Gaming machine
The gaming machine enhances player engagement by implementing a main control system for multiple game states and virtual media management, addressing the need for increased interest in game effects.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2023-08-29
- Publication Date
- 2026-06-30
AI Technical Summary
Existing gaming machines lack enhancements in game effects to increase player interest.
A gaming machine with a main control system that allows for multiple advantageous game states, including an auxiliary game state with higher advantages, and a virtual game medium management system that maintains enhanced game state information through a card unit, enabling transitions and adjustments based on game progress and player interactions.
Enhances player enjoyment by providing varied and engaging game experiences through multiple game states and virtual media management.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a spring-powered pachinko machine.
Background Art
[0002] A pachinko machine includes a main control board that controls the progress of the game and an effect control board that controls the effects of the game through the liquid crystal display and accessories on the game board surface. Some pachinko machines have a normal state and a time-saving state in which the degree of advantage related to the auxiliary game is higher than that in the normal state. In the time-saving state, it is configured to be easier to start and win. As a document that discloses the technology related to the effects of this type of gaming machine, there is Patent Document 1.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, there was room for improvement in the effects of this type of gaming machine in terms of the interest of the effects.
[0005] The present invention has been made in view of such problems, and an object thereof is to further enhance the interest of the game of the gaming machine.
Means for Solving the Problems
[0006] To solve the above problems, the present invention provides a main control means for controlling the progress of a game involving the provision of virtual game media, comprising: means for setting the game state of the game machine to one of a plurality of advantageous states, including a normal state and an auxiliary game advantageous state in which the degree of advantage related to auxiliary games is higher than that of the normal state; means for stopping the progress of the game; receiving a transition signal for the number of virtual game media corresponding to information from a connected card unit, performing processing related to subtraction and addition of the number of playable virtual game media according to the progress of the game, and when the counting button is operated, the transition of a predetermined number of virtual game media The system comprises a virtual game medium count control means that transmits a row signal to the card unit, the main control means is capable of transmitting the game state and the progress and stop status of the game to the virtual game medium count control means, and provides first game state information and second game state information indicating that the game is in an advantageous state for auxiliary games, and even if the game state becomes a normal state, if predetermined conditions are met, at least the second game state information can be maintained, and the virtual game medium count control means is capable of transmitting the second game state signal to the card unit based on the received game state and the progress and stop status of the game. [Effects of the Invention]
[0007] According to the present invention, the enjoyment of playing games in a gaming machine can be further enhanced. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a gaming machine 1 and a card unit 9, which are first embodiments of the present invention. [Figure 2] This is a magnified view of the second large prize winning slot 17 in the gaming machine 1. [Figure 3] This is a perspective view of the rear side of the gaming machine 1 and card unit 9. [Figure 4] This figure shows the main control board 10 and frame control board 160 on the back of the gaming machine 1, and the covers 10c and 160c that cover them. [Figure 5] This is a block diagram showing the configuration of gaming machine 1. [Figure 6] It is a block diagram showing the configuration of the card unit 9. [Figure 7] It is a diagram showing the insertion of the bill 6 into the card unit 9 and the transfer of the number of game balls from the card unit 9 to the gaming machine 1. [Figure 8] It is a diagram showing the transfer of the number of game balls from the gaming machine 1 to the card unit 9. [Figure 9] It is a diagram showing the transfer of the number of game balls from the gaming machine 1 to the card unit 9. [Figure 10] It is a diagram showing the ejection of the card 7 from the card unit 9. [Figure 11] It is a diagram showing the insertion of the card 7 into the card unit 9. [Figure 12] It is a diagram showing the gaming state of the gaming machine 1. [Figure 13] It is a diagram showing the gaming flow of the gaming machine 1. [Figure 14] It is a diagram showing the symbol variation and the hold display image in the gaming machine 1. [Figure 15] It is a diagram showing each effect mode, the gaming state, and the background image of the gaming machine 1. [Figure 16] It is a diagram showing the normal variation effect of the gaming machine 1. [Figure 17] It is a diagram showing the normal reach effect of the gaming machine 1. [Figure 18] It is a diagram showing the roulette effect of the gaming machine 1. [Figure 19] ]]It is a diagram showing the roulette effect of the gaming machine 1. [Figure 20] It is a diagram showing the SP reach effect of the gaming machine 1. [Figure 21] It is a diagram showing the pre - read hold display change effect of the gaming machine 1. [Figure 22] It is a diagram showing the normal power - on operation, the main control board RAM clear power - on operation, the frame control board RAM clear power - on operation, and the all - RAM clear power - on operation in the gaming machine 1. [Figure 23]It is a diagram showing the relationship between the state of the gaming machine 1 and the presence or absence of a set of 15 types of flags in the state flag storage area of the main RAM 110c of the main control board 10. [Figure 24] It is a diagram showing the relationship between the state of the gaming machine 1 and the presence or absence of a set of 16 types of flags in the state flag storage area of the game ball number RAM 180c of the game ball number control unit 180. [Figure 25] It is a diagram showing the relationship between the state of the gaming machine 1 and the presence or absence of a set of 11 types of flags in the state flag storage area of the card unit control board 90 in the card unit 9. [Figure 26] It is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. [Figure 27] It is a diagram showing the sequence of transmission of the gaming machine information notification command from the main control board 10 to the frame control board 160 in the gaming machine 1. [Figure 28] It is a flowchart showing the timer interrupt processing of the main control board 10 of the gaming machine 1. [Figure 29] It is a flowchart showing the main processing of the effect control unit 120m of the gaming machine 1 [Figure 30] It is a flowchart showing the timer interrupt processing of the effect control unit 120m. [Figure 31] It is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1. [Figure 32] It is a flowchart showing the launch control processing of the launch control unit 170 of the gaming machine 1. [Figure 33] It is a flowchart showing the main processing of the game ball number control unit 180 of the gaming machine 1. [Figure 34] It is a diagram showing the sequence of transmission of the gaming machine information notification data from the frame control board 160 to the card unit 9 in the gaming machine 1. [Figure 35] It is a diagram showing the sequence of transmission of the count notification data from the frame control board 160 to the card unit 9 in the gaming machine 1. [Figure 36] It is a flowchart showing the main processing of the card unit control board 90 of the gaming machine 1 [Figure 37] This diagram shows the sequence of transmission and reception of loan notification data and loan receipt result response data between the card unit 9 and the gaming machine 1. [Figure 38] This flowchart shows the initial setup process for the main control board 10 of the gaming machine 1. [Figure 39] This flowchart shows the initial setup process for the main control board 10 of the gaming machine 1. [Figure 40] This flowchart shows the gaming machine information notification process of the main control board 10 of the gaming machine 1. [Figure 41] This flowchart shows the initial setup process for the game ball count control unit 180 of the gaming machine 1. [Figure 42] This flowchart shows the error detection process of the game ball count control unit 180 of the gaming machine 1. [Figure 43] This diagram shows the displays of the game ball count indicator 84 and the frame control indicator 85 when an error occurs in the gaming machine 1. [Figure 44] This flowchart shows the response processing of the game ball count control unit 180 of the gaming machine 1. [Figure 45] This flowchart shows the game machine information notification process of the game ball count control unit 180 of the game machine 1. [Figure 46] This flowchart shows the data transmission process for game machine information from the game ball count control unit 180 of the game machine 1. [Figure 47] This flowchart shows the data transmission process for game machine information from the game ball count control unit 180 of the game machine 1. [Figure 48] This flowchart shows the data transmission process for game machine information from the game ball count control unit 180 of the game machine 1. [Figure 49] This flowchart shows the counting process of the game ball count control unit 180 of the gaming machine 1. [Figure 50] This flowchart shows the process for determining whether the conditions for changing the number of game balls are met in the game ball count control unit 180 of the game machine 1. [Figure 51] This figure shows the operation information storage area of the gaming machine 1 and an example of its update. [Figure 52]This flowchart shows the counting notification process of the game ball count control unit 180 of the gaming machine 1. [Figure 53] This flowchart shows the lending control process of the game ball count control unit 180 of the gaming machine 1. [Figure 54] This flowchart shows the game notification control process of the game ball count control unit 180 of the gaming machine 1. [Figure 55] This flowchart shows the game notification control process of the game ball count control unit 180 of the gaming machine 1. [Figure 56] This diagram shows the table for determining the illumination color of the seated lamp and the table for determining the background color of the seated area in the game ball count control unit 180 of the gaming machine 1. [Figure 57] This diagram shows the table for determining the illumination color of the "away from seat" lamp and the background color of the "away from seat" indicator for the game ball count control unit 180 of the gaming machine 1. [Figure 58] This flowchart shows the banknote insertion recognition process of the card unit control board 90 of the gaming machine 1. [Figure 59] This flowchart shows the card insertion recognition process of the card unit control board 90 of the gaming machine 1. [Figure 60] This flowchart shows the transition process of the card unit control board 90 of the gaming machine 1. [Figure 61] This flowchart shows the lending process for the card unit control board 90 of the gaming machine 1. [Figure 62] This flowchart shows the response confirmation process of the card unit control board 90 of the gaming machine 1. [Figure 63] This flowchart shows the return process of the card unit control board 90 of the gaming machine 1. [Figure 64] This flowchart shows the gaming machine information analysis process of the card unit control board 90 of gaming machine 1. [Figure 65] This flowchart shows the gaming machine information analysis process of the card unit control board 90 of gaming machine 1. [Figure 66] This flowchart shows the input control processing of the main control board 10 of the gaming machine 1. [Figure 67]This flowchart shows the input processing for the first start port detection switch of the main control board 10 of the gaming machine 1. [Figure 68] This diagram shows the special symbol storage area of the main control board 10 and the performance information storage area of the performance control board 120 of the gaming machine 1. [Figure 69] This diagram shows the pre-determination table for the main control board 10 of the gaming machine 1. [Figure 70] This flowchart shows the input processing for a specific area detection switch on the main control board 10 of the gaming machine 1. [Figure 71] This flowchart shows the special feature and special electrical control processing of the main control board 10 of the gaming machine 1. [Figure 72] This flowchart shows the special symbol memory judgment process of the main control board 10 of the gaming machine 1. [Figure 73] This flowchart shows the process for updating the number of special symbol variations on the main control board 10 of the gaming machine 1. [Figure 74] This flowchart shows the jackpot determination process of the main control board 10 of the gaming machine 1. [Figure 75] This diagram shows the special game lottery determination table and the auxiliary game lottery determination table of the main control board 10 of the gaming machine 1. [Figure 76] This diagram shows the symbol determination table for the main control board 10 of the gaming machine 1. [Figure 77] This diagram shows the symbol determination table for the main control board 10 of the gaming machine 1. [Figure 78] This diagram shows the variable pattern determination table for the first special symbol on the main control board 10 of the gaming machine 1. [Figure 79] This diagram shows the variable pattern determination table for the second special symbol on the main control board 10 of the gaming machine 1. [Figure 80] This flowchart shows the special symbol variation processing of the main control board 10 of the gaming machine 1. [Figure 81] This flowchart shows the special symbol stopping process of the main control board 10 of the gaming machine 1. [Figure 82] This flowchart shows the status flag setting process for the main control board 10 of the gaming machine 1. [Figure 83] This diagram shows the special game control table of the main control board 10 of the gaming machine 1. [Figure 84] This diagram shows the control table for opening and closing the jackpot winning slot on the main control board 10 of the gaming machine 1. [Figure 85] This diagram shows the control table for opening and closing the large prize slot for small wins on the main control board 10 of the gaming machine 1. [Figure 86] This diagram shows the setting table for when a special losing symbol stops on the main control board 10 of the gaming machine 1. [Figure 87] This flowchart shows the jackpot game processing on the main control board 10 of the gaming machine 1. [Figure 88] This flowchart shows the processing of small wins on the main control board 10 of the gaming machine 1. [Figure 89] This diagram shows the control table for opening and closing a specific area for small win games on the main control board 10 of the gaming machine 1. [Figure 90] This flowchart shows the transition process for the second type of jackpot game in gaming machine 1. [Figure 91] This flowchart shows the jackpot game termination process of the main control board 10 of the gaming machine 1. [Figure 92] This diagram shows the setting table for the end of special game mode on the main control board 10 of the gaming machine 1. [Figure 93] This flowchart shows the status flag setting process for the main control board 10 of the gaming machine 1. [Figure 94] This flowchart shows the general power control processing of the main control board 10 of the gaming machine 1. [Figure 95] This flowchart shows the normal symbol variation process of the main control board 10 of the gaming machine 1. [Figure 96] This diagram shows the table for determining the variation pattern of the regular symbols on the main control board 10 of the gaming machine 1. [Figure 97] This diagram shows the auxiliary game control table for the main control board 10 of the gaming machine 1. [Figure 98] This diagram shows the auxiliary game-playing movable piece release control table of the main control board 10 of the gaming machine 1. [Figure 99]This flowchart shows the auxiliary game processing of the main control board 10 of the gaming machine 1. [Figure 100] This flowchart shows the termination condition determination process of the main control board 10 of the gaming machine 1. [Figure 101] This flowchart shows the termination condition determination process of the main control board 10 of the gaming machine 1. [Figure 102] This flowchart shows the termination condition determination process of the main control board 10 of the gaming machine 1. [Figure 103] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 104] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 105] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 106] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 107] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 108] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 109] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 110] This is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 111] This is a flowchart showing the command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 112] This is a flowchart showing the command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 113] This is a flowchart showing the command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 114] This is a flowchart showing the command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 115] This flowchart shows the background image display control process of the performance control unit 120m of the gaming machine 1. [Figure 116] This figure shows the normal background setting table and the special background setting table for the performance control unit 120m of the gaming machine 1. [Figure 117] This figure shows an example of how background images are displayed in gaming machine 1. [Figure 118] This figure shows an example of how background images are displayed in gaming machine 1. [Figure 119] This diagram shows the game flow of a game machine 1, which is a second embodiment of the present invention. [Figure 120] This flowchart shows the first half of the termination condition determination process in a gaming machine 1, which is a second embodiment of the present invention. [Modes for carrying out the invention]
[0009] <First Embodiment> Figure 1 is a front view of a gaming machine 1 and card unit 9, which are first embodiments of the present invention. Figure 2 is an enlarged view of the second large prize slot 17 in the gaming machine 1. Figure 3 is a perspective view of the rear side of the gaming machine 1 and card unit 9. Figure 4 shows the main control board 10 and frame control board 160, and the covers 10c and 160c covering them, on the rear side of the gaming machine 1. Figure 5 is a block diagram showing the configuration of the gaming machine 1. Figure 6 is a block diagram showing the configuration of the card unit 9.
