also performs a process related to the performance display device 406. It also performs a process related to winning balls (for example, setting payout information and external output information).
[0220] Next, the main CPU performs an LED display setting process (step S3-18). In the LED display setting process, lighting pattern data (commands) to be displayed on each display unit (special symbol indicator lamp, normal symbol indicator lamp, status indicator lamp, etc.) in the status display unit 70 are generated and set.
[0221] Next, the main CPU performs specific port output processing (step S3-19). In the specific port output processing, settings related to the output of signals to the drive sources (solenoids) of the special electric role (special role 56) and the normal electric role (normal role 54) are mainly performed. In addition, information related to the front frame open sensor 507 and the inner frame open sensor 508, which are output from the same output port, is generated.
[0222] Next, the main CPU performs a process to set a signal indicating the state of the ball being scored (step S3-20). In the process to set a signal indicating the state of the ball being scored, settings are made to output an external signal indicating the operating state of the normal electric device (normal device 54).
[0223] Next, the main CPU performs a test signal output process (step S3-21). The test signal output process is a process performed to output a test signal. Note that this process is based on a program stored in the unused area m2 of the main ROM.
[0224] Next, the main CPU performs a ball output information calculation process (step S3-22). The ball output information calculation process is a process for calculating information related to the display of the performance display device 406. This process is based on a program stored in the unused area m2 of the main ROM.
[0225] Next, the main CPU performs a process to check the MY determination counter (step S3-23). The MY determination counter check process will be described later. This process is based on a program stored in the unused area m2 of the main ROM.
[0226] Next, the main CPU performs a complete management phase setting process (step S3-24). The complete management phase setting process will be described later. Note that this process is based on a program stored in the unused area m2 of the main ROM.
[0227] Next, the main CPU performs an interrupt permission process (step S3-25). In the interrupt permission process, an interrupt is permitted. This interrupt permission is provided so that the process can proceed to power interruption processing upon receiving a signal indicating the detection of a power interruption (power interruption signal).
[0228] (MY judgment counter confirmation process) The main CPU executes the MY determination counter confirmation process (step S3-23 in FIG. 13). The main RAM (usage area M1) is provided with a complete function operation management phase (storage area) that controls the operation of the complete function, and the MY determination counter confirmation process is a process for updating the complete function operation management phase. The frame control board 201 is capable of transmitting information related to the stored value of the MY counter 221 to the main control board 200. Specifically, it transmits to the main control board 200 a value (MY information) obtained by dividing the stored value of the MY counter 221 by 1000. The main CPU of the main control board 200 updates the value of the complete function operation management phase (each operation state designation value of the complete function) based on the MY information received from the frame control board 201. FIG. 14 shows the values of the complete function operation management phase that can be set.
[0229] The main CPU stores "00H" (complete function activation deactivation state designation value) in the complete function activation management phase if the value received from the frame control board 201 is less than 90 (5AH) based on the fact that the stored value of the MY counter 221 is less than 90000. In other words, if the stored value of the MY counter 221 is less than the first threshold value "90000", "00H" is stored in the complete function activation management phase.
[0230] The main CPU stores "01H" (complete function activation warning 1 state designation value) in the complete function activation management phase when the value received from the frame control board 201 is 90 (5AH) based on the fact that the stored value of the MY counter 221 is 90000 to 90999. In other words, when the stored value of the MY counter 221 is equal to or greater than the first threshold value "90000" and less than the second threshold value "91000", "01H" is stored in the complete function activation management phase.
[0231] The main CPU stores "02H" (complete function activation warning 2 state designation value) in the complete function activation management phase when the value received from the frame control board 201 is 91 (5BH) based on the fact that the stored value of the MY counter 221 is 91000 to 91999. In other words, when the stored value of the MY counter 221 is equal to or greater than the second threshold value "91000" and less than the third threshold value "92000", "02H" is stored in the complete function activation management phase.
[0232] The main CPU stores "03H" (complete function activation warning 3 state designation value) in the complete function activation management phase when the value received from the frame control board 201 is 92 (5CH) based on the fact that the stored value of the MY counter 221 is 92000 to 92999. In other words, when the stored value of the MY counter 221 is equal to or greater than the third threshold value "92000" and less than the fourth threshold value "93000", "03H" is stored in the complete function activation management phase.
[0233] The main CPU stores "04H" (complete function activation warning 4 state designation value) in the complete function activation management phase when the value received from the frame control board 201 is 93 (5DH) based on the fact that the stored value of the MY counter 221 is 93000 to 93999. In other words, when the stored value of the MY counter 221 is equal to or greater than the fourth threshold value "93000" and less than the fifth threshold value "94000", "04H" is stored in the complete function activation management phase.
[0234] The main CPU stores "05H" (complete function activation warning 5 state designation value) in the complete function activation management phase when the value received from the frame control board 201 is 94 (5EH) based on the fact that the stored value of the MY counter 221 is 94000 to 94999. In other words, when the stored value of the MY counter 221 is equal to or greater than the fifth threshold value "94000" and less than the specific value "95000", "05H" is stored in the complete function activation management phase.
[0235] The main CPU stores "06H" (complete function activation notice state designation value) in the complete function activation management phase when the value received from the frame control board 201 is 95 (5FH) based on the fact that the stored value of the MY counter 221 is 95000 or more. In other words, when the stored value of the MY counter 221 is the specific value "95000" or more, "06H" is stored in the complete function activation management phase.
[0236] In this embodiment, in the MY determination counter confirmation process, "00H" to "06H" can be stored in the complete function operation management phase. "07H" (complete function operation state designation value) is not stored in the MY determination counter confirmation process, but can be stored in the complete management phase setting process described later.
[0237] The value of the complete function activation management phase is updated (starts to increase) when the stored value of the MY counter 221 exceeds 90,000 (becomes 90,000 or more), and thereafter the value increases (is updated) every time the stored value of the MY counter 221 increases by 1,000 (in units of 1,000 shots).
[0238] In this embodiment, the value of the complete function operation management phase is configured to increase (increment) every time the stored value of the MY counter 221 increases by "1000", but this is not limited to this, and the value of the complete function operation management phase may be configured to decrease (decrement) every time the stored value of the MY counter 221 increases by "1000".
[0239] FIG. 15 is a flowchart showing an example of the MY determination counter checking process. The main CPU acquires the value (current MY information) of the MY determination counter information storage buffer (step S4-1).
[0240] Next, the main CPU acquires the value (previous MY information) of the MY determination counter information comparison buffer (step S4-2).
[0241] Next, the main CPU compares the current MY information with the previous MY information to determine whether there is a change (step S4-3). Note that the comparison of whether there is a change can be performed, for example, by subtracting the current MY information from the previous MY information and determining whether the result is 0 (no change).