[0010] The gaming machine 1 in this embodiment is a type 1 and type 2 hybrid machine, and is referred to as a managed gaming machine that circulates game balls, which are virtual game media, sealed inside the gaming machine 1. The gaming machine 1 is connected to a card unit 9.
[0011] As shown in Figure 1, a dispensing button 98 and an ejection button 99 are located in the center of the front of the card unit 9. Above the dispensing button 98 are an amount display 93 and a banknote insertion slot 91 for the banknote identification machine 91a. Below the ejection button 99 are a ball count display 94 and a card insertion slot 92 for the card reader / writer 92a. The player sits down at a seat in the desired gaming machine 1 in the hall and starts playing by inserting banknotes 6 into the banknote insertion slot 91 or inserting their card 7 into the card insertion slot 92.
[0012] As shown in Figure 7, when a player inserts a banknote 6 into the banknote slot 91, the amount of the inserted banknote 6 (in the example in Figure 7, 5, indicating 5,000 yen) is displayed on the amount display 93. In this state, when the player presses the lending button 98 on the card unit 9, the number on the amount display 93 changes to the number obtained by subtracting 1,000 yen (in the example in Figure 7, 4, indicating 4,000 yen), and lending notification data, which is a signal to transfer the number of game balls available for play on the game machine 1, is sent from the card unit 9 to the game machine 1. The number of game balls indicated by this lending notification data (since 1 game ball = 4 yen, in the example in Figure 7, 250 balls) is displayed on the game ball display 84 of the game machine 1. If the lending button 98 is pressed multiple times, a larger number of game balls are transferred from the card unit 9 to the game machine 1. If the card 7 inserted into card unit 9 contains information about the number of balls held, the number of balls held will be used instead of the amount, by subtracting the number of game balls indicated by the loan notification data.
[0013] When the number of game balls displayed on the game ball display 84 of the game machine 1 is 1 or more, if the player performs a firing operation, a game ball will be fired, and with each firing, the number on the game ball display 84 will change to a number that is 1 less than the number displayed. Also, if a game ball enters the general prize pocket 12, the first major prize pocket 16, the second major prize pocket 17, the first start pocket 14, or the second start pocket 15, the number on the game ball display 84 will change to a number that is the number of prize balls added to the number of prize balls.
[0014] As shown in Figure 8, when a player briefly presses the counting button 8 on the gaming machine 1, the number on the game ball display 84 changes to the number obtained by subtracting 1 (in the example in Figure 8, 13254 minus 1 becomes 13253), and counting notification data, which is a signal for the transition of one game ball, is transmitted from the gaming machine 1 to the card unit 9, and the number on the game ball display 94 on the card unit 9 changes to the number obtained by adding 1.
[0015] As shown in Figure 9, when a player presses and holds the counting button 8 on the gaming machine 1 once, the number on the game ball display 84 changes to the number obtained by subtracting 250 (in the example in Figure 9, 13254 minus 250 is 13004), and the gaming machine 1 sends counting notification data, which is a transition signal for the number of game balls of 250, to the card unit 9, and the number on the game ball display 84 on the card unit 9 changes to the number obtained by adding 250.
[0016] As shown in Figure 10, when a player presses the eject button 99 of the card unit 9, the amount information corresponding to the number on the amount display 93 at that time, and the number of game balls held corresponding to the number on the game ball count display 84 are written to the card 7 that is pre-stored in the card unit 9, and this card 7 is ejected from the card slot 92 of the card unit 9. If the player wishes to interrupt the game and leave their seat at the gaming machine 1, they can press the eject button 99 to record the amount information and the number of game balls held (which have been transferred from the gaming machine 1 to the card unit 9) onto the card 7 and take it with them.
[0017] As shown in Figure 11, when a player inserts their card 7 into the card slot 92, the number on the amount display 93 changes to the number of monetary values in card 7 (2 in the example in Figure 11, indicating 2000 yen), and the number on the ball count display 94 changes to the number of ball counts in card 7 (13253 in the example in Figure 11). If no monetary information is written to card 7, the amount display 93 will show 0. From this point onward, as in Figures 7 to 10, the player plays the game while transferring the number of game balls from the card unit 9 to the game machine 1 by operating the dispensing button 98 and transferring the number of game balls from the game machine 1 to the card unit 9 by operating the counting button 8. By operating the eject button 99, the player records the monetary value and ball count information from card unit 9 onto card 7, and then leaves their seat with card 7.
[0018] As shown in Figure 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that covers the gaming area 56 of the outer frame 60 in a way that allows visibility.
[0019] One end of the glass door 50 (the left side when facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism 51. The other end of the glass door 50 (the right side when facing the gaming machine 1) is provided with a locking mechanism. When the locking mechanism of the glass door 50 is unlocked with a special key, the glass door 50 can be swung by the hinge mechanism 51 to open the gaming area 56. The glass door 50 is equipped with a door sensor 81d. When the door sensor 81d detects that the glass door 50 has been opened, it outputs a door open detection signal.
[0020] The lower left side of the game area 56 is provided with a first special symbol display device 20, a second special symbol display device 21, a regular symbol display device 22, a first special symbol hold indicator 23, a second special symbol hold indicator 24, and a regular symbol hold indicator 25.
[0021] The first special symbol display device 20 notifies the results of a special game lottery conducted when a game ball enters the first start opening 14 of the game area 56 (hereinafter referred to as "start entry" as appropriate). The second special symbol display device 21 notifies the results of a special game lottery conducted when a game ball enters the second start opening 15 of the game area 56 (hereinafter referred to as "start entry" as appropriate). The first special symbol display device 20 and the second special symbol display device 21 each display multiple types of special symbols that they can identify in a variable manner. In the following explanation, the special symbols that are displayed in a variable manner on the first special symbol display device 20 will be referred to as "first special symbols" as appropriate, and the special symbols that are displayed in a variable manner on the second special symbol display device 21 will be referred to as "second special symbols" as appropriate.
[0022] The first special symbol hold indicator 23 displays the number of reserved spins for the first special symbol. The second special symbol hold indicator 24 displays the number of reserved spins for the second special symbol. In this gaming machine, a maximum of four reserved spins are possible for each of the first and second special symbols.
[0023] Each of the first special symbol hold indicator 23 and the second special symbol hold indicator 24 consists of two LEDs. Specifically, the display method for the number of hold indicators in the first special symbol hold indicator 23 and the second special symbol hold indicator 24 is as follows: In the first special symbol hold indicator 23, if there is one hold indicator for the first special symbol variation, one LED lights up. If there are two hold indicators for the first special symbol variation, the other LED lights up. If there are three hold indicators for the first special symbol variation, one LED blinks and the other LED lights up. If there are four hold indicators for the first special symbol variation, both the left and right LEDs blink. The display method for the number of hold indicators in the second special symbol hold indicator 24 is the same as that of the first special symbol hold indicator 23.
[0024] The regular symbol display device 22 notifies the results of the auxiliary game lottery, which is conducted when a game ball passes through the regular symbol gate 13. The regular symbol display device 22 displays multiple types of regular symbols, each of which is identifiable, in a variable manner.
[0025] The regular symbol hold indicator 25 displays the number of regular symbol variations that are being held. In this embodiment, a maximum of 4 regular symbols can be held. The regular symbol hold indicator 25 consists of two LEDs. The way the number of holds is displayed in the regular symbol hold indicator 25 is the same as that of the first special symbol hold indicator 23 and the second special symbol hold indicator 24.
[0026] The game area 56 of the gaming machine 1 is roughly egg-shaped. The game area 56 is divided into a left area 56L to the left of the center in the left-right direction and a right area 56R to the right. At the left end of the left area 56L, rails 5a and 5b are provided, extending in an arc shape with a gap between them that is slightly wider than the game balls.
[0027] Below the portion of the glass door 50 that covers the game area 56, there is a special effect button 35. The special effect button 35 is equipped with a special effect button detection switch 35a. When the special effect button detection switch 35a detects that the special effect button 35 has been pressed, it outputs an ON signal to indicate that it has been pressed.
[0028] To the left of the performance button 35 is a directional pad 39. The directional pad 39 consists of an up cursor key 39A, a down cursor key 39B, a left cursor key 39C, and a right cursor key 39D. A center key 39E is located in the area surrounded by the up cursor key 39A, down cursor key 39B, left cursor key 39C, and right cursor key 39D.
[0029] The up cursor key 39A, down cursor key 39B, left cursor key 39C, and right cursor key 39D of the directional pad 39 are equipped with directional pad detection switches 39a, 39b, 39c, and 39d. The center key 39E is equipped with a center key detection switch 39e. When the directional pad detection switch 39a detects that the up cursor key 39A has been pressed, it outputs an ON signal to indicate that it has been pressed. When the directional pad detection switch 39b detects that the down cursor key 39B has been pressed, it outputs an ON signal to indicate that it has been pressed. When the directional pad detection switch 39c detects that the left cursor key 39C has been pressed, it outputs an ON signal to indicate that it has been pressed. When the directional pad detection switch 39d detects that the right cursor key 39D has been pressed, it outputs an ON signal to indicate that it has been pressed. When the center key detection switch 39e detects that the center key 39E has been pressed, it outputs an ON signal to indicate that it has been pressed.
[0030] An operating handle 3 is provided to the lower right of the performance button 35 on the glass door 50. A touch sensor 3a is provided inside the operating handle 3. The touch sensor 3a is composed of a capacitive proximity switch that utilizes the change in capacitance caused by the player's contact with the operating handle 3. Near the rotating part of the operating handle 3, a launch volume 3b, a launch solenoid 4a, and a ball feeding solenoid 4b are provided. The launch volume 3b is composed of a variable resistor. The launch solenoid 4a is composed of a rotary solenoid. The ball feeding solenoid 4b is composed of a linear solenoid. Each of these parts 3a, 3b, 4a, and 4b performs operations related to the launch operation under the control of the launch control unit 170 in the frame control board 160. The game balls launched by each of these parts 3a, 3b, 4a, and 4b pass between rails 5a and 5b and reach the game area 56, where they fall unpredictably.
[0031] Between rails 5a and 5b, a launch ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, a steel ball sensor 81b, and a radio wave sensor 81c are provided. The launch ball sensor 2a outputs a launch signal when it detects that a game ball launched between rails 5a and 5b has exceeded the launch detection point at the upper end of rail 5b. The foul ball sensor 2b outputs a foul signal when it detects that a game ball launched between rails 5a and 5b has returned without reaching the game area 56. The small ball sensor 81a outputs a small ball detection signal when it detects that a small ball has been launched between rails 5a and 5b. The steel ball sensor 81b outputs a steel ball detection signal when it detects that a steel ball has been launched between rails 5a and 5b. The radio wave sensor 81c outputs a radio wave detection signal when it detects radio waves.
[0032] The upper part of the game area 56 is provided with a decorative member 7 that affects the flow of the game balls. The periphery of the game area 56 is provided with a first performance drive device 330a, a second performance drive device 330b, a third performance drive device 330c, and a fourth performance drive device 330d. The first performance drive device 330a has a first movable component 33a. The second performance drive device 330b has a second movable component 33b. The third performance drive device 330c has a third movable component 33c. The fourth performance drive device 330d has a fourth movable component 33d.
[0033] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d perform game effects through the operation of the first movable mechanism 33a, the second movable mechanism 33b, the third movable mechanism 33c, and the fourth movable mechanism 33d, under the control of the lamp / drive control unit 150 in the performance control board 120.
[0034] The first movable mechanism 33a, the second movable mechanism 33b, the third movable mechanism 33c, and the fourth movable mechanism 33d are located in a position where part or all of the mechanism is hidden behind the periphery of the game area 56 (hereinafter referred to as the initial position), and by moving from the initial position toward the game area 56 and exposing the mechanism, they notify the player of the development of the performance or the confirmation of a jackpot.
[0035] As shown in Figure 1, a first performance lighting device 340a is provided at the center of the first movable component 33a of the gaming machine 1. The first performance lighting device 340a has a first lamp 34a. A second performance lighting device 340b is provided at the center of the upper part of the glass door 50. The second performance lighting device 340b has a second lamp 34b. A third performance lighting device 340c is provided at the center of the third movable component 33c. The third performance lighting device 340c has a third lamp 34c. A fourth performance lighting device 340d is provided slightly inward from the upper left and right corners of the glass door 50. The fourth performance lighting device 340d has a fourth lamp 34d. The first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d are RGB full-color LED lamps.