[0242] If it is determined in step S4-3 that there has been a change, the process proceeds to step S4-4, whereas if it is determined that there has been no change, the MY determination counter confirmation process ends.
[0243] Next, the main CPU stores the value of the counter information storage buffer for MY determination (the value acquired in step S4-1) in the counter information comparison buffer for MY determination (step S4-4). That is, if the value of the counter information storage buffer for MY determination, which is the current MY information, has changed from the value of the counter information comparison buffer for MY determination, which is the previous MY information, the current MY information that has changed is used as comparison data from the next time onwards, so it is stored in the counter information comparison buffer for MY determination as the previous MY information.
[0244] Next, the main CPU acquires the gaming machine status flag (step S4-5).
[0245] Next, the main CPU determines whether the gaming machine state flag acquired in step S4-5 is "00H" (playable state) (step S4-6).
[0246] In step S4-6, if it is determined that the gaming machine status flag is "00H", the process proceeds to step S4-7. On the other hand, if it is determined that the gaming machine status flag is not "00H", the MY determination counter confirmation process is terminated.
[0247] Next, the main CPU acquires the complete function operation management phase (step S4-7).
[0248] Next, the main CPU determines whether the complete function operation management phase acquired in step S4-7 is "06H" (complete function operation notice state designation value) (step S4-8).
[0249] If it is determined in step S4-8 that the complete function activation management phase is not "06H", the process proceeds to step S4-9. On the other hand, if it is determined that the complete function activation management phase is "06H", the MY determination counter confirmation process is terminated. If "06H" is (already) stored in the complete function activation management phase, the complete function activation management phase is not updated, and even if the power is intentionally turned off and the MY counter 221 is cleared, the value of "06H" in the complete function activation management phase is maintained, and the complete function will transition to an activated state after power is turned on (details of the process related to the activation of the complete function will be described later).
[0250] Next, the main CPU acquires the value (current MY information) of the MY determination counter information storage buffer (step S4-9).
[0251] Next, the main CPU sets the value (95) of the top address of the MY determination counter determination table as comparison data (step S4-10). Figure 16 shows the MY determination counter determination table, with "95" stored in the top address, "94" stored in the second address, "93" stored in the third address, "92" stored in the fourth address, "91" stored in the fifth address, and "90" stored in the sixth address.
[0252] Next, the main CPU sets the number of judgments (06H) (step S4-11).
[0253] Next, the main CPU compares the current MY information (current MY data) with the comparison data, and determines whether the difference corresponds to the determination value (0) (step S4-12).
[0254] If it is determined in step S4-12 that the determination value does not correspond to "0", the process proceeds to step S4-13. On the other hand, if it is determined that the determination value corresponds to "0", the process proceeds to step S4-16.
[0255] Next, the main CPU subtracts "1" from the number of determinations (step S4-13).
[0256] Next, the main CPU determines whether the determination count is "00H" (step S4-14).
[0257] If it is determined in step S4-14 that the number of determinations is not "00H", the process proceeds to step S4-15, whereas if it is determined that the number of determinations is "00H", the process proceeds to step S4-16.
[0258] Next, the main CPU updates the reference address in the MY determination counter determination table and sets the value of the next address as comparison data (step S4-15). After processing step S4-15, the process returns to step S4-12. That is, in the processes from step S4-12 to step S4-15, the process repeats the determination process and updates the number of determinations until the current MY information (the number obtained by dividing the value of the MY counter 221 received from the frame control board 201 by 1000) matches the value stored in the MY determination counter determination table.
[0259] (Step S4-16) The main CPU acquires the complete function operation management phase (step S4-16).
[0260] Next, the main CPU determines whether or not the value acquired in step S4-16 matches (is equal to) the number of determinations (step S4-17).
[0261] If it is determined in step S4-17 that they match, the MY determination counter checking process is terminated. On the other hand, if it is determined that they do not match, the process proceeds to step S4-18.
[0262] Next, the main CPU stores the number of determinations as the value of the latest complete function activation management phase in the storage area for the complete function activation management phase (step S4-18).
[0263] Here, some specific examples of the processing from step S4-9 onwards will be explained. First, we will explain the case where current MY information "95" is acquired in step S4-9. The current MY information "95" occurs when the value of the MY counter 221 is between 95,000 and 95,999. Since the value of the MY counter 221 has reached 95,000, the complete function should be activated. When current MY information "95" is acquired in step S4-9, comparison data "95" is set in step S4-10. Next, in step S4-11, the number of judgments "06H" is set. Next, in step S4-12, it is determined that the difference is "0" (corresponding to the judgment value). If the complete function activation management phase acquired in step S4-16 is "05H," it is determined in step S4-17 that there is no match, and in step S4-18, the number of judgments "06H" (the value designated for the complete function activation notice state) is stored in the complete function activation management phase. However, if the complete function operation management phase stored at the timing of the previous interrupt obtained in step S4-16 is "06H", the process of S4-18 is omitted and the MY determination counter confirmation process is terminated.
[0264] Next, we will explain the case where a prize ball is won and the value of the MY counter 221 exceeds 93,000, and the current MY information "93" is acquired in step S4-9. In step S4-10, the comparison data "95" is set. Next, in step S4-11, the judgment count "06H" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the judgment count becomes "05H". Next, in step S4-14, it is determined that the judgment count is not "00H", and in step S4-15, the comparison data "94" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the judgment count becomes "04H". Next, in step S4-14, it is determined that the number of judgments is not "00H", and in step S4-15, the comparison data "93" is set. Next, in step S4-12, it is determined that the difference is "0" (corresponding to the judgment value). If the complete function operation management phase obtained in step S4-16 is "03H", it is determined in step S4-17 that there is no match, and in step S4-18, the number of judgments "04H" (complete function operation warning 4 state designated value) is stored in the complete function operation management phase.
[0265] Next, we will explain the case where, when the value of the MY counter 221 falls below 90,000 due to the launch of a gaming ball, current MY information "89" is acquired in step S4-9. In step S4-10, comparison data "95" is set. Next, in step S4-11, the number of judgments "06H" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the number of judgments becomes "05H". Next, in step S4-14, it is determined that the number of judgments is not "00H", and in step S4-15, comparison data "94" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the number of judgments becomes "04H". Next, in step S4-14, it is determined that the number of judgments is not "00H", and in step S4-15, the comparison data "93" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the number of judgments becomes "03H". Next, in step S4-14, it is determined that the number of judgments is not "00H", and in step S4-15, the comparison data "92" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the number of judgments becomes "02H". Next, in step S4-14, it is determined that the number of judgments is not "00H", and in step S4-15, the comparison data "91" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the number of judgments becomes "01H". Next, in step S4-14, it is determined that the number of judgments is not "00H", and in step S4-15, the comparison data "90" is set. Next, in step S4-12, it is determined that the difference is not "0" (does not correspond to the judgment value). Next, in step S4-13, the number of judgments becomes "00H". Next, in step S4-14, it is determined that the number of judgments is "00H".If the complete function activation management phase obtained in step S4-16 is "01H", it is determined in step S4-17 that there is no match, and in step S4-18, the number of judgments "00H" (specified value for the complete function activation deactivation state) is stored in the complete function activation management phase.
[0266] (Complete management phase setting process) The main CPU performs a complete management phase setting process (step S3-24 in FIG. 13). The complete management phase setting process is a process that determines whether or not to store "07H" in the complete function operation management phase. In the complete management phase setting process, the main CPU determines whether or not the operation conditions of the complete function are met, and also determines whether or not the control state of the special symbol is in special play (in small win play or in big win play). If the main CPU determines that the operation conditions of the complete function are met and the control state of the special symbol is not in special play, it stores "07H" (complete function operation state designated value) in the complete function operation management phase.
[0267] FIG. 17 is a flowchart illustrating an example of the complete management phase setting process. The main CPU acquires the complete function operation management phase (step S5-1).
[0268] Next, the main CPU determines whether the complete function activation management phase acquired in step S5-1 is "06H" (complete function activation notice state designation value), which is the value set when the stored value of the MY counter 221 becomes equal to or greater than "95000", the value at which the complete function should be activated (step S5-2).
[0269] If it is determined in step S5-2 that the complete function operation management phase is "06H", the process proceeds to step S5-3. On the other hand, if it is determined that the complete function operation management phase is not "06H", the complete management phase setting process is terminated.
[0270] Next, the main CPU acquires the special game management phase (step S5-3). The main RAM (usage area M1) is provided with a special game management phase (storage area). The main CPU executes the special game management process (step S3-9 in FIG. 13) and updates the value of the special game management phase. The value of the special game management phase indicates the control state of the special symbol. FIG. 18 shows the values of the special game management phase that can be set.
[0271] When the special symbol is stopped (non-winning game is being played), the main CPU stores "00H" (special symbol change waiting state designation value) in the special game management phase. When the special symbol is being displayed in a variable manner, the main CPU stores "01H" (special symbol variable state designation value) in the special game management phase. When it is the fixed time (fixed time) after the variable display of the special symbol, the main CPU stores "02H" (special symbol stop symbol display state designation value) in the special game management phase. When the main CPU is in the start demo related to the small win game, it stores "03H" (small win big prize opening start wait state designation value) in the special game management phase. When the large prize opening 50 for a small win game is open (including the temporary closing time of the large prize opening 50 during the opening operation), the main CPU stores "04H" (small win first large prize opening opening control state designation value) in the special game management phase. When the large prize opening 50 for a small prize game has been closed (ball sweeping time), the main CPU stores "05H" (small prize first large prize opening closure valid state designation value) in the special game management phase. When the main CPU is in the end demo related to the small win game, it stores "06H" (small win big prize opening end wait state designation value) in the special game management phase. When the main CPU is in the start demo related to the jackpot game, it stores "07H" (jackpot big prize entrance start wait state designation value) in the special game management phase. The main CPU stores "08H" (a designated value for a state before opening a jackpot winning hole) in the special game management phase when the next round of games related to the jackpot game is about to start. When a round game related to a big win game is being played, the main CPU stores "09H" (a big win big winning opening opening control state designation value) in the special game management phase. When the round game relating to the jackpot game has ended (ball sweeping time), the main CPU stores "0AH" (jackpot big prize opening closing valid state designation value) in the special game management phase. When the main CPU is in the end demo related to the big win game, it stores "0BH" (the big win big winning entrance end wait state designation value) in the special game management phase.
[0272] Returning to Figure 17, the main CPU determines whether the special game management phase acquired in step S5-3 is any of "03H" to "0BH" (is 03H or greater) (step S5-4). "03H" to "0BH" is a situation in which a small win game or a big win game is being executed, that is, a situation in which a special game is being executed.
[0273] In step S5-4, if it is determined that the special game management phase is not one of "03H" to "0BH" (if it is determined that neither a small win game nor a big win game is in progress), the process proceeds to step S5-5. On the other hand, if it is determined that the special game management phase is one of "03H" to "0BH" (if it is determined that a small win game or a big win game is in progress), the complete management phase setting process is terminated.
[0274] Next, the main CPU stores "07H" (complete function operation state designation value) in the complete function operation management phase (step S5-5).
[0275] In this embodiment, even if the complete function activation management phase becomes "06H," if a special game is being executed (if the special game management phase is any of "03H" to "0BH"), "07H" is not stored in the complete function activation management phase. In other words, if the complete function activation management phase becomes "06H" and a special game is not being executed (if the special game management phase is any of "00H" to "02H"), "07H" is stored in the complete function activation management phase. When "07H" is stored in the complete function activation management phase, the gaming machine status flag "07H" is set in the gaming machine status flag setting process described later, and the complete function is activated.
[0276] Here, consider a case where the stored value of the MY counter 221 is "94999" (less than the specific value "95000"), the complete function activation management phase is "05H," a game ball enters the general winning slot 47, and three prize balls are paid out. In this case, the stored value of the MY counter 221 becomes 95000 or more, and the main CPU receives "95 (5FH)" related to the stored value of the MY counter 221 from the frame control board 201 and stores "06H" in the complete function activation management phase in the MY determination counter confirmation process. Furthermore, in the complete management phase setting process, the main CPU determines that the complete function activation management phase is "06H" and that the special game management phase is not one of "03H" to "0BH," and stores "07H" in the complete function activation management phase. Then, in the gaming machine status flag setting process described later, the main CPU sets the gaming machine status flag to "07H." This activates the complete function. When the stored value of the MY counter 221 reaches the specific value "95000" based on the entry of a game ball into the general winning opening 47, the complete function is activated immediately.
[0277] During the display of the special symbol variation, the special game management phase is "01H." Therefore, even if the variation of the special symbol is a winning variation, if the stored value of the MY counter 221 reaches the specific value "95000" based on the entry of a game ball into the general winning slot 47 or other starting slot, or the addition (return) of game balls based on the occurrence of a foul ball, the complete function is activated (without executing a special game).
[0278] (Complete command set processing) The main CPU performs complete command set processing (step S3-14 in FIG. 13). The complete command set processing is a process for setting a performance control command for issuing a pre-warning of the activation of the complete function and for issuing a notification related to the activation of the complete function. The main CPU checks whether there has been a change (update) in the complete function activation management phase, and sets a performance control command if there is a difference between the value at the time of the previous interrupt and the value at the time of the current interrupt. FIG. 19 is a flowchart showing an example of the complete command set processing.