[0036] The first, second, third, and fourth lighting devices 340a, 340b, 340c, and 340d perform game effects by emitting light from the first lamp 34a, second lamp 34b, third lamp 34c, and fourth lamp 34d, under the control of the lamp / drive control unit 150 in the performance control board 120.
[0037] Audio output devices 32 (speakers) are provided on the left and right sides of the second performance lighting device 340b at the top of the gaming machine 1. The audio output devices 32 perform game performances using sound effects under the control of the overall control unit 141 in the performance control board 120.
[0038] Multiple general prize slots 12 are provided below the left area 56L in the game area 56. A general prize slot detection switch 12a is provided in each general prize slot 12. When the general prize slot detection switch 12a detects that a game ball has entered the general prize slot 12, it outputs a detection signal indicating this.
[0039] A first large prize opening 16 is provided below the right area 56R in the game area 56. The first large prize opening 16 is rectangular in shape. The first large prize opening 16 is equipped with a first large prize opening detection switch 16a that detects when a game ball enters the first large prize opening 16. When the first large prize opening detection switch 16a detects that a game ball has entered the first large prize opening 16, it outputs a detection signal to indicate this.
[0040] The first large prize opening 16 is provided with a first large prize opening opening door 16b and a first large prize opening opening solenoid 16c for switching the opening and closing of the first large prize opening opening door 16b. The first large prize opening opening door 16b is a rectangular plate shape with approximately the same dimensions as the first large prize opening 16. The lower edge of the first large prize opening opening door 16b is pivotally attached to the lower edge of the first large prize opening 16 so as to be able to swing. When the first large prize opening opening solenoid 16c is turned off, the first large prize opening opening door 16b stands upright approximately flush with the surface of the game area 56, closing the first large prize opening 16. When the first large prize opening opening solenoid 16c is turned on, the first large prize opening opening door 16b tilts forward with the lower edge of the first large prize opening 16 as a pivot point, opening to an open state.
[0041] While the first large prize opening door 16b is closed, game balls falling from above the first large prize opening 16 pass directly in front of it. Therefore, while the first large prize opening door 16b is closed, game balls will not enter the first large prize opening 16. On the other hand, while the first large prize opening door 16b is open, most of the game balls falling from above the first large prize opening 16 hit the receiving tray surface facing upwards on the first large prize opening door 16b and enter the first large prize opening 16.
[0042] A second large prize opening 17 is provided in the lower center of the game area 56. The second large prize opening 17 is equipped with a second large prize opening opening door 17b and a second large prize opening opening solenoid 17c that switches the opening and closing of the second large prize opening opening door 17b. The second large prize opening opening door 17b is a rectangular plate shape with approximately the same dimensions as the second large prize opening 17. The lower edge of the second large prize opening opening door 17b is pivotally attached to the lower edge of the second large prize opening 17 so as to be able to swing. When the second large prize opening opening solenoid 17c is turned off, the second large prize opening opening door 17b stands upright approximately flush with the surface of the game area 56, closing the second large prize opening 17. When the second large prize opening opening / closing solenoid 17c is turned on, the second large prize opening opening / closing door 17b opens by tilting forward with the lower edge of the second large prize opening 17 as the pivot point.
[0043] While the second large prize opening door 17b is closed, game balls falling from the upper right and upper left of the second large prize opening 17 will pass directly in front of the second large prize opening 17. Therefore, while the second large prize opening door 17b is closed, game balls will not enter the second large prize opening 17. On the other hand, while the second large prize opening door 17b is open, most of the game balls falling from above the second large prize opening 17 will hit the receiving tray surface facing upwards on the second large prize opening door 17b and be guided into the interior of the second large prize opening 17.
[0044] As shown in Figure 2, a specific area 19B (V prize area) is provided inside the second large prize area 17. A sliding member 19c is provided in the specific area 19B. The sliding member 19c acts as a sorting device that divides game balls passing over the specific area 19B into those that enter the specific area 19B and those that do not.
[0045] When the specific area opening / closing solenoid 18d is turned off, the sliding member 19c moves forward to close the specific area 19B, and when the specific area opening / closing solenoid 18d is turned on, the sliding member 19c retracts to the rear, opening the specific area 19B. While the specific area 19B is open, balls can enter the specific area 19B. While the specific area 19B is closed, game balls pass over the specific area 19B and are ejected from the opening 19e. When the specific area detection switch 18a detects the passage of a game ball through the specific area 19B, it outputs a detection signal indicating this.
[0046] Above the second large prize winning opening 17 in the lower center of the game area 56 are the first start opening 14 and the second start opening 15. The first start opening 14 and the second start opening 15 are arranged vertically. The first start opening 14 is equipped with a first start opening detection switch 14a. When the first start opening detection switch 14a detects the passage of a game ball through the first start opening 14, it outputs a detection signal indicating this.
[0047] The second start port 15 is provided with a second start port detection switch 15a. When the second start port detection switch 15a detects the passage of a game ball through the second start port 15, it outputs a detection signal indicating this.
[0048] The second start port 15 is provided with a pair of movable pieces 15b and a start port opening / closing solenoid 15c that switches the opening and closing of the movable pieces 15b. The movable pieces 15b and the start port opening / closing solenoid 15c function as ordinary electric components. When the start port opening / closing solenoid 15c is turned off, the pair of movable pieces 15b each stand upright in a closed state. When the start port opening / closing solenoid 15c is turned on, the pair of movable pieces 15b are tilted in an inverted V-shape in an open state.
[0049] While the movable piece 15b is in the closed state, most of the game balls falling towards the second start opening 15 from diagonally above and to the left and right of the second start opening 15 will hit the outer surface of the movable piece 15b and bounce off. Therefore, while the movable piece 15b is in the closed state, it is difficult for the game balls to pass through the second start opening 15. On the other hand, while the movable piece 15b is in the open state, most of the game balls falling towards the second start opening 15 from diagonally above and to the left and right of the second start opening 15 will be guided to the inner surface of the movable piece 15b and reach the second start opening 15. Therefore, while the movable piece 15b is in the open state, it is easier for the game balls to pass through the second start opening 15.
[0050] A regular symbol gate 13 is provided in the right area 56R of the game area 56, slightly above the first large prize entry point 16. The regular symbol gate 13 is equipped with a gate detection switch 13a. When the gate detection switch 13a detects the passage of a game ball through the regular symbol gate 13, it outputs a detection signal indicating this.
[0051] An out-out opening 11 is provided in the center of the bottom edge of the game area 56. Game balls that reach the bottom edge of the game area 56 without entering any of the general prize-winning openings 12, the first starting opening 14, the second starting opening 15, the first major prize-winning opening 16, and the second major prize-winning opening 17 are discharged through the out-out opening 11. An out-ball detection switch 19a is provided at the out-out opening 11. When the out-ball detection switch 19a detects that a game ball has passed through the out-out opening 11, it outputs a detection signal to indicate this.
[0052] A game ball count indicator 84 is provided on the right side of the bottom edge of the game area 56. The game ball count indicator 84 consists of an 8-digit 7-segment LED. The game ball count indicator 84 displays information such as the number of game balls and error messages according to the display data transmitted from the launch control unit 170 in the frame control board 160. An annular game notification lamp 86 is provided around the game ball count indicator 84. The game notification lamp 86 lights up according to the display data transmitted from the launch control unit 170 in the control board 160. A counting button 8 is provided below the game ball count indicator 84.
[0053] As shown in Figure 12, the gaming machine 1 of this embodiment has three game states: normal state, low-base time-saving state, and high-base time-saving state. In the normal state, the rotation time of the normal symbols is 60 seconds, and the opening time of the movable piece 15b per auxiliary game lottery win is 0.1 seconds. In the low-base time-saving state, the rotation time of the normal symbols is 59 seconds, and the opening time of the movable piece 15b per auxiliary game lottery win is 0.11 seconds. In the high-base time-saving state, the rotation time of the normal symbols is 5 seconds, and the opening time of the movable piece 15b per auxiliary game lottery win is 6 seconds. The player plays by shooting left during the normal state and the low-base time-saving state, and by shooting right during the high-base time-saving state. In addition, during the high-base time-saving state, the image display device 31, which will be described later, may display an image instructing the player to shoot right, and when the player returns to the normal state, the device may instruct the player to return to shooting left.
[0054] The difference between the reel spin time of a normal symbol in a low-base time-saving state and the reel spin time of a normal symbol in a normal state is only 1 second, and the advantage of auxiliary play in a low-base time-saving state is almost the same as the advantage of auxiliary play in a normal state. The reel spin time of a normal symbol in a high-base time-saving state is more than 50 seconds shorter than the reel spin time of a normal symbol in a normal state or a low-base time-saving state, and the advantage of auxiliary play in a high-base time-saving state is higher than the advantage of auxiliary play in a normal state or a low-base time-saving state. In this sense, a low-base time-saving state can be described as a slightly-slightly time-saving state in which the advantage of auxiliary play is slightly higher than in a normal state, and a high-base time-saving state can be described as an auxiliary play-advantageous state in which the advantage of auxiliary play is sufficiently higher than in a normal state or a slightly-slightly time-saving state.
[0055] In Figure 1, in the gaming machine 1, a special game lottery is executed when the conditions for starting the first special symbol are met by the entry of a ball into the first starting gate 14, and when the conditions for starting the second special symbol are met by the entry of a ball into the second starting gate 15. If the lottery result is a jackpot, the special symbols stop in a jackpot position after a predetermined period of display variation. If it is a minor win, the special symbols stop in a minor win position after a predetermined period of display variation. If it is a miss, the special symbols stop in a miss position after a predetermined period of display variation. In addition, an auxiliary game lottery is executed when the conditions for starting the normal symbols are met by the passage of a game ball through the normal symbol gate 13. If the result of the auxiliary game lottery is a win, the normal symbols stop in a win position after a predetermined period of display variation, and the movable piece 15b opens in a win position. If it is a losing outcome, the regular symbols will change for a predetermined period of time before stopping in a losing pattern.
[0056] Gaming machine 1 has a total of eight types of jackpots: five types of Type 1 jackpots and three types of Type 2 jackpots. When the special symbols stop on a jackpot symbol, the Type 1 jackpot game is executed as a special game. When the special symbols stop on a minor jackpot symbol, the minor jackpot game is executed, and if a game ball enters a specific area 19B during the minor jackpot game, the Type 2 jackpot game is executed as a special game. The eight types of jackpots are as follows:
[0057] A1. Type 1 10R per A This jackpot is one of the prizes that can be selected in a special game lottery triggered by the fulfillment of the activation conditions for the first special symbol. In this jackpot's special game, rounds 1 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number (for example, 9 balls) or until a predetermined time (for example, 29 seconds) has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0058] As shown in the game flow in Figure 13, if a Type 1 10R win A occurs in the normal state, the game returns to the normal state after the special game. If a Type 1 10R win A occurs in the low-base time-saving state, the game returns to the low-base time-saving state after the special game. The number of time-saving rounds (B) when the game returns to the low-base time-saving state after a Type 1 10R win A and a special game is 500 rounds.
[0059] B1. Type 1, 2R per B This jackpot is one of the prizes that can be selected in a special game lottery triggered by the fulfillment of the activation conditions for the first special symbol. In this jackpot's special game, a round game consisting of the first round and the second round is played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0060] As shown in the game flow in Figure 13, if a Type 1 2R win B occurs in the normal state, the game returns to the normal state after the special game. If a Type 1 2R win B occurs in the low-base time-saving state, the game returns to the normal state after the special game.
[0061] C1. Type 1 2R per C This jackpot is one of the prizes that can be selected in a special game lottery triggered by the fulfillment of the activation conditions for the first special symbol. In this jackpot's special game, a round game consisting of the first round and the second round is played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0062] As shown in the game flow in Figure 13, if a Type 1 2R win C occurs in the normal state, after the special game, the game enters a high-base time-saving state. If a Type 1 2R win C occurs in the low-base time-saving state, after the special game, the game returns to the low-base time-saving state. The number of time-saving rounds (B) when the game enters the low-base time-saving state after a Type 1 2R win C special game is 700 rounds.
[0063] F1. Type 1, per 10R This jackpot is one of the prizes that can be selected in a special game lottery triggered by the fulfillment of the activation conditions for the second special symbol. In this jackpot's special game, rounds 1 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0064] As shown in the game flow in Figure 13, if a Type 1 10R win occurs in the high base time-saving state, the high base time-saving state will be returned after the special game.
[0065] G1. Type 1, Round 2, Per G This jackpot is one of the prizes that can be selected in a special game lottery triggered by the fulfillment of the activation conditions for the second special symbol. In this jackpot's special game, a round game consisting of the first and second rounds is played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0066] As shown in the game flow in Figure 13, if a Type 1 2R win occurs while in a high-base time-saving state, the high-base time-saving state will be returned after the special game.
[0067] H1. Type 2, effectively 9R per win H This jackpot is one of the prizes that can be selected in the special game lottery triggered by the fulfillment of the activation conditions for the second special symbol. In this jackpot's special game, after the first round, which is essentially a small win game, and a win in the specific area 19B, rounds 2 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of wins in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0068] As shown in the game flow in Figure 13, if a Type 2 effective 9R win H occurs in the high base time-saving state, the high base time-saving state will be returned after the special game.