[0279] The main CPU acquires the gaming machine status flag (see FIG. 11) (step S6-1).
[0280] Next, the main CPU determines whether the gaming machine state flag acquired in step S6-1 is "00H" (playable state) (step S6-2).
[0281] If it is determined in step S6-2 that the gaming machine status flag is "00H", the process proceeds to step S6-3. On the other hand, if it is determined that the gaming machine status flag is not "00H", the complete command set process is terminated.
[0282] Next, the main CPU acquires the complete function operation management phase (step S6-3).
[0283] Next, the main CPU acquires the value of the buffer (complete function related command management buffer) that stores information from the previous command transmission (step S6-4). This value can be said to be the value of the complete function operation management phase from the previous command transmission.
[0284] Next, the main CPU determines whether the value acquired in step S6-3 and the value acquired in step S6-4 match (step S6-5).
[0285] If it is determined in step S6-5 that they do not match, the process proceeds to step S6-6, whereas if it is determined that they do match, the complete command set process ends.
[0286] Next, the main CPU stores the value acquired in step S6-3 in a complete function-related command management buffer (a predetermined buffer storage area) (step S6-6).
[0287] Next, the main CPU executes the performance control command set process (step S6-7). In the performance control command set process, the performance control command related to the current (current) value of the complete function operation management phase is stored in the sub-command output request buffer of the main RAM. Based on this, the performance control command is sent to the sub-control board 202.
[0288] After the stored value of the MY counter 221 exceeds the first value "90000," it may decrease as the game progresses before reaching the specific value "95000." For example, it may decrease to "91500" after reaching "93000," and then reach "93000" again. In other words, the value of the complete function activation management phase may increase or decrease between "00H" and "05H." In this embodiment, a change (update) (increase or decrease) in the value of the complete function activation management phase triggers a performance control command to the sub-control board 202. Note that once the stored value of the MY counter 221 reaches the specific value "95000" and the value of the complete function activation management phase reaches "06H" or higher, the value of the complete function activation management phase will not fall below this value (for example, from "06H" to "05H") (if "YES" is selected in step S4-8 after step S4-7 in FIG. 15).
[0289] (Gaming machine status flag processing) The main CPU performs a gaming machine status flag setting process (step S3-15 in FIG. 13). In the gaming machine status flag setting process, settings related to the operation of the complete function are performed. FIG. 20 is a flowchart showing an example of the gaming machine status flag setting process.
[0290] The main CPU acquires the gaming machine status flag (see FIG. 11) (step S7-1).
[0291] Next, the main CPU determines whether the gaming machine status flag acquired in step S7-1 is "04H" (RAM abnormal status) (step S7-2).
[0292] In step S7-2, if it is determined that the gaming machine status flag is "04H", the gaming machine status flag setting process is terminated. On the other hand, if it is determined that the gaming machine status flag is not "04H", the process proceeds to step S7-3.
[0293] Next, the main CPU determines whether the gaming machine state flag acquired in step S7-1 is either "01H" (setting change state) or "02H" (setting confirmation state) (step S7-3).
[0294] In step S7-3, if it is determined that the gaming machine status flag is either "01H" or "02H", the gaming machine status flag setting process is terminated. On the other hand, if it is determined that the gaming machine status flag is neither "01H" nor "02H" (neither "01H" nor "02H"), the process proceeds to step S7-4.
[0295] Next, the main CPU acquires the complete function operation management phase (step S7-4).
[0296] Next, the main CPU determines whether the value acquired in step S7-4 is "07H" (complete function operating state designation value) (step S7-5).
[0297] In step S7-5, if it is determined that the complete function operation management phase is "07H", the process proceeds to step S7-6. On the other hand, if it is determined that the complete function operation management phase is not "07H", the gaming machine status flag setting process is terminated.
[0298] Next, the main CPU stores "07H" (complete function operating state) as the gaming machine status flag in the gaming machine status flag area of the main RAM (step S7-6). As a result, in the processing of step S3-4 of the timer interrupt processing, it is determined that an error related to game stop has occurred based on the gaming machine status flag ("07H") indicating the complete function operating state, and various game processing restrictions are imposed, and the gaming machine status is set to "complete function operating state."
[0299] As shown in Fig. 17, in this embodiment, whether to store "07H" in the complete function operation management phase is determined based on whether the complete function operation management phase is "06H" and whether the special game management phase is any of "03H" to "0BH" (i.e., whether the complete function is operable or not is determined). By configuring in this way, the processing (program) can be simplified and the processing load can be reduced.
[0300] Furthermore, in this embodiment, the process of storing "07H" in the complete function activation management phase is executed only in one module (complete management phase setting process), and the process of storing "07H" in the complete function activation management phase (the process of setting information (flags, values) related to game stop when the activation condition of the complete function is met) is not executed in other modules (for example, special game management process or prize ball process). This configuration prevents the program from becoming complicated (the program is simplified), and it is possible to reduce the program capacity.
[0301] (Complete function activation warning) As described above, the main control board 200 can activate the complete function based on the storage value of the MY counter 221 reaching the specific value "95000." If the storage value of the MY counter 221 is equal to or greater than the first value (first threshold value) "90000" during the period before (just before, just before) the storage value of the MY counter 221 reaches the specific value "95000," the presentation control means 300 can execute a complete function activation warning presentation (specific presentation) that notifies the player of the number of game values (amount of game values) that can be acquired until the complete function is activated.
[0302] It can be said that the main control board 200 generates stage information (management data) indicating which stage the value belongs to, divided into predetermined amounts (predetermined number: 1000) between the first value "90000" and the specific value "95000", based on information related to the stored value of the MY counter 221. A specific description will be given below.
[0303] When the information (MY information) relating to the stored value of the MY counter 221 is "90" (when it changes to "90"), the main control board 200 generates "01H" (see FIG. 14) as first-stage information and stores it in the complete function activation management phase. Furthermore, when the value of the complete function activation management phase is updated from a predetermined value ("00H" or "02H") to "01H," the main control board 200 transmits a first performance control command (first performance control information) relating to the value "01H" to the sub-control board 202 (see FIG. 19, step S6-7). Here, the performance control command transmitted to the sub-control board 202 may be configured, for example, by combining first information indicating the type of command (in this case, performance designation information relating to the activation of the complete function) with second information, which is the value of the complete function activation management phase ("01H" in the first performance control command).
[0304] When the information relating to the stored value of the MY counter 221 is "91", the main control board 200 generates "02H" (see FIG. 14) as second stage information and stores it in the complete function activation management phase. In addition, when the value of the complete function activation management phase is updated from a predetermined value ("01H" or "03H") to "02H", the main control board 200 transmits a second performance control command (second performance control information) relating to the value "02H" to the sub-control board 202.
[0305] When the information relating to the stored value of the MY counter 221 is "92", the main control board 200 generates "03H" (see FIG. 14) as third stage information and stores it in the complete function activation management phase. In addition, when the value of the complete function activation management phase is updated from a predetermined value ("02H" or "04H") to "03H", the main control board 200 transmits a third performance control command (third performance control information) relating to the value "03H" to the sub-control board 202.
[0306] When the information relating to the stored value of the MY counter 221 is "93", the main control board 200 generates "04H" (see FIG. 14) as fourth stage information and stores it in the complete function activation management phase. In addition, when the value of the complete function activation management phase is updated from a predetermined value ("03H" or "05H") to "04H", the main control board 200 transmits a fourth performance control command (fourth performance control information) relating to the value "04H" to the sub-control board 202.
[0307] When the information relating to the stored value of the MY counter 221 is "94", the main control board 200 generates "05H" (see FIG. 14) as fifth stage information and stores it in the complete function activation management phase. In addition, when the value of the complete function activation management phase is updated from a predetermined value ("04H") to "05H", the main control board 200 transmits a fifth performance control command (fifth performance control information) relating to the value "05H" to the sub-control board 202.
[0308] Based on receiving the first performance control command, the performance control means 300 executes the complete function activation warning performance shown in Fig. 21(a). In this performance, the text "Approximately 5000 shots remaining until the complete function is activated" (activation warning display) is displayed on the liquid crystal display 32, and a voice (activation warning voice) saying "Approximately 5000 shots remaining until the complete function is activated" is output from the speaker 14. The performance control means 300 outputs the activation warning voice once. Furthermore, the performance control means 300 continues the activation warning display until it receives the next performance control command (second performance control command). In this embodiment, if the information related to the stored value of the MY counter 221 is less than "90," the main control board 200 generates "00H" (see FIG. 14) as the 0th stage information and stores it in the complete function activation management phase. Furthermore, when the value of the complete function activation management phase is updated from "01H" to "00H," the main control board 200 transmits a 0th performance control command (0th performance control information) related to the value "00H" to the sub-control board 202. If the performance control means 300 receives the 0th performance control command while the activation warning display "Approximately 5000 shots remaining until the complete function is activated" is being displayed based on the reception of the first performance control command (FIG. 21(a)), the performance control means 300 terminates the activation warning display (i.e., terminates the complete function activation warning display). Furthermore, the mode of the complete function activation warning display shown in Figure 21 shows a mode in which only the activation warning display is displayed on the LCD display 32, but the activation warning display is actually a text image that is displayed superimposed (in front) on an effect image such as a preview effect or a jackpot effect, and the activation warning display is configured to be able to be displayed by appropriately switching the display position, display size, transparency, etc. according to the effect situation (according to the effect currently being executed).
[0309] Based on receiving the second performance control command, the performance control means 300 executes the complete function activation warning performance shown in Fig. 21(b). In this performance, the text "Approximately 4000 shots remaining until the complete function is activated" (activation warning display) is displayed on the LCD display 32, and a voice (activation warning audio) saying "Approximately 4000 shots remaining until the complete function is activated" is output from the speaker 14. The performance control means 300 outputs the activation warning audio once. Furthermore, the performance control means 300 continues the activation warning display until it receives the next performance control command (the third performance control command or the first performance control command).
[0310] Based on receiving the third performance control command, the performance control means 300 executes the complete function activation warning performance shown in Fig. 21(c). In this performance, the text "Approximately 3000 shots remaining until the complete function is activated" (activation warning display) is displayed on the LCD display 32, and a voice "Approximately 3000 shots remaining until the complete function is activated" (activation warning voice) is output from the speaker 14. The performance control means 300 outputs the activation warning voice once. Furthermore, the performance control means 300 continues the activation warning display until it receives the next performance control command (the fourth performance control command or the second performance control command).
[0311] Based on receiving the fourth performance control command, the performance control means 300 executes the complete function activation warning performance shown in Fig. 21(d). In this performance, the text "Approximately 2000 shots remaining until the complete function is activated" (activation warning display) is displayed on the LCD display 32, and a voice (activation warning audio) saying "Approximately 2000 shots remaining until the complete function is activated" is output from the speaker 14. The performance control means 300 outputs the activation warning audio once. Furthermore, the performance control means 300 continues the activation warning display until it receives the next performance control command (the fifth performance control command or the third performance control command).
[0312] Based on receiving the fifth performance control command, the performance control means 300 executes the complete function activation warning performance shown in Figure 21(e). In this performance, the text "Approximately 1000 shots remaining until the complete function is activated" (activation warning display) is displayed on the LCD display 32, and a voice "Approximately 1000 shots remaining until the complete function is activated" (activation warning voice) is output from the speaker 14. The performance control means 300 outputs the activation warning voice once. Furthermore, the performance control means 300 continues the activation warning display until it receives the next performance control command (the sixth performance control command or the fourth performance control command, which will be described later).
[0313] In this way, the performance control means 300 is capable of executing a complete function activation warning performance in a mode (performance mode) according to the (type of) received performance control command. Note that, in this embodiment, a performance control command based on stage information is transmitted to the sub-control board 202, and the stage information is used for performance, but this is not limiting, and the stage information (value of the complete function activation management phase) may be used for processing related to external signal output for testing, for example.
[0314] For example, if the presentation control means 300 receives the third presentation control command and is executing the complete function activation warning presentation shown in FIG. 21(c), and the stored value in the MY counter 221 starts to decrease and the second presentation control command is received, the presentation control means 300 executes the complete function activation warning presentation shown in FIG. 21(b). At this time, based on the reception of the second presentation control command, a voice (an activation warning voice) saying "Approximately 4000 shots remain until the complete function is activated" is output. In this embodiment, when the stored value in the MY counter 221 decreases (when the complete function is getting closer to activation), the executed complete function activation warning presentation is switched from a higher-level presentation to a lower-level presentation. Here, the presentation that notifies the player that fewer play values can be acquired before the complete function is activated is considered to be a higher-level presentation.
[0315] When a lower-level effect is switched to a higher-level effect (when a performance control command related to the higher-level effect is received), the activation warning display is updated and an activation warning sound is output. In this embodiment, the activation warning display is updated and an activation warning sound is output even when a higher-level effect is switched to a lower-level effect (when a performance control command related to the lower-level effect is received). Note that when a higher-level effect is switched to a lower-level effect, the activation warning display may be updated but the activation warning sound may not be output. In this case, excessive notification (output) of the activation warning sound can be prevented, and the player's impression that the number of balls in his possession has decreased can be suppressed.