[0069] I1. Type 2 Actual Per 2R This jackpot is one of the prizes that can be selected in the special game lottery triggered by the fulfillment of the activation conditions for the second special symbol. In this jackpot's special game, after the first round, which is essentially a small win game, and a prize in the specific area 19B, the second and third rounds of round games are played. In each round of gameplay, the first large prize slot 16 is opened and closed in the following manner: open until the number of prizes entering the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0070] As shown in the game flow in Figure 13, if a Type 2 effective 2R win occurs in a high-base time-saving state, the high-base time-saving state will be returned after the special game.
[0071] J1. Type 2, effectively 9R, hit J This jackpot is one of the prizes that can be selected in the special game lottery triggered by the fulfillment of the activation conditions for the second special symbol. In this jackpot's special game, after the first round, which is essentially a small win game, and a win in the specific area 19B, rounds 2 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of wins in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.
[0072] As shown in the game flow in Figure 13, if a Type 2 effective 9R win J occurs in the high base time-saving state, the game returns to the normal state after the special game. In other words, in the game machine 1 of this embodiment, while in the high base time-saving state, the most advantageous high base time-saving state continues if a Type 1 10R win F, Type 1 10R win G, Type 2 effective 9R win H, or Type 2 effective 2R win I occurs, but if a Type 2 effective 9R win J occurs, the game returns to the normal state.
[0073] Gaming machine 1 has five types of special losing outcomes. The five types of special losing outcomes are as follows:
[0074] a1. High base time reduction operation special failure a This special miss can only be selected in the special game lottery triggered by the fulfillment of the activation conditions for the first special symbol. As shown in the game flow in Figure 13, if special miss a occurs in the normal state, the game enters a high-base time-saving state.
[0075] b1. Low base time reduction operation special failure b This special miss can only be selected in the special game lottery triggered by the fulfillment of the activation conditions for the first special symbol. As shown in the game flow in Figure 13, if special miss b occurs in the normal state, the game enters a low-base time-saving state. The number of time-saving rounds (B) after entering the low-base time-saving state via special miss b is 700.
[0076] c1. Low base time reduction operation special failure c This special miss can only be selected in the special game lottery triggered by the fulfillment of the activation conditions for the first special symbol. As shown in the game flow in Figure 13, if special miss c occurs in the normal state, the game enters a low-base time-saving state. The number of time-saving rounds (B) after entering the low-base time-saving state via this special miss c is 500.
[0077] d1. Low base time reduction operation special failure d This special miss can only be selected in the special game lottery triggered by the fulfillment of the activation conditions for the first special symbol. As shown in the game flow in Figure 13, if special miss d occurs in the normal state, the game enters a low-base time-saving state. The number of time-saving rounds (B) after entering the low-base time-saving state via this special miss d is 300.
[0078] e1. Normal operation, special failure e This special miss can only be selected in the special game lottery triggered by the fulfillment of the activation conditions for the second special symbol. As shown in the game flow in Figure 13, if special miss e occurs in the normal state, the game enters a high-base time-saving state.
[0079] Any miss other than the five special misses mentioned above is a normal miss. The mere fact that the symbols stop on a normal miss does not trigger a change in the game state. However, as shown in the game flow in Figure 13, if the display stops on a normal miss symbol for 900 consecutive spins while the game state is not the high-base time-saving state, the game state will change to the high-base time-saving state after the 900th symbol stop.
[0080] As shown in the game flow in Figure 13, in the game machine 1, when in the high-base time-saving state, the game returns to the normal state if any of the advantageous state termination conditions W1, W2, or W3 are met. The advantageous state termination conditions are as follows:
[0081] W1. Number of times the second special symbol changes In a high-base time-saving state, if the number of spins of the second special symbol reaches a predetermined number of 16, regardless of which symbol the spin stops on, the game state of the gaming machine 1 will return to the normal state at the start of the spin. Alternatively, the game state will return to the normal state after the 16th symbol stops.
[0082] W2. Winning a minor prize In a high-base time-saving state, if a minor win is achieved in the special game lottery for the second special symbol, the game state of the game machine 1 returns to the normal state at the moment the second special symbol is confirmed to be the minor win symbol. Alternatively, instead of a minor win, the termination condition W2 may be when the number of minor wins reaches a predetermined number.
[0083] W3. Number of times the regular symbols change In a high-base time-saving state, if the number of spins of the regular symbols reaches a predetermined number of 50, regardless of whether the spin of the regular symbols stops on a winning combination or not, the game state of the gaming machine 1 will return to the normal state at the start of the spin. Alternatively, the game state will return to the normal state after the 50th stop of the regular symbols.
[0084] Here, as shown in the game flow in Figure 13, in this embodiment, during the normal state, the game is played with left-handed play, so in the normal state, the second start port 15 rarely starts and the second special symbol display device 21 rarely changes. Also, during the high-base time-saving state, the game is played with right-handed play, so in the high-base time-saving state, the first start port 14 rarely starts and the first special symbol display device 20 rarely changes. However, as mentioned above, in this embodiment, it is possible to hold up to four symbols each for the first special symbol and the second special symbol.
[0085] Therefore, during the normal state, it is possible to have 1 to 4 reserved first special symbols, resulting in a jackpot C or special miss a, and after entering the high-base time-saving state, it is possible to have a jackpot A, B, or C in the spins corresponding to the 1 to 4 reserved first special symbols. Similarly, during the high-base time-saving state, it is possible to have a jackpot J with 1 to 4 reserved second special symbols, and after returning to the normal state, it is possible to have a jackpot F, G, H, I, or J in the spins corresponding to the 1 to 4 reserved second special symbols.
[0086] As mentioned above, the low-base time-saving state offers a higher degree of advantage in auxiliary games than the normal state. However, as shown in the game flow of Figure 13, in the low-base time-saving state, no matter what special symbol stops on, the high-base time-saving state is not achieved. In contrast, in the normal state, if the first special symbol stops on the symbol for the first type 2R win C, the high-base time-saving state is achieved after the special game ends, and if the first special symbol stops on the symbol for the high-base time-saving activation special miss a, the high-base time-saving state is achieved immediately. Therefore, in terms of the ease of achieving the high-base time-saving state, the normal state offers a higher degree of advantage than the low-base time-saving state. Thus, in this embodiment, the player hopes to remain in the normal state and have many opportunities to advance to the high-base time-saving state by hitting the first type 2R win C or the high-base time-saving activation special miss a symbol through the variation of the first special symbol. Furthermore, during the low-base time-saving state, players hope to either hit the first type 2R win B symbol with the first special symbol variation as quickly as possible, or use up the low-base time-saving number (B) variation to return to the normal state.
[0087] In Figure 1, an image display device 31 is fitted between the decorative member 7 and the first start opening 14 in the game area 56. The image display device 31 performs game effects using performance images under the control of the overall control unit 141 in the performance control board 120. More specifically, the image display device 31 performs a symbol variation effect as an effect that matches the symbol variation display of the special symbols. As shown in Figure 14(a), in the symbol variation effect, the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z (hereinafter, these symbols 36L, 36C, 36R, and 36Z will be appropriately referred to as "decorative symbols 36") are displayed. The left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z, through synchronized fluctuations with the first special symbol display device 20 and the second special symbol display device 21, notify the same jackpot determination result as indicated by the special symbols on the first special symbol display device 20 and the second special symbol display device 21.
[0088] As shown in Figure 14(a), when the left symbol 36L, middle symbol 36C, right symbol 36R, and fourth symbol 36Z stop in a winning pattern and the game machine 1 performs special game effects in conjunction with the special game. The special game effects include an opening effect related to the opening of the special game, a round game effect related to the round game, and an ending effect related to the ending of the special game.
[0089] As shown in Figure 14(b), the image 37(0) of the variation is displayed at the bottom center of the image display device 31. If there is a hold on the variation of the first special symbol, up to four images are displayed to the left of the image 37(0) of the variation of the first special symbol: image 371(1) of the first hold (the first hold in the variation order), image 371(2) of the second hold (the second hold in the variation order), image 371(3) of the third hold (the third hold in the variation order), and image 371(4) of the fourth hold (the fourth hold in the variation order).
[0090] When the number of reserved symbols displayed on the first special symbol reserved indicator 23 increases, an image 371(1), 371(2), 371(3), or 371(4) corresponding to the increased number of reserved symbols appears. Similarly, when the number of reserved symbols displayed on the second special symbol reserved indicator 24 increases, an image corresponding to the increased number of reserved symbols appears.
[0091] While the first special symbol hold indicator 23 is displaying the number of hold indicators and the corresponding images 371(1), 371(2), 371(3), or 371(4), after each special symbol variation ends, the image 37(0) for that variation disappears, the image 371(1) for the first hold moves to the position of the variation image 37(0) for that variation, and the images 371(2), 371(3), or 371(4) for the second and subsequent hold indicators move to their respective positions to the right. The display pattern for the number of hold indicators and corresponding images on the second special symbol hold indicator 24 is the same.
[0092] In the following explanation, images 37(0), 371(1), 371(2), 371(3), and 371(4) will be referred to as "holding display images" as appropriate.
[0093] As shown in Figure 15, the gaming machine 1 of this embodiment has three modes: evening mode, daytime mode, and nighttime mode. The evening mode is the mode when the machine is in a normal state. The daytime mode is the mode when the machine is in a low-base time-saving state. The nighttime mode is the mode when the machine is in a high-base time-saving state. During the evening mode, a background image showing the evening scenery is displayed during normal spinning. During the daytime mode, a background image showing the daytime scenery is displayed during normal spinning. During the nighttime mode, a background image showing the nighttime scenery is displayed during normal spinning.
[0094] As shown in Figure 16, in daytime mode, evening mode, and nighttime mode, the gaming machine 1 displays a normal reel spinning image in which the left symbol 36L, middle symbol 36C, and right symbol 36R are displayed in a random sequence on top of a background image corresponding to the current mode at the beginning of the animation that matches the reel spinning display.
[0095] As shown in Figure 17, in the animations corresponding to the symbol changes in daytime mode, evening mode, and nighttime mode, there are cases where an animation progresses from a normal spin animation to a normal reach animation. The reliability of a jackpot is higher when the animation progresses from a normal spin animation to a normal reach animation than when it does not.
[0096] When transitioning from a normal reel spin to a normal reach animation, one of the left symbols 36L and the right symbol 36R (the left symbol 36L in the example in Figure 17) temporarily stops, and after a short period of time the other two symbols (the right symbol 36R in the example in Figure 17) temporarily stops on the same type of symbol as the one that stopped earlier.
[0097] As shown in Figures 18 and 19, a roulette animation may be performed in conjunction with the symbol change display in daytime mode and evening mode. The roulette animation is not performed in night mode. The roulette animation is a performance that suggests which of several possible developments will occur based on the outcome of the roulette wheel.
[0098] The roulette wheel has three possible outcomes: "Daytime," "Evening," and "Loss." The "Daytime" outcome indicates that the game will enter daytime mode. The "Evening" outcome indicates that the game will enter evening mode. The "Loss" outcome indicates that the game will stop on a symbol that is usually considered a losing outcome.
[0099] As shown in Figure 18(a), in the roulette animation during evening mode, if the roulette spins to "evening," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "212," and the words "Evening Mode Continued" appear. Subsequently, while maintaining the background image of evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.
[0100] As shown in Figure 18(b), in the roulette animation during evening mode, if the roulette result is "daytime", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "232", and the words "Entering daytime mode" appear. After that, the background image switches to the daytime mode image, and the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin the next spin.
[0101] As shown in Figure 18(c), in the roulette animation during evening mode, if the roulette result is a "miss," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined to be a combination of losing patterns other than "212" and "213" (in the example in Figure 18(c), it is "272"). Then, while maintaining the background image of evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.
[0102] As shown in Figure 19(a), in the roulette animation during daytime mode, if the roulette result is "Day," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "232," and the words "Daytime Mode Continued" appear. Subsequently, while maintaining the daytime mode background image, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.
[0103] As shown in Figure 19(b), in the roulette animation during daytime mode, if the roulette result is "Evening," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "212," and the words "Entering Evening Mode" appear. Subsequently, while maintaining the background image of evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.
[0104] As shown in Figure 19(c), in the roulette animation during daytime mode, if the roulette result is a "miss," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined to be a combination of losing patterns other than "212" and "213" (in the example in Figure 19(c), it is "272"). Then, while maintaining the daytime mode background, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.
[0105] As shown in Figure 20, in the display of changing symbols in daytime mode, evening mode, and nighttime mode, the normal reach animation may progress to an SP reach animation. In the SP reach animation, the image display device 31 displays the animation image for the SP reach animation. The probability of winning a jackpot when the normal reach animation progresses to an SP reach animation is higher than when the animation does not progress to an SP reach animation.
[0106] When the normal reach animation progresses to the special reach animation, the middle symbol 36C slows down and appears to stop before spinning rapidly, and the left symbol 36L and the right symbol 36R move to the left and right corners of the screen, respectively. In conjunction with this, the animation image changes to the special reach animation.
[0107] As shown in Figure 21, when a starting win occurs, a special symbol variation is held in reserve, and a pre-read reserve display change effect is performed with the variation corresponding to that reserve (in the examples of Figures 21(a) and 21(b), the third reserve of the first special symbol) as the final variation, the timing t immediately after the start of each variation between the starting win and the final variation HH (In the examples of Figures 21(a) and 21(b), the timing t is immediately after the start of the variation two variations prior to the final variation.) HH (2) Timing t immediately after the start of the fluctuation immediately preceding the last fluctuationHH (1) Timing t immediately after the start of the final variation HH In (0), the display mode of the final variation and the corresponding pending display image changes to one of blue, green, or red. In the pre-read pending display change effect, the reliability of a big win increases in the order of blue < green < red.