[0316] 21(c) is displayed, the message "Approximately 3000 shots remaining until the complete function is activated" (activation warning display) is displayed, and the message "Approximately 3000 shots remaining until the complete function is activated" (activation warning audio) is output. While the activation warning audio is being output, the stored value (balls held) of the MY counter 221 decreases to "91998," and immediately thereafter the stored value of the MY counter 221 reaches "92000" (special situation). While the performance control means 300 is executing a complete function activation warning performance based on the complete function activation management phase being updated to "03H" and receiving a third performance control command, the performance control means 300 receives a second performance control command based on the complete function activation management phase being updated to "02H," and immediately thereafter receives a third performance control command based on the complete function activation management phase being updated to "03H."
[0317] The presentation control means 300 may be configured to, upon receiving a presentation control command (here, the third presentation control command) related to a complete function activation warning presentation, not execute the complete function activation warning presentation based on the subsequent presentation control command (cancel the processing based on the subsequent presentation control command) if a subsequent presentation control command (here, the second presentation control command or the third presentation control command) is received while the complete function activation warning presentation corresponding to the presentation control command is being executed (while the activation warning audio is being output). For example, if a subsequent presentation control command is received while the activation warning audio "Approximately 3000 shots remaining until the complete function is activated" is being output, the presentation control means 300 does not execute (start) the output of the activation warning audio based on the subsequent presentation control command. In other words, the output of the activation warning audio currently being executed is output to the end without interruption. This prevents the currently executing presentation from being interrupted or the presentation from switching frequently, thereby reducing the player's impression of discomfort or annoyance.
[0318] It is also possible to configure the device so that, based on the reception of a subsequent performance control command, the output of the activation warning sound that is currently being executed is interrupted and the output of a new activation warning sound is started (the performance is updated). In this case, the currently executed performance is updated to the new performance, thereby improving the reliability of the notification.
[0319] Furthermore, when the performance control means 300 starts a complete function activation warning performance based on the reception of a performance control command related to the complete function activation warning performance (for example, a third performance control command), it may be configured not to execute the complete function activation warning performance based on the reception of a subsequent performance control command until a predetermined time (for example, a predetermined time longer than the output time of one activation warning sound: about 5 seconds) has elapsed since the start of the complete function activation warning performance. In this case, it may be configured to execute the complete function activation warning performance based on the subsequent performance control command based on the elapse of the predetermined time.
[0320] When the information related to the stored value of the MY counter 221 is "95," the main control board 200 stores "06H" (sixth stage information) in the complete function activation management phase (see FIG. 14). Furthermore, when the value of the complete function activation management phase is updated from "05H" to "06H," the main control board 200 transmits a sixth performance control command related to the value "06H" to the sub-control board 202. Furthermore, when the complete function activation management phase is "06H" and a special game is not being executed, the main control board 200 stores "07H" (seventh stage information) in the complete function activation management phase. Furthermore, when the value of the complete function activation management phase is updated from "06H" to "07H," the main control board 200 activates the complete function and transmits a seventh performance control command related to the value "07H" to the sub-control board 202.
[0321] When the sub-control board 202 receives a sixth presentation control command related to the complete function activation management phase "06H" from the main control board 200, it determines whether or not it has received information (commands) from the main control board 200 indicating that a special game is in progress (a big win game or a small win game is in progress). The main control board 200 is capable of transmitting information (commands) related to the special game management phase (FIG. 18) to the sub-control board 202. When the sub-control board 202 (presentation control means 300) determines that it has received information indicating that a special game is in progress, it executes a complete function activation notice presentation, which will be described later. On the other hand, when it determines that it has not received information indicating that a special game is in progress (a special game is not in progress), it waits for reception of a seventh presentation control command, and executes a complete function activation presentation based on the reception of the seventh presentation control command.
[0322] (Complete function activation effect) Upon receiving the seventh effect control command, the effect control means 300 can execute an effect (complete function activation effect) shown in FIG. 22(a) to notify the player that the complete function is activated. In this effect, for example, a black background, the words "Complete function activated" (white text), and the words "The maximum payout limit for one day has been reached. Play ends for today" (white text) are displayed on the LCD display 32 as an activation indication, and a sound (activation sound) stating "The maximum payout limit for one day has been reached. Play ends for today" is output from the speaker 14. The effect control means 300 continues the activation indication until power is cut off. The effect control means 300 also outputs the activation sound three times (for approximately 21 seconds). The number of times the activation sound is output (three times) is greater than the number of times the activation warning sound and the activation notice sound (described later) are output (one time). When the complete function is activated, the progress of the game as a pachinko gaming machine, such as the drawing of special symbols, is restricted, so unlike the above-mentioned complete function activation warning presentation, a dedicated image similar to an important error screen is displayed on the LCD display 32. Also, when the complete function is activated, it is not released by simply turning off the power, but requires RAM clearing, so if the power is turned on without RAM clearing, the same image will be displayed even after the power is turned on.
[0323] The gaming machine of this embodiment can execute a specific function from a menu screen or the like, and can display a QR code (registered trademark) as code information on the LCD display 32. By reading the QR code (registered trademark) using an information terminal, a player can store game history information and the like on an external server, and can check the game history information stored on the external server on the information terminal. When the seventh effect control command is received while a specific function is being executed (the specific function is set to ON), the effect control means 300 can execute the complete function activation effect shown in FIG. 22(b). In this embodiment, the manner (type) of the complete function activation effect executed differs depending on whether or not the specific function is being executed. When the specific function is being executed, more display items are displayed than when the specific function is not being executed. Specifically, a QR code (registered trademark) and the message "Click here to save data related to the specific function" are also displayed. However, if the power is cut off while the QR code (registered trademark) shown in Figure 22(b) is being displayed and the power is turned on without clearing the RAM, the code data storage area of the sub-control board 202 will be initialized, and the image display (operation display) shown in Figure 22(a) will be displayed to indicate that play is restricted.
[0324] (Complete function activation notice) When the presentation control means 300 receives the sixth presentation control command related to the complete function activation management phase "06H" and information indicating that a special game is being played, it executes the complete function activation notice presentation shown in FIG. 23. In this presentation, the text "The complete function will be activated and the game will stop after a win ends" (the activation notice display) is displayed on the LCD display 32, and a voice "The complete function will be activated and the game will stop after a win ends" (the activation notice voice) is output from the speaker 14. The presentation control means 300 outputs the activation notice voice once. The presentation control means 300 also continues the activation notice display until the special game ends (until the seventh presentation control command is received). Then, the presentation control means 300 executes the complete function activation presentation (FIG. 22(a) or FIG. 22(b)) based on the end of the special game (based on the activation of the complete function).
[0325] In this embodiment, the effect that is executed when the stored value of the MY counter 221 reaches the specific value "95000" differs depending on whether or not a special game is being played. When a special game is not being played, a complete function activation effect (FIG. 22(a) or FIG. 22(b)) is executed. On the other hand, when a special game is being played, a complete function activation notice effect (FIG. 23) is executed, and when the special game ends, a complete function activation effect (FIG. 22(a) or FIG. 22(b)) is executed.
[0326] In this embodiment, once the value of the MY counter 221 exceeds "95000," the complete function activation management phase becomes "06H," and since the complete function activation management phase remains at "06H" no matter how much the number (value) of the MY counter 221 is reduced thereafter, control to cancel the effect (for example, control to cancel the effect or control to switch to a complete function activation warning effect based on the fifth effect control information) is not executed after the complete function activation notice effect shown in FIG. 23 is executed. Therefore, in the complete function activation notice effect shown in FIG. 23, in order to inform the player that firing a ball to prevent it from entering the large winning slot 50 or the like in an attempt to reduce the information (value) of the MY counter 221 during a winning game will result in a loss, a warning message such as "Even if MY becomes less than 95000, the game will be stopped after the win ends" may also be displayed. In this embodiment, after the complete function activation management phase becomes "06H" and it is determined that a special game is being played, and the complete function activation notice effect shown in Fig. 23 is started, the effect continues even if the value of the MY counter 221 falls below "95000". Furthermore, even if the value of the MY counter 221 is less than "95000" when the special game ends, since the value of the MY counter 221 has once reached "95000" (because the complete function activation management phase is "06H"), the complete function activation management phase is updated to "07H" based on the end of the special game, and the complete function is activated.
[0327] (Game control means 410) The main control board 200 is equipped with a game limiting means 410 (see FIG. 5). The game limiting means 410 can execute a game limiting process (activation of a complete function) that limits (stops) the progress of at least a portion of a game when the stored value of the MY counter 221, which is updated based on the granting (payout) of game value, reaches a specific value of "95000." Limiting the progress of at least a portion of a game means that it is not necessary to limit the progress of all games (to completely limit games); for example, while the game limiting process is being executed, a portion of the process in the timer interrupt process (FIG. 13) may be executed.
[0328] In this embodiment, the special symbol lottery means 230 executes a first special symbol lottery or a second special symbol lottery at a predetermined opportunity (triggered by the entry of a gaming ball into the first starting port 46 or the second starting port 49). If a predetermined result (winning a "big hit" or a "small hit") is obtained in the first special symbol lottery or the second special symbol lottery, the special game execution means 260 can execute a special game (big hit game or small hit game) that is advantageous to the player until a termination condition is met. The special games include a small hit game (first special game) based on winning a "small hit" (obtaining a specific result), and a big hit game (second special game) based on the establishment of a specific condition in the small hit game (first special game) (detection of the passage of a gaming ball that entered the big winning port 50 through a specific area). The jackpot game (second special game) can be executed consecutively to the small jackpot game (first special game) after the termination conditions of the small jackpot game (first special game) are met, and when a specific condition is met in the small jackpot game (first special game), the game will transition directly from the small jackpot game end demo (special game management phase "06H" is set) to the jackpot game start demo (special game management phase "07H").
[0329] The frame control board 201 controls the awarding of game value and updates the value stored in the MY counter 221 (specific memory area). As described above, in the complete management phase setting process (step S3-24), the game control means 410 (main CPU) skips the process of setting the complete function activation state designated value "07H" in the complete function activation management phase during the execution of a special game, preventing the activation of the complete function until the special game ends. Therefore, when the value stored in the MY counter 221 reaches the specific value "95000" while a jackpot game (second special game) is being executed, the game limiting means 410 executes the game limiting process (activates the complete function) upon the end of the jackpot game (second special game) currently being executed. Furthermore, when a small win game (first special game) is being played, if the stored value of the MY counter 221 reaches a specific value "95000" with the prize ball during the small win and the specific condition is met (the game ball that entered the large win port 50 is detected passing through a specific area), the game limiting means 410 will not execute the game limiting process when the small win game (first special game) ends, but will execute the game limiting process (activate the complete function) when the big win game (second special game) that is played subsequently ends.
[0330] In addition, when a small win game (first special game) is being played, if the stored value of the MY counter 221 reaches a specific value of "95000" and the specific condition is not met, the game limiting means 410 executes game limiting processing (activates the complete function) upon the end of the small win game (first special game).
[0331] In this embodiment, the complete function is not activated while the special electric device (special device 56) is in operation. When a jackpot game (e.g., 9 rounds) is played based on the fulfillment of the specific conditions after the end of a small win game (e.g., 1 round), if the complete function is activated at the end of the small win game (when the operation of the special electric device associated with the small win ends), the player will not be able to obtain the prize balls that would have been obtained in the subsequent jackpot game, which can cause the player to feel a great sense of loss. In this embodiment, the complete function is not activated upon the end of the small win game, but is activated upon the end of the subsequent jackpot game. This allows the player to obtain the prize balls from the jackpot game, thereby reducing the player's sense of loss. In other words, the player can feel a sense of satisfaction.
[0332] The gaming machine of this embodiment is A lottery means (special symbol lottery means 230) for performing a lottery at a predetermined opportunity; A game value providing means (frame control board 201) for controlling the provision of game values; a special game execution means (special game execution means 260) that can execute a special game advantageous to a player until a termination condition is met when a predetermined result is obtained in the lottery; and a game limiting means (game limiting means 410) capable of executing a game limiting process for limiting the progress of at least a part of a game based on the fact that the storage value of a specific storage area (MY counter 221) updated based on the granting of a game value has reached a specific value. The special game execution means As the special game, a first special game based on a specific result being obtained in the lottery, and a second special game based on a specific condition being established in the first special game can be executed; The second special game can be executed consecutively to the first special game after the completion of the termination condition of the first special game, The game limiting means When the storage value of the specific storage area reaches the specific value while the second special game is being played, the game limiting process is executed upon the termination of the second special game being played; When the memory value of the specific memory area reaches the specific value and the specific condition is met while the first special game is being played, the game restriction process is not executed upon the completion of the first special game, but is executed upon the completion of the second special game that is subsequently played.
[0333] If the storage value of the specific storage area reaches the specific value and the specific condition is met while the first special game is being played, and the game limiting process is executed upon the completion of the first special game, the player will not be able to obtain the profit that would have been obtained in the subsequent second special game, which may cause the player to feel a strong sense of loss. In this embodiment, if the storage value of the specific storage area reaches the specific value and the specific condition is met while the first special game is being played, the game limiting process is not executed upon the completion of the first special game, but is executed upon the completion of the subsequently played second special game. As a result, the player can obtain the profit from the second special game, thereby reducing the player's sense of loss.