[0108] In Figure 3, the back of the gaming machine 1 is equipped with a main control board 10, a frame control board 160, a performance control board 120, a power supply board 70, a power plug 161, a power switch 162, etc. The main control board 10 is covered by a cover 10c. The frame control board 160 is covered by a cover 160c. As shown in Figure 4, the main control board 10 and a RAM clear button 110e are located inside the cover 10c. Inside the cover 160c are a frame control display 85 and a game ball count clear button 180e. The frame control display 85 displays information such as the number of game balls and error messages according to display data transmitted from the launch control unit 170 in the frame control board 160. Holes 10e and 160e are drilled in the covers 10c and 160c. Even when covers 10c and 160c are installed, it is still possible to turn on the RAM clear button 110e by pressing the RAM clear button 110e located at the back of hole 10e, or to turn on the game ball count clear button 180e by pressing the game ball count clear button 180e located at the back of hole 160e.
[0109] When the power is turned on for the gaming machine 1, power is supplied from the power supply board 70 to the main control board 10, the frame control board 160, and the performance control board 120, causing these boards to start up.
[0110] Here, the power-on operation for the gaming machine 1 includes a normal power-on operation, a main control board RAM clear power-on operation, a frame control board RAM clear power-on operation, and a full RAM clear power-on operation. As shown in Figure 22(a), in the normal power-on operation, the RAM clear button 110e and the game ball count clear button 180e are turned OFF, and the power switch 162 is turned ON. As shown in Figure 22(b), in the main control board RAM clear power-on operation, the RAM clear button 110e is turned ON, the game ball count clear button 180e is turned OFF, and the power switch 162 is turned ON. As shown in Figure 22(c), in the frame control board RAM clear power-on operation, the RAM clear button 110e is turned OFF, the game ball count clear button 180e is turned ON, and the power switch 162 is turned ON. As shown in Figure 22(d), in the full RAM clear power-on operation, the RAM clear button 110e is turned ON, the game ball count clear button 180e is turned ON, and the power switch 162 is turned ON.
[0111] In Figure 5, the main control board 10 controls the progress of the game in the gaming machine 1, including the distribution of game balls. The main control board 10 is equipped with a one-chip microcontroller 110m, a random number circuit 110f, input ports, output ports, etc. The one-chip microcontroller 110m of the main control board 10 consists of a main CPU 110a, a main ROM 110b, and a main RAM 110c. The random number circuit 110f generates a jackpot random value in the range of 0 to 65535.
[0112] The input ports of the main control board 10 are connected to a general prize winning slot detection switch 12a, a gate detection switch 13a, a first start slot detection switch 14a, a second start slot detection switch 15a, a first major prize winning slot detection switch 16a, a specific area detection switch 18a, and an out-of-bounds ball detection switch 19a.
[0113] The output ports of the main control board 10 are connected to the following: start gate opening / closing solenoid 15c, first major prize gate opening / closing solenoid 16c, second major prize gate opening / closing solenoid 17c, specific area opening / closing solenoid 18d, first special symbol display device 20, second special symbol display device 21, normal symbol display device 22, first special symbol hold indicator 23, and normal symbol hold indicator 25.
[0114] The main CPU 110a of the main control board 10 reads the program stored in the main ROM 110b and performs calculations based on input signals from each detection switch and timer. When the power is turned on, the main CPU 110a performs an initial setup process, and after the initial setup process is completed and the machine is ready to play, it controls the progress of the game, including the variation of special symbols, the variation of regular symbols, and special games.
[0115] The main ROM 110b of the main control board 10 stores data such as game control programs. The main ROM 110b stores various tables, including a jackpot determination table for special symbol display devices 20 and 21, a win determination table for the normal symbol display device 22, a symbol determination table, a variation pattern determination table, a pre-determination table, a special game control table, a big prize opening / closing control table, a special game end setting table, a special losing symbol stop setting table, an auxiliary game control table, and a movable piece opening control table. Details of these tables will be described later.
[0116] The main RAM 110c of the main control board 10 contains a special symbol memory area, a special symbol special electrical processing data memory area, a stopped symbol data memory area, a normal symbol hold memory area, a normal symbol normal electrical processing data memory area, a normal symbol data memory area, a complete information memory area, a game machine information transmission standby timer counter, a response reception standby timer counter, a communication failure judgment counter, a maximum acquired game ball count counter, a round count (R) counter, a big prize entry ball count (C) counter, a first special symbol hold count (U1) counter, a second special symbol hold count (U2) counter, a normal symbol hold count (G) counter, a low base time reduction count (B) counter, and a high base time reduction count (J Various storage areas are provided, including a counter for the number of fluctuations (L), a counter for the number of openings (S), a counter for the special electric operation number (K), a counter for the number of fluctuations for determining whether termination condition W1 is met (N2), a counter for determining whether termination condition W1 is met (N3), a counter for determining whether termination condition W3 is met (Q2), a counter for determining whether termination condition W3 is met (Q3), a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, a game state buffer, a storage area for transmission data for effects, a storage area for a specific area winning flag, a storage area for a flag that triggers the determination of whether termination condition is met, and a status flag storage area.
[0117] The status flag storage area of the main RAM 110c stores status flags that indicate the state of the gaming machine 1. There are 15 types of status flags that can be set in the status flag storage area of the main RAM 110c: the first special symbol variation flag, the second special symbol variation flag, the normal symbol variation flag, the big win game in progress flag, the small win winning flag, the small win game in progress flag, the auxiliary game lottery winning flag, the auxiliary game in progress flag, the normal state flag, the low base time reduction state flag, the high base time reduction state flag, the auxiliary game advantage state flag, the time reduction game state flag, the consecutive big wins flag, and the game unplayable state 1 flag.
[0118] Figure 23 shows the relationship between the state of the gaming machine 1 and the presence or absence of 15 types of flags in the state flag storage area of the main RAM 110c of the main control board 10. In Figure 23, "1" indicates that the flag is set in the state. "-" indicates that the flag is not set in the state. "*" indicates that the flag may or may not be set in the state.
[0119] The first special symbol variation flag is a flag that indicates that the first special symbol is currently being displayed in a variation state. The main CPU 110a sets the first special symbol variation flag when the variation of the first special symbol begins, and clears the first special symbol variation flag when the symbol of the first special symbol is confirmed.
[0120] The second special symbol variation flag is a flag that indicates that the second special symbol is currently being displayed in a variation state. The main CPU 110a sets the second special symbol variation flag when the variation of the second special symbol begins, and clears the second special symbol variation flag when the symbol of the second special symbol is confirmed.
[0121] The normal symbol variation flag is a flag that indicates that the normal symbols are currently being displayed in a variation state. The main CPU 110a sets the normal symbol variation flag when the variation of the normal symbols begins, and clears the normal symbol variation flag when the normal symbols are finalized.
[0122] The "Big Win Game in Progress" flag indicates that a special game for big wins is currently being played. The main CPU 110a sets the "Big Win Game in Progress" flag at the start of the special game for big wins and clears the "Big Win Game in Progress" flag at the end of the special game.
[0123] The minor win flag is a flag that indicates that a minor win has been achieved. When the main CPU 110a wins a minor win in the special game lottery, it sets the minor win flag.
[0124] The "minor win game in progress" flag indicates that a minor win game is currently being played. The main CPU 110a sets the "minor win game in progress" flag at the start of the opening operation of the second major prize slot 17 during a minor win game, and clears the "minor win game in progress" flag at the end of the opening operation of the second major prize slot 17.
[0125] The auxiliary game lottery winning flag is a flag that indicates that a win has been achieved in the auxiliary game lottery. When the main CPU 110a wins in the auxiliary game lottery, it sets the auxiliary game lottery winning flag.
[0126] The auxiliary game flag indicates that an auxiliary game is being played due to a win with a regular symbol. The main CPU 110a sets the auxiliary game flag when the opening operation of the movable piece 15b, which is a regular electric mechanism, begins, and clears the auxiliary game flag when the opening operation of the movable piece 15b ends.
[0127] The normal state flag is a flag that indicates the game is in the normal state. This normal state flag can be considered game state information that indicates the game is not in an auxiliary game advantage state. The main CPU 110a sets the normal state flag when the game state of game machine 1 becomes the normal state, and clears the normal state flag when the game ends in the normal state.
[0128] The low-base time-saving state flag is a flag that indicates the game is in a low-base time-saving state. This low-base time-saving state flag can be considered game state information that indicates the game is not in an auxiliary game advantage state. The main CPU 110a sets the low-base time-saving state flag when the game state of game machine 1 enters the low-base time-saving state, and clears the low-base time-saving state flag when the low-base time-saving state ends.
[0129] The high base time reduction state flag is a flag that indicates the high base time reduction state. This high base time reduction state flag does not indicate a slight time reduction state, but rather can be considered game state information that indicates an advantageous state for auxiliary gameplay. The main CPU 110a sets the high base time reduction state flag when the game state of game machine 1 becomes the high base time reduction state, and clears the high base time reduction state flag when the high base time reduction state ends.
[0130] The auxiliary game advantage state flag is a flag that indicates that the game is in an auxiliary game advantage state. This auxiliary game advantage state flag does not indicate a slightly shortened time state, but rather indicates that the game is in an auxiliary game advantage state, and can be considered game state information. The main CPU 110a sets the auxiliary game advantage state flag when the game state of the game machine 1 becomes an auxiliary game advantage state, and clears the auxiliary game advantage state flag when the auxiliary game advantage state ends.
[0131] The time-saving game state flag is a flag that indicates that the game is in a time-saving game state. The main CPU 110a sets the time-saving game state flag when the game state of the game machine 1 becomes either a low-base time-saving state or a high-base time-saving state, and clears the time-saving game state flag when the low-base time-saving state or high-base time-saving state ends.
[0132] The "Consecutive Big Wins" flag indicates that the game is currently in a continuous big win state. This flag does not indicate a slightly shortened time state, but rather indicates a favorable state where there is a possibility of continuous big wins. The main CPU 110a sets the "Consecutive Big Wins" flag when the possibility of continuous big wins arises, and clears the "Consecutive Big Wins" flag when the possibility of continuous big wins disappears.
[0133] The "Game Unavailable State 1" flag indicates that the game is in Game Unavailable State 1. Game Unavailable State 1 is a state in which the game cannot be played because a complete function activation error has occurred on the main control board 10. The complete function is a function that restricts further gameplay when the maximum number of game balls that can be acquired by the game machine 1 exceeds the daily limit of 95,000 balls. When the complete function is activated, the main CPU 110a sets the Game Unavailable State 1 flag.
[0134] In the event of a power outage, the data in the main RAM 110c's usage area is backed up by the backup power supply 74 after a checksum is added. When power is restored, this backup information is recovered after a data check using the checksum.
[0135] The frame control board 160 controls the payout of game balls and the counting of game balls. The frame control board 160 is connected to the main control board 10 in a bidirectional manner for communication. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, input ports, output ports, etc.
[0136] The input ports of the frame control board 160 are connected to the launch ball sensor 2a, foul ball sensor 2b, touch sensor 3a, launch volume 3b, launch solenoid 4a, ball feeding solenoid 4b, small ball sensor 81a, steel ball sensor 81b, radio wave sensor 81c, door sensor 81d, counting button detection switch 82, and card unit input terminal board 83a. The output ports of the frame control board 160 are connected to the card unit output terminal board 83b, game ball count indicator 84, frame control indicator 85, and game notification lamp 86.
[0137] The launch control unit 170 includes a launch CPU 170a, a launch ROM 170b, and a launch RAM 170c. Based on input signals from the timer, the launch CPU 170a reads the program stored in the launch ROM 170b and performs calculation processing using the launch RAM 170c as a work area. When the power is turned on, the launch CPU 170a performs initial setup processing, and after the initial setup processing is completed and the machine is ready to play, it controls the launch of the game balls.
[0138] The launch control unit 170's launch ROM 170b stores data such as the launch control program. The launch control unit 170's launch RAM 170c is provided with various storage areas, such as a launch permission flag storage area.
[0139] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count ROM 180b, and a game ball count RAM 180c. Based on the input signal from the timer, the game ball count CPU 180a reads the program stored in the game ball count ROM 180b and performs calculation processing using the game ball count RAM 180c as a work area. When the power is turned on, the game ball count CPU 180a performs initial setup processing, and after the initial setup processing is completed and the machine is ready to play, it performs processing related to subtracting and adding the number of playable game balls in accordance with the progress of the game, and controls the operation of the counting button 8 based on the game state and the progress and stop status of the game.
[0140] The game ball count ROM 180b of the game ball count control unit 180 stores data such as the game ball count control program. The game ball count ROM 180b also stores various tables, such as a table for determining the lamp illumination color while seated, a table for determining the background color while seated, a table for determining the lamp illumination color while away from the seat, and a table for determining the background color while away from the seat. Details of these tables will be described later.
[0141] The game ball count RAM180c is equipped with various storage areas, including an error 1 occurrence information storage area, an error 2 occurrence information storage area, an error 3 occurrence information storage area, an error 4 occurrence information storage area, a communication failure judgment counter, a game machine information notification standby timer counter, a count notification standby timer counter, a game interruption judgment timer counter, a game ball count counter, a launched ball count counter, a total prize ball count counter, a count button operation enabled flag storage area, a count button operation disabled flag storage area, a game machine information notification standby flag storage area, an away flag storage area, a game interruption judgment flag storage area, a count notification standby flag storage area, and a status flag storage area.
[0142] The state flag storage area of the game ball count RAM 180c stores state flags that indicate the state of the game machine 1. As shown in Figure 24, there are 16 types of state flags that can be set in the state flag storage area of the game ball count RAM 180c: the first special symbol variation flag, the second special symbol variation flag, the normal symbol variation flag, the big win game in progress flag, the small win winning flag, the small win game in progress flag, the auxiliary game lottery winning flag, the auxiliary game in progress flag, the normal state flag, the low base time reduction state flag, the high base time reduction state flag, the auxiliary game advantage state flag, the time reduction game state flag, the consecutive big wins flag, the unplayable state 1 flag, and the unplayable state 2 flag. Of these 16 types, the first special symbol variation flag, the second special symbol variation flag, the normal symbol variation flag, the jackpot game in progress flag, the minor win flag, the minor win game in progress flag, the auxiliary game lottery win flag, the auxiliary game in progress flag, the normal state flag, the low base time reduction state flag, the high base time reduction state flag, the auxiliary game advantageous state flag, the time reduction game state flag, the consecutive jackpot flag, and the game-unable state 1 flag are the same as those in the state flag storage area of the main RAM 110c. The game ball count CPU 180a sets or clears the corresponding flag in the state flag storage area of the game ball count RAM 180c based on commands and data transmitted from the main CPU 110a.
[0143] The "Game Unavailable State 2" flag indicates that the game is in Game Unavailable State 2. Game Unavailable State 2 is a state in which the game cannot be played due to a small ball detection error, a steel ball detection error, or a radio wave detection error occurring in the frame control board 160. The game ball count CPU 180a sets the Game Unavailable State 2 flag when a small ball detection error, a steel ball detection error, or a radio wave detection error occurs.
[0144] In the event of a power outage, the data in the used area of the game ball count RAM 180c is backed up by the backup power supply 74 after a checksum is added. When power is restored, this backup information is recovered after a data check using the checksum.
[0145] The power supply board 70 supplies power voltage to the gaming machine 1, and when the power voltage falls below a predetermined value, it supplies a voltage drop detection signal to the main control board 10 and the frame control board 160.
[0146] The performance control board 120 is responsible for controlling the performance. The performance control board 120 is connected to the main control board 10 so that it can communicate in one direction from the main control board 10 to the performance control board 120. The performance control board 120 is also connected to the frame control board 160 so that it can communicate in one direction from the frame control board 160 to the performance control board 120. The performance control board 120 includes a general control unit 141, a display / sound control unit 140, a lamp / drive control unit 150, and input and output ports for performance control. Performance button detection switches 35a, key detection switches 39a, 39b, 39c, 39d, etc. are connected to the input ports of the performance control board 120.
[0147] The performance control board 120 receives commands from the main control board 10 and controls the image display device 31, the sound output device 32, the performance drive devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d based on the received commands. The performance control board 120 includes a performance control unit 120m, a display / sound control unit 140, and a lamp / drive control unit 150.
[0148] The performance control unit 120m includes a sub-CPU 120a, a sub-ROM 120b, a sub-RAM 120c, and an RTC 120d. The RTC 120d outputs a signal indicating the current date and time to the sub-CPU 120a. The RTC 120d operates using the power supplied to the gaming machine 1 when power is supplied to it, and operates using the power from the backup power supply 74 of the power supply board 70 when the power to the gaming machine 1 is turned off.
[0149] The sub-CPU 120a reads the program stored in the sub-ROM 120b based on commands transmitted from the main control board 10 and input signals from the timer, and performs calculations using the sub-RAM 120c as a work area. When the power is turned on, the sub-CPU 120a performs initial setup processing, and after the initial setup processing is completed and the game is ready to play, it controls the effects according to the progress of the game.
[0150] The sub-ROM 120b of the performance control unit 120m stores data such as programs for performance control. Various tables such as a variable performance pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b.
[0151] Sub-RAM 120c is equipped with various storage areas, including a storage area for performance information, a storage area for performance symbols, a storage area for symbol variation performance patterns, a storage area for performance patterns, a storage area for special background image setting flags, a storage area for special background image standby setting flags, a special background variation count (P) counter, and a status flag storage area.
[0152] The state flag storage area of sub-RAM 120c stores one of the following game state flags: normal state, low base time reduction state, or high base time reduction state. Based on commands sent from main CPU 110a, sub-CPU 120a sets or clears the corresponding game state flag in the state flag storage area of sub-RAM 120c.
[0153] The display / sound control unit 140 receives commands from the performance control unit 120m and controls the image display device 31 and the sound output device 32 based on the received commands. The display / sound control unit 140 includes a general control unit 141, a CGROM 146, a sound processor 144, a sound ROM 148, input / output ports, etc. The image display device 31 and the sound output device 32 are connected to the input / output ports of the display / sound control unit 140.
[0154] The control unit 141 includes a control CPU 141a, a control ROM 141b, and a control RAM 141c. The control CPU 141a receives an operating clock from a crystal oscillator, reads a program stored in the control ROM 141b, performs calculations using the control RAM 141c as a work area, and controls the VDP 145 and the audio processor 144 based on these calculations.
[0155] The main ROM 141b stores image and sound control programs for displaying images and controlling sound, a display list generation program for generating a display list consisting of drawing control commands, animation patterns for displaying animations of performance patterns, animation scene information, and a sound list generation program for generating a sound list consisting of sound control commands.
[0156] VDP145 is connected to CGROM146. CGROM146 stores compressed image data and uncompressed palette data. Image data is material data that summarizes the pixel information of a predetermined range of pixels (e.g., 32 x 32 pixels) in images (e.g., individual images such as performance image, background image constituting the background of the performance image, character image, and dialogue image) that are displayed on the image display device 31 as sprites or movie frames. The pixel information of the image data consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. Palette data is data that associates color number information that specifies a color number with display color information that indicates the actual display color of the pixels.
[0157] The VDP145 contains VRAM147. VRAM147 includes a display list storage area, a decompression storage area, a first frame buffer area, a second frame buffer area, and the like. The display list storage area is for temporarily storing the display list output from the control unit 141 (control CPU 141a). The decompression storage area is for temporarily storing image data obtained by decompressing compressed image data in the CGMOM.
[0158] The first and second frame buffer areas are for drawing and displaying images. These areas switch alternately between drawing and display modes at the start of each drawing operation.
[0159] The VDP145 stores the display list transmitted from the control unit 141 in the display list storage area of the VRAM147, reads the image data indicated by the display list in the CGROM146, draws one frame's worth of drawing data to the drawing frame buffer of the VRAM147 based on this image data, and outputs the one frame's worth of drawing data from the display frame buffer of the VRAM147 as a video signal (RGB signal, etc.) to the image display device 31.
[0160] The VDP145 is supplied with an operating clock from a crystal oscillator. By dividing this operating clock, synchronization signals (horizontal synchronization signal and vertical synchronization signal) are generated to synchronize with the image display device 31 and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is set to 30fps (1 / 30 sec = approximately 33ms) so that 30 drawings (images are displayed) are performed per second. However, it may also be set to 60fps (1 / 60 sec = approximately 16.6ms) so that 60 drawings (images are displayed) are performed per second.
[0161] The audio processor 144 is connected to the audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads the audio data indicated by the sound list transmitted from the control unit 141 from the audio ROM 148, decodes this audio data, applies acoustic processing to the signal obtained by decoding, and outputs the acoustically processed signal as the sound signal for the performance sound to the audio output device 32.
[0162] The lamp / drive control unit 150 receives commands from the performance control unit 120m and controls the performance lighting devices 340a, 340b, 340c, 340d and the performance drive devices 330a, 330b, 330c, 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, lamp RAM 150c, lamp ROM 150b, and input / output ports. The performance lighting devices 340a, 340b, 340c, 340d and the performance drive devices 330a, 330b, 330c, 330d are connected to the input / output ports of the lamp / drive control unit 150.
[0163] The lamp CPU 150a receives an operating clock from the crystal oscillator, reads the program stored in the lamp ROM 150b, performs calculations using the lamp RAM 150c as a work area, and controls the performance lighting devices 340a, 340b, 340c, 340d and the performance drive devices 330a, 330b, 330c, 330d based on the calculations.
[0164] The lamp ROM 150b stores a lamp drive control program for lighting the lamps and driving the special effects, a program for determining the lamp emission information of the special effects lighting devices 340a, 340b, 340c, and 340d and for determining the emission mode to illuminate the special effects lighting devices 340a, 340b, 340c, and 340d according to this setting, a program for determining the operation mode to determine the special effects drive information of the special effects drive devices 330a, 330b, 330c, and 330d and for operating the special effects drive devices 330a, 330b, 330c, and 330d according to this setting, a special effects lamp control mode determination table, a special effects mechanism control mode determination table, and the like.
[0165] As shown in Figure 6, the card unit 9 is equipped with a card unit control board 90, a card unit SC board 91, a power supply board 97, and the like. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 91, and these boards start up.
[0166] The card unit control board 90 controls the basic operation of the card unit 9. The card unit SC board 91 controls communication between the card unit 9 and external devices, namely the gaming machine 1, the management center server (not shown), and the hall computer (not shown).
[0167] The card unit control board 90 includes a one-chip microcontroller 910m, input ports, output ports, etc. The one-chip microcontroller 910m of the card unit control board 90 consists of a unit CPU 910a, a unit ROM 910b, and a unit RAM 910c.
[0168] The input ports of the card unit control board 90 are connected to a lending button detection switch 98a, an ejection button detection switch 99a, a banknote identifier 91a, and a card reader / writer 92a. The lending button detection switch 98a is located on the back of the lending button 98 on the front of the card unit 9. When the lending button detection switch 98a detects that the lending button 98 has been pressed, it outputs a detection signal indicating that. The ejection button detection switch 99a is located on the back of the ejection button 99 on the front of the card unit 9. When the ejection button detection switch 99a detects that the ejection button 99 has been pressed, it outputs a detection signal indicating that.
[0169] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.
[0170] The unit CPU 910a of the card unit control board 90 reads the program stored in the unit ROM 910b based on input signals from each detection switch and timer, and performs calculation processing using the unit RAM 910c as a work area.
[0171] The unit ROM 910b of the card unit control board 90 stores data such as the unit control program.
[0172] The unit RAM 910c of the card unit control board 90 is provided with various storage areas, including an amount information storage area, a ball count information storage area, a loan receipt result response waiting flag storage area, a dispensing button operation invalid flag storage area, a loan button operation invalid flag storage area, a loan receipt result response waiting timer counter, a consecutive jackpot count (T) counter, and a status flag storage area.
[0173] The status flag storage area of the unit RAM 910c stores status flags indicating the state of the gaming machine 1. As shown in Figure 25, there are 11 types of status flags that can be set in the status flag storage area of the unit RAM 910c: a jackpot game in progress flag, a small jackpot game in progress flag, an auxiliary game in progress flag, a normal state flag, a low-base time-saving state flag, a high-base time-saving state flag, an auxiliary game advantage state flag, a time-saving game state flag, a continuous jackpot in progress flag, a game-unavailable state 1 flag, and a game-unavailable state 2 flag. Based on the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1, the unit CPU 910a sets or clears the corresponding flag in the status flag storage area of the unit RAM 910c.
[0174] Next, the operation of the gaming machine 1 according to this embodiment will be described.
[0175] Figure 26 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. In Figure 26, the main CPU 110a performs initial setup processing. During initial setup processing, the main CPU 110a determines whether or not to restore backup information. If it determines that restoration is not necessary, it clears the main RAM 110c. If it determines that restoration is necessary, it restores the backup information in the main RAM 110c. After clearing or restoring the data, it activates the CTC (Counter Timer Circuit) to generate a timer interrupt (4 milliseconds). Details of the initial setup processing will be described later.
[0176] Next, the main CPU 110a performs a game machine information notification processing (S20). In the game machine information notification processing, the main CPU 110a generates a game machine information notification command to notify the frame control board 160 of the game status of game machine 1 and the progress and stop status of the game, sends the generated game machine information notification command to the frame control board 160, and checks whether or not a response command has been returned from the frame control board 160. The gaming machine information notification command includes information indicating whether or not a jackpot game is in progress, information indicating whether or not a minor jackpot game is in progress, information indicating whether or not an auxiliary game is in progress, information indicating whether or not the machine is in a normal state, information indicating whether or not it is in a low-base time-saving state, information indicating whether or not it is in a high-base time-saving state, information indicating whether or not it is in an auxiliary game advantageous state, information indicating whether or not it is in a time-saving state, information indicating whether or not a consecutive jackpot is in progress, information indicating whether or not the machine is in a game state, information indicating whether or not it is in a game-unplayable state 1, information indicating whether or not a small ball detection error has occurred, information indicating whether or not a steel ball detection error has occurred, information indicating whether or not a radio wave detection error has occurred, information indicating the number of game balls, information indicating the number of balls launched, information indicating the total number of prize balls, information indicating that a prize has entered the starting slot, information indicating that a prize has entered the big prize slot, etc.
[0177] Here, as shown in Figure 27, in the gaming machine 1, after the initial setup process of the main control board 10 and the frame control board 160 is completed, a gaming machine information notification command is sent from the main control board 10 to the frame control board 160 every 108 milliseconds. The frame control board 160 sets a waiting time of 10 milliseconds from the transmission of the gaming machine information notification command to the reply of the response command, and if no reply command is received within the waiting time for 10 consecutive times, it displays a communication failure notification on the image display device 31. Details of the gaming machine information notification process will be described later.
[0178] In Figure 26, the main CPU 110a updates the random values for special symbol determination and the random values for reach determination (S30). After step S30 is executed, the main CPU 110a performs an initial random value update process (S40). In the initial random value update process, the main CPU 110a updates the initial random values for special symbol determination and the initial random values for normal symbol determination.
[0179] Next, the main CPU 110a determines whether or not a voltage drop detection signal is input from the power interruption detection circuit 73 of the power supply board 70 (S91). If no voltage drop detection signal is input (S91: No), the process returns to step S20 and repeats the subsequent processing. If a voltage drop detection signal is input (S91: Yes), the process proceeds to step S92.
[0180] In step S92, the main CPU 110a determines whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If it has not been continuously input for the predetermined period (S92: No), the process returns to step S20 and repeats. If it has been continuously input for the predetermined period (S92: Yes), the process proceeds to step S93.
[0181] In step S93, the main CPU 110a sets an interrupt disable to disable timer interrupts. Next, the main CPU 110a sends a power cut-off command to the game ball count control unit 180 and the launch control unit 170 of the frame control board 160 (S94).
[0182] Next, the main CPU 110a creates a checksum of the data in the used area of the main RAM 110c and saves the created checksum to the main RAM 110c (S95). In step S95, the checksum saved to the main RAM 110c is compared with a checksum calculated from the data in the used area of the main RAM 110c at that time during the initial setup process when the power is turned on next time. Whether the checksum is valid (whether the backup information is valid and data recovery is possible) is determined based on whether the two match.
[0183] Next, the main CPU 110a saves the backup flag (S96) and disables RAM access (S97). After executing step S97, the main CPU 110a enters an infinite loop to prepare for power outage. From then on, it waits until the power supply is completely cut off.
[0184] Figure 28 is a flowchart showing the timer interrupt processing of the main control board 10 of the gaming machine 1. The main CPU 110a of the main control board 10 executes timer interrupt processing every 4 milliseconds, which is the generation period of the reset clock pulse signal in the reset clock pulse generation circuit within the main control board 10.
[0185] When a reset clock pulse signal is generated, the main CPU 110a saves the information in its registers at that time to the stack area (S100). Next, the main CPU 110a performs time control processing (S110). Time control processing is the process of updating the counters used to measure various times in the main RAM 110c. In time control processing, the main CPU 110a decrements the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter in the main RAM 110c by 1 each.
[0186] Next, the main CPU 110a performs a specific random number update process (S120). This process updates the random numbers for special symbols and regular symbols. Here, the random number range for special symbols is 0 to 99, and the random number range for regular symbols is 0 to 65535. In the specific random number update process, the main CPU 110a updates the random number counters for special symbols and regular symbols by incrementing them by 1. If the incremented random number counter exceeds the maximum value of the random number range (the random number counter completes one cycle), the random number counter is reset to 0, and the respective random numbers are updated again from their initial values.
[0187] After step S120 is executed, the main CPU 110a performs an initial random value update process (S130). In the initial random value update process, the main CPU 110a updates the initial random values for special symbols and the initial random values for regular symbols.
[0188] Next, the main CPU 110a performs input control processing (S200). In input control processing, the main CPU 110a determines whether or not there is input to the various switches: the general prize entry detection switch 12a, the first major prize entry detection switch 16a, the first start entry detection switch 14a, the second start entry detection switch 15a, and the gate detection switch 13a. If there is input, it sets predetermined data. Details of the input control processing will be described later.
[0189] After step S200 is executed, the main CPU 110a performs special symbol and special electric control processing (S300). In the special symbol and special electric control processing, the main CPU 110a updates the value of the special symbol and special electric processing data stored in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of six processes: special symbol memory judgment processing (processing when special symbol and special electric processing data = 0), special symbol variation processing (processing when special symbol and special electric processing data = 1), special symbol stop processing (processing when special symbol and special electric processing data = 2), jackpot game processing (processing when special symbol and special electric processing data = 3), minor jackpot game processing (processing when special symbol and special electric processing data = 4), and jackpot game end processing (processing when special symbol and special electric processing data = 5). Details of the special symbol and special electric control processing will be described later.
[0190] After step S300 is completed, the main CPU 110a performs the normal symbol normal power control processing (S400). In the normal symbol normal power control processing, the main CPU 110a updates the value of the normal symbol normal power processing data stored in the main RAM 110c according to the progress of the game in the gaming machine 1, and then selects and executes one of two processes: normal symbol variation processing (processing when normal symbol normal power processing data = 0) and auxiliary game processing (processing when normal symbol normal power processing data = 1). Details of the normal symbol normal power control processing will be described later.
[0191] After step S400 is completed, the main CPU 110a performs prize ball control processing (S500). In prize ball control processing, the main CPU 110a refers to the general prize ball counter, the first start-up prize ball counter, the second start-up prize ball counter, and the large prize-up prize ball counter in the main RAM 110c, generates a prize ball count specification command that instructs the awarding of the number of game balls indicated by each counter, and transmits this command to the game ball count control unit 180 of the frame control board 160.
[0192] After step S500 is executed, the main CPU 110a performs a completion determination process (S600). The completion determination process determines whether or not to activate the completion function. In the completion determination process, the main CPU 110a determines whether the maximum number of game balls acquired counter in the main RAM 110c has reached the daily upper limit of 95,000. If the maximum number of game balls acquired counter reaches 95,000, the main CPU 110a stores completion information indicating the activation of the completion function in the completion information storage area of the main RAM 110c, generates a launch prohibition command to notify the game ball count control unit 180 and the launch control unit 170 to prohibit the launch of game balls, and sets the generated launch prohibition command in the transmit buffer. The maximum number of game balls acquired counter is a counter in which the number indicated by each prize ball counter is added when game balls are awarded, and subtracted by 1 when game balls are launched while the counter value is 1 or more, with a minimum value of 0.
[0193] After step S600 is executed, the main CPU 110a performs a termination condition determination process. In the termination condition determination process, the main CPU 110a determines whether the termination conditions W1, W2, and W3 of the high base time reduction state shown in the game flow of Figure 13 are met. If any of the termination conditions W1, W2, and W3 are met, the first game state information, the high base time reduction state flag, is cleared. Furthermore, if the high base time reduction state flag is cleared, the main CPU 110a determines whether the termination conditions for the advantageous states, namely the continuous jackpot state and the auxiliary game advantageous state, are met. If the termination conditions for the continuous jackpot state and the auxiliary game advantageous state are met, the second game state information, namely the continuous jackpot state flag and the auxiliary game advantageous state flag, are cleared. Details of the termination condition determination process will be described later.
[0194] After step S700 is completed, the main CPU 110a performs data generation processing (S910). In the data generation processing, the main CPU 110a generates data for external output, start gate opening / closing solenoid data, first major prize gate opening / closing solenoid data, second major prize gate opening / closing solenoid data, special symbol display device data, and normal symbol display device data.
[0195] After step S910 is executed, the main CPU 110a performs output control processing (S920). In the output control processing, the main CPU 110a performs port output processing to output signals for the external output data, start gate opening / closing solenoid data, first major prize gate opening / closing solenoid data, and second major prize gate opening / closing solenoid data created in the data generation processing of step S910. It also performs display device output processing to output the special symbol display device data and the normal symbol display device data created in the data generation processing of S910 in order to light up the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22. Furthermore, it also performs command transmission processing to send commands set in the performance transmission data storage area of the main RAM 110c to the frame control board 160 and the performance control board 120.
[0196] After step S920 is executed, the main CPU 110a restores the information saved to the stack area in step S100 to the registers of the main CPU 110a (S930).
[0197] Figure 29 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. The main processing is initiated when a system reset occurs in the sub-CPU 120a of the performance control unit 120m from the power supply board 70 due to the power-on operation.
[0198] In Figure 29, the sub-CPU 120a performs an initial setup process (S4000). During the initial setup process, the sub-CPU 120a reads the startup program from the sub-ROM 120b and initializes various flags in the sub-RAM 120c in response to power-on. After the initial setup process is completed, the sub-CPU 120a repeats the process of updating the random values for the performance (S4100). In addition to this random value update process, the sub-CPU 120a executes a timer interrupt process every 2 milliseconds, which is the generation period of the reset clock pulse signal from the reset clock pulse generation circuit in the performance control unit 120m.
[0199] Here, the time required for the initial setup process of the sub-CPU 120a is significantly shorter than the time required for the initial setup process of the main CPU 110a. Therefore, at the start of the initial setup process of the main CPU 110a, the sub-CPU 120a has already completed its initial setup process and is ready to store commands from the main CPU 110a in its receive buffer.
[0200] Figure 30 is a flowchart showing the timer interrupt processing of the performance control unit 120m. In Figure 30, the sub-CPU 120a saves the information in the sub-CPU 120a's registers to the stack area (S4400).
[0201] Next, the sub-CPU 120a performs a timer update process (S4500). In the timer update process, the sub-CPU 120a updates the various timer counters of the sub-RAM 120c by decrementing them by 1.
[0202] Next, the sub-CPU 120a performs command analysis processing (S4600). In the command analysis processing, the sub-CPU 120a analyzes the command in the reception buffer, and based on the analysis result, determines the content of the performance by the image display device 31, the audio output device 32, the performance driving devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d, and sets a command indicating the determined performance content in the transmission buffer of the sub-RAM 120c. The details of the command analysis processing will be described later.
[0203] Next, the sub-CPU 120a performs performance input control processing (S4700). In the performance input control processing, the sub-CPU 120a performs processing according to the input signals of the detection switches 35a, 39a, 39b, 39c, 39d, 39e of the performance button 35, the cross keys 39, and the center key 39E.
[0204] Next, the sub-CPU 120a performs data output processing (S4800). In the data output processing, the sub-CPU 120a transmits the commands set in the transmission buffer of the sub-RAM 120c in the command analysis processing of step S1600 and the performance input control processing of step S!700 to the overall control unit 141 and the lamp / drive control unit 150.
[0205] Next, the sub-CPU 120a restores the information saved in the stack area in step S1400 to the registers of the sub-CPU 120a (S4900).
[0206] FIG. 31 is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1. In FIG. 31, the launch CPU 170a performs initial setting processing (S1010). After the initial setting processing is completed, the launch CPU 170a performs launch control processing (S1020). The launch control processing is a process of driving the ball feed solenoid 4b and the launch solenoid 4a according to the operation of the operation handle 3 to launch the game ball. The details of the launch control processing will be described later.
[0207] Next, the emission CPU 170a determines whether or not it has received a power-off designation command from the main control board 10 (S1091). If it has not received the power-off designation command (S1091: No), the process returns to step S1020. If it has received the power-off designation command (S1091: Yes), the process proceeds to step S1097.
[0208] In step S1097, the main CPU 110a prohibits RAM access, enters an infinite loop, and prepares for power-off. Thereafter, it waits until the power supply is completely cut off.
[0209] FIG. 32 is a flowchart showing details of the emission control process (step S1020 in FIG. 31) of the emission control unit 170 of the gaming machine 1. In FIG. 32, the emission CPU 170a determines whether or not an emission permission flag is set in the emission permission flag storage area of the emission RAM 170c (S1110). If the emission permission flag is not set (S1110: No), the process proceeds to step S1120. If the emission permission flag is set (S1110: Yes), the process proceeds to step S1140.
[0210] In step S1120, the emission CPU 170a determines whether or not it has received an emission permission command from the main control board 10. If the emission CPU 170a has received the emission permission command (S1120: Yes), it proceeds to step S1130 and sets the emission permission flag in the emission permission flag storage area of the emission RAM 170c. If the emission CPU 170a has not received the emission permission command (S1120: No), it skips step S1130 and ends the current emission control process.
[0211] In step S1140, the emission CPU 170a determines whether or not an input of a detection signal from the touch sensor 3a has occurred. If the emission CPU 170a has received an input of the detection signal from the touch sensor 3a (S1140: Yes), the process proceeds to step S1150. If there is no input of the detection signal from the touch sensor 3a (S1140: No), the process proceeds to step S1160.
[0212] In step S1150, the launch CPU 170a energizes the launch solenoid 4a and the ball feed solenoid 4b based on the output voltage of the launch volume 3b, and proceeds to step S1170. With this energization, the ball feed solenoid 4b feeds the game balls one by one toward the launching member directly connected to the launch solenoid 4a, and the launch solenoid 4a rotates the launching member to launch the game balls between rails 5a and 5b.
[0213] In step S1160, the launch CPU 170a stops the power supply to the launch solenoid 4a and the ball feed solenoid 4b, and proceeds to step S1170.
[0214] In step S1170, the launch CPU 170a determines whether or not it has received a launch prohibition command from the main control board 10. If the launch CPU 170a has received a launch prohibition command from the main control board 10 (S1170: Yes), it proceeds to step S1180, clears the launch permission flag in the launch permission flag storage area of the launch RAM 170c, and terminates the current launch control process. If the launch CPU 170a has not received a launch prohibition command from the main control board 10 (S1170: No), it skips step S1180 and terminates the current launch control process.
[0215] Figure 33 is a flowchart showing the main processing of the game ball count control unit 180 of the gaming machine 1. In Figure 33, the game ball count CPU 180a performs an initial setup process (S2010). During the initial setup process, the game ball count CPU 180a determines whether or not to restore the backup information. If it determines that restoration is not necessary, it clears the game ball count RAM 180c. If it determines that restoration is necessary, it restores the backup information in the game ball count RAM 180c. Details of the initial setup process will be described later.
[0216] After step S2010 is executed, the game ball count CPU 180a performs an error detection process (S2020). In the error detection process, the game ball count CPU 180a determines whether a complete function activation error has occurred in the main control board 10, and whether small ball detection errors, steel ball detection errors, and radio wave detection errors have occurred in the frame control board 160. If one of these four predetermined errors, a small ball detection error, a steel ball detection error, or a radio wave detection error, occurs, the CPU performs a control to prohibit the operation of the counting button 8. Details of the error detection process will be described later.
[0217] After step S2020 is executed, the game ball count CPU 180a performs a response process (S2030). In the response process, the game ball count CPU 180a determines whether or not it has received a game machine information notification command from the main control board 10. If it has received a game machine information notification command, it sends a response command to the main control board 10. Details of the response process will be described later.
[0218] After step S2030 is executed, the game ball count CPU 180a performs game machine information notification processing (S2040). In the game machine information notification processing, the game ball count CPU 180a generates game machine information notification data to notify the card unit 9 of the game status of game machine 1 and the progress and stop status of the game, and transmits the generated game machine information notification data to the card unit 9. The gaming machine information notification data includes information indicating whether or not a jackpot game is in progress, information indicating whether or not a minor jackpot game is in progress, information indicating whether or not an auxiliary game is in progress, information indicating whether or not the game is in a normal state, information indicating whether or not a low-base time-saving state is in progress, information indicating whether or not a high-base time-saving state is in progress, information indicating whether or not an auxiliary game is advantageous, information indicating whether or not a time-saving game is in progress, information indicating whether or not a consecutive jackpot is in progress, information indicating whether or not a complete function activation error has occurred, information indicating whether or not a small ball detection error has occurred, information indicating whether or not a steel ball detection error has occurred, information indicating whether or not a radio wave detection error has occurred, information indicating the number of game balls, information indicating the number of balls launched, information indicating the total number of prize balls, information indicating that a prize has entered the starting slot, information indicating that a prize has entered the big prize slot, etc.
[0219] Here, as shown in Figure 34, in the gaming machine 1, after the initial setup process of the frame control board 160 is completed, gaming machine information notification data is transmitted from the frame control board 160 to the card unit 9 every 300 milliseconds. Details of the gaming machine information notification process will be described later.
[0220] In Figure 33, the game ball count CPU 180a performs counting processing (S2050). In the counting processing, the game ball count CPU 180a subtracts or adds to the game ball count counter, the number of balls launched counter, and the total number of prize balls counter in the game ball count RAM 180c in response to the input signals from the launched ball sensor 2a, the input signals from the foul ball sensor 2b, and the prize ball specification command transmitted from the main control board 10. The game ball count CPU 180a also determines whether the counting button 8 has been operated based on the input signal from the counting button detection switch 82, and sets the number determined according to the operation of the counting button 8 as the counted number of game balls to be transferred to the card unit 9, and adds this counted number to the counted number counter in the game ball count RAM 180c.
[0221] After step S2050 is completed, the game ball count CPU 180a performs the count notification process (S2060). In the count notification process, the game ball count CPU 180a generates count notification data and sends the generated count notification data to the card unit 9.
[0222] Here, as shown in Figure 35, in the gaming machine 1, counting notification data is transmitted from the frame control board 160 to the card unit 9 every 100 milliseconds after the transmission of the gaming machine information notification data. Details of the counting notification process will be described later.
[0223] In Figure 33, the game ball count CPU 180a performs lending control processing (S2070). During lending control processing, the game ball count CPU 180a determines whether or not it has received lending notification data from the card unit 9. If it has received lending notification data, it increments and updates the game ball count counter in the game ball count RAM 160c and sends lending receipt result response data back to the card unit 9. Details of the lending control processing will be described later.
[0224] After step S2070 is executed, the game ball count CPU 180a performs game notification control processing (S2080). In the game notification control processing, the game ball count CPU 180a determines whether the player is seated or has left their seat, determines the notification pattern for when the player is seated or left, and according to this determination, determines the illumination color of the game notification lamp 86 and the background color of the normal variation or waiting area of the image display device 31, and controls the illumination pattern of the game notification lamp 86 and the display pattern of the image display device 31. Here, there are six illumination colors for the game notification lamp 86: no illumination (colorless), blue, green, purple, yellow, and red. Also, there are six background colors for the normal variation and waiting area: gray, blue, green, purple, yellow, and red. Details of the game notification control processing will be described later.
[0225] Next, the game ball count CPU 180a determines whether or not a voltage drop detection signal is input from the power interruption detection circuit 73 of the power supply board 70 (S2091). If no voltage drop detection signal is input (S2091: No), the process returns to step S2020 and repeats. If a voltage drop detection signal is input (S2091: Yes), the process proceeds to step S2092.
[0226] In step S2092, the game ball count CPU 180a determines whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If it has not been continuously input for the predetermined period (S2092: No), the process returns to step S2020 and repeats the subsequent processing. If it has been continuously input for the predetermined period (S2092: Yes), the process proceeds to step S2095.
[0227] In step S2095, the game ball count CPU 180a creates a checksum of the data in the used area of the game ball count RAM 180c and saves the created checksum to the game ball count RAM 180c. The checksum saved to the game ball count RAM 180c in step S2095 is compared with a checksum calculated from the data in the used area of the game ball count RAM 180c at that time during the initial setup process when the power is turned on next time. Whether the checksum is normal (whether the backup information is valid and data recovery is possible) is determined by whether the two match.
[0228] The game ball number CPU 180a saves the backup flag (S2096) and prohibits RAM access (S2097). After executing step S2097, the game ball number CPU 180a enters an infinite loop to prepare for power-off. Thereafter, it waits until the power supply is completely cut off.
[0229] FIG. 36 is a flowchart showing the main processing of the card unit control board 90 of the card unit 9. The unit CPU 910a performs initialization processing (S3010), and after the completion of the initialization processing, it repeats the processing of steps S3020 to S3080 at a predetermined cycle.
[0230] In step S3020, the unit CPU 910a performs bill insertion recognition processing. In the bill insertion recognition processing, the unit CPU 910a performs processing related to updating the amount information storage area of the unit RAM 910c and displaying on the amount display 93 in response to the insertion of the bill 6 into the bill insertion slot 91. The details of the bill insertion recognition processing will be described later.
[0231] After executing step S3020, the unit CPU 910a performs card insertion recognition processing (S3030). In the card insertion recognition processing, the unit CPU 910a updates the amount information storage area and the number of balls in hand information of the unit RAM 910c and performs processing related to changing the display of the amount display 93 and the number of balls in hand display 94 in response to the insertion of the card 7 into the card insertion slot 92. The details of the card insertion recognition processing will be described later.
[0232] After executing step S3030, the unit CPU 910a performs transfer processing (S3040). In the transfer processing, the unit CPU 910a checks whether it has received the count notification data, which is a transfer signal for the number of game balls. If it has received the count notification data, the unit CPU 910a updates the number of balls in hand information of the unit RAM 910c and performs processing related to changing the display of the number of balls in hand display 94. The details of the transfer processing will be described later.
[0233] After step S3040 is executed, unit CPU 910a performs the ball lending process (S3050). In the ball lending process, unit CPU 910a performs processing related to the generation and transmission of lending notification data in response to the operation of the lending button 98.
[0234] After step S3050 is completed, unit CPU 910a performs a response confirmation process (S3060). In the response confirmation process, unit CPU 910a performs processing related to confirming the return of the loan receipt result response data.
[0235] Here, as shown in Figure 37, the card unit 9 sets a waiting time of 10 milliseconds from the transmission of the loan notification data to the reply of the loan acceptance result response data. If the loan acceptance result response data is received within 10 milliseconds, the transfer of the number of game balls from the card unit 9 to the game machine 1 is confirmed. If the loan acceptance result response data is not received within 10 milliseconds, the card unit 9 resends the loan notification data. Details of the loan process and response confirmation process will be described later.
[0236] In Figure 36, the unit CPU 910a performs the return process (S3070). During the return process, the unit CPU 910a performs processing related to writing the amount information and the number of balls held to card 7, and ejecting card 7, in response to the operation of the eject button 99. Details of the return process will be described later.
[0237] After step S3070 is executed, the unit CPU 910a performs a game machine information analysis process (S3080). In the game machine information analysis process, the unit CPU 910a determines whether or not it has received game machine information notification data from the frame control board 160. If it has received game machine information notification data, it determines the state of the game machine 1 based on the game machine information notification data, and, depending on the state of the game machine 1, performs processing related to notifying the management center server (not shown) of the occurrence of fraud and whether or not to allow the return of banknotes 6 and cards 7. Details of the game machine information analysis process will be described later.
[0238] Figures 38 and 39 are flowcharts detailing the initial setup process of the main control board 10 (step S10 in Figure 26). In Figure 38, the main CPU 110a performs initial CPU settings such as setting the built-in registers (S10-1) and allows access to the main RAM 110c (S10-2).
[0239] Next, the main CPU 110a determines whether or not the backup flag is saved in the main RAM 110c (S10-4). If the backup flag is saved (S10-4: Yes), the main CPU 110a proceeds to step S10-5. If the backup flag is not saved (S10-4: No), the process proceeds to step S10-8.
[0240] In step S10-5, the main CPU 110a calculates a checksum of the backup information in the main RAM 110c. In the next step, S10-6, the main CPU 110a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S10-5. If the checksum is not valid (S10-6: No), the main CPU 110a proceeds to step S10-7. If the checksum is valid (S10-6: Yes), the main CPU 110a proceeds to step S10-8.
[0241] In step S10-7, the main CPU 110a sends an irrecoverable command to the performance control board 120. Upon receiving the irrecoverable command, the performance control board 120 displays an irrecoverable notification on the image display device 31.
[0242] In step S10-8, the main CPU 110a determines whether the RAM clear button 110e is pressed. If the main control board RAM clear power-on operation shown in Figure 22(b) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the result of this step S10-8 is "Yes". If the normal power-on operation shown in Figure 22(a) or the frame control board RAM clear power-on operation shown in Figure 22(c) is performed, the result of this step S10-8 is "No". If the RAM clear button 110e is not pressed (S10-8: No), the main CPU 110a proceeds to step S10-9. If the RAM clear button 110e is pressed (S10-8: Yes), the main CPU 110a proceeds to step S10-12.
[0243] In step S10-9, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110c and configures the main RAM 110c for power restoration. During the power restoration configuration of the main RAM 110c, the backup information of the main RAM 110c is restored.
[0244] After step S10-9 is executed, the main CPU 110a proceeds to step S10-10. In step S10-10, the main CPU 110a determines whether the normal state flag is set in the state flag storage area of the main RAM 110c. If the normal state flag is set (step S10-10: Yes), the main CPU 110a proceeds to step S10-17; otherwise, it proceeds to step S10-18.
[0245] If the RAM clear button 110e is pressed (S10-8: Yes), in step S10-12, the main CPU 110a clears the entire area of the main RAM 110c. In step S10-13, the main CPU 110a clears the area of the main RAM 110c excluding the game ball counter. After executing step S10-12, the main CPU 110a proceeds to step S10-14.
[0246] In step S10-14, the main CPU 110a sends a power-on command to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.
[0247] In step S10-17, the main CPU 110a sends a power recovery command corresponding to the normal state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.
[0248] In step S10-18 of Figure 39, the main CPU 110a determines whether the low base time reduction state flag is set in the state flag storage area of the main RAM 110c. If the low base time reduction state flag is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19; otherwise, it proceeds to step S10-24. In step S10-19, the main CPU 110a sends a power recovery command corresponding to the low base time reduction state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.
[0249] In step S10-24, the main CPU 110a sends a power recovery command corresponding to the high base time reduction state to the frame control board 160 and the performance control board 120. Subsequently, the main CPU 110a sends a game state specification command corresponding to the game state after recovery to the performance control board 120 (S10-25), and proceeds to step S10-26.
[0250] In step S10-26, the main CPU 110a activates the CTC (Counter Timer Circuit) to generate a timer interrupt. In the next step, S10-27, the main CPU 110a activates the random number circuit 110f and completes the initial setup process.
[0251] Here, in the low base time reduction state shown in Figure 12, if the power is cut off, the main control board 10 backs up the low base time reduction state flag in the state flag storage area of the main RAM 110c and the count value of the game ball counter by the backup power supply 74, and the game ball counter control unit 180 backs up the low base time reduction state flag in the state flag storage area of the game ball RAM 180c and the count value of the game ball counter by the backup power supply 74. Subsequently, if the normal power-on operation shown in Figure 22(a) or the main control board RAM clear power-on operation shown in Figure 22(b) is performed, a game ball count recovery specification command for the recovered game ball count is sent to the main control board 10 during the initial setup processing of the game ball counter control unit 180 (step S2010-11 in Figure 41, which will be described later). However, if the frame control board RAM clear power-on operation shown in Figure 22(c) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the game ball count recovery specification command is not sent to the main control board 10.
[0252] Therefore, if the power is cut off in a low base time reduction state and the following day the normal power-on operation shown in Figure 22(a) is performed, the initial setup process of the main control board 10 proceeds as follows: Step S10-1 → Step S10-2 → Step S10-4: Yes → Step S10-5 → Step S10-6: Yes → Step S10-8: No → Step S10-9 in Figure 38, and the low base time reduction state flag in the state flag storage area of the main RAM 110c at the time of the power cut off the previous day is restored.
[0253] If the power is cut off in a low base time reduction state and the following day the main control board RAM clear power-on operation shown in Figure 22(b) is performed, the initial setup process of the main control board 10 proceeds as follows: Step S10-1 → Step S10-2 → Step S10-4:Yes