[0334] In addition, in the gaming machine of this embodiment, The game limiting means When the first special game is being played, if the memory value in the specific memory area reaches the specific value and the specific condition is not met, the game restriction process is executed upon the end of the first special game.
[0335] In addition, in the gaming machine of this embodiment, A performance control means (performance control means 300) is provided to control the execution of the performance, The performance control means If the special game is being played when the storage value of the specific storage area reaches the specific value, a notification (complete function activation notice) is given to indicate that the game control process will be executed after the special game ends. This allows the player to understand that although the storage value of the specific area has reached the specific value, he or she can still earn profits until the special game currently being played ends. This gives the player a sense of security.
[0336] The gaming machine of this embodiment is A main control means (main control board 200) that controls the progress of the game; A game value providing means (frame control board 201) for controlling the provision of game values; a game limiting means (game limiting means 410) capable of executing a game limiting process for limiting the progress of at least a part of a game when a memory value in a specific memory area (MY counter 221) that is updated based on the granting of a game value reaches a specific value; and a performance control means (performance control means 300) capable of executing a specific performance that notifies the number of game values that can be acquired before the game limiting process is executed when the storage value of the specific storage area is equal to or greater than a first value that is smaller than the specific value, The main control means based on information relating to the stored value of the specific storage area, generating stage information indicating to which stage the value belongs among a plurality of stages divided by a predetermined amount (for example, 1000) from the first value to the specific value; When the stage information is updated to a different value, performance control information relating to the value is transmitted to the performance control means, The performance control means is capable of executing the specific performance in a manner corresponding to the received performance control information.
[0337] The memory value of the specific memory area is updated (each time) based on the awarding of game value, but if, for example, each timer interrupt process determines whether the memory value is equal to or greater than the first value, and if it is equal to or greater than the first value, determines which of multiple types of the specific presentation to execute, and transmits information related to the determined specific presentation to the presentation control means, the processing becomes complex and the processing load increases. In this embodiment, the stage information indicating which stage the value belongs to is generated based on information related to the stored value in the specific storage area, where the range from the first value to the specific value is divided into a plurality of stages each having a predetermined amount (for example, 1000), and when the stage information is updated to a different value (only when the stage information is updated to a different value), performance control information related to the value is transmitted to the performance control means, and the performance control means executes the specific performance in a manner corresponding to the received performance control information. In this way, by managing which stage the value belongs to and configuring the performance control information to be transmitted only when the stage is changed, processing can be simplified and the processing load can be reduced.
[0338] In addition, in the gaming machine of this embodiment, The presentation control means is capable of executing, as the specific presentation, a display presentation (activation warning display) relating to the number of game values that can be acquired before the game restriction process is executed, and an audio output presentation (activation warning audio) relating to the number of game values that can be acquired before the game restriction process is executed, and even when the presentation control information is received based on the stage information being updated to a lower value, the means is capable of executing the display presentation and the audio output presentation according to the value. As the game progresses, the stored value in the specific storage area may decrease, and the stage information may be updated to a lower value, but even in that case, the display effect and the audio output effect according to the value are executed. When the execution of the game limiting process is getting further away, appropriate effects are executed accordingly, so that the player can grasp the exact number of game values that can be obtained before the game limiting process is executed (that the execution of the game limiting process is getting further away).
[0339] In this embodiment, the main control board 200 generates stage information indicating which stage the stored value of the MY counter 221 belongs to, divided into predetermined intervals (1,000) between the first value "90,000" and the specific value "95,000." However, the present invention is not limited to this. For example, the main control board 200 may be configured to generate stage information indicating which stage the stored value of the MY counter 221 belongs to, divided into predetermined intervals (500) between the first value "90,000" and the specific value "95,000." For example, when the stored value of the MY counter 221 reaches "90,500," a display control command may be transmitted to issue a notification (a complete function activation warning display) stating, "Approximately 4,500 shots remain until the complete function is activated." In other words, the complete function activation warning display may be executed (updated) every time the stored value of the MY counter 221 increases (or decreases) by "500."
[0340] In this embodiment, the predetermined amount is set to "1000," and the frame control board 201 transmits to the main control board 200 a value (e.g., "91") obtained by dividing the stored value of the MY counter 221 by 1000 as information related to the stored value of the MY counter 221. On the other hand, if the predetermined amount is set to "500," the frame control board 201 transmits to the main control board 200 a value (e.g., "905") obtained by dividing the stored value of the MY counter 221 by 100 as information related to the stored value of the MY counter 221. If the predetermined amount is set to "1000", it is sufficient to make a judgment (calculation) based on a two-digit value (e.g., "91" or "92") obtained by dividing the value stored in the MY counter 221 by 1000 (for example, step S4-12 in FIG. 15), but if the predetermined amount is set to "500", it is necessary to make a judgment (calculation) based on a three-digit value (e.g., "905" or "910") obtained by dividing the value stored in the MY counter 221 by 100. Therefore, when the predetermined amount is set to "1000", the processing load can be reduced since there are fewer digits.
[0341] The present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the spirit of the invention. For example, the various controls are not limited to those of the above-described embodiments. Furthermore, the present invention allows for free combinations, modifications of each component, or omission of components within the scope of the invention. [Explanation of symbols]
[0342] 200 Main control board (main control means) 201 Frame control board (game value granting means) 221 MY counter (specific memory area) 230 Special design lottery means (lottery means) 260 Special game execution means 300 Production control means 410 Gaming Restriction Measures
Claims
[Claim 1] A main control means for controlling the progress of a game; a game value providing means for controlling the provision of game values; a game limiting means capable of executing a game limiting process for limiting the progress of at least a part of a game when a storage value in a specific storage area, which is updated based on the granting of a game value, reaches a specific value; and a performance control means for executing a specific performance that notifies the player of the number of game values that can be acquired before the game limiting process is executed when the storage value of the specific storage area is equal to or greater than a first value that is smaller than the specific value, The main control means generating stage information indicating to which stage the specific value belongs, among a plurality of stages divided by predetermined amounts between the first value and the specific value, based on information relating to the storage value of the specific storage area; When the stage information is updated to a different value, performance control information relating to the value is transmitted to the performance control means, The performance control means is capable of executing the specific performance in a manner corresponding to the received performance control information, The effect control means is capable of executing, as the specific effect, a display effect relating to the number of game values that can be acquired before the game restriction process is executed, and an audio output effect relating to the number of game values that can be acquired before the game restriction process is executed, and when the effect control information based on the stage information being updated to a lower value is received, the gaming machine executes the display effect according to that value but does not execute the audio output effect according to that value.
Citation Information
Patent Citations
Game machine
JP2023079367A
Game machine
JP2023081785A
Game machine
JP2023096868A
Game machine
JP2023098775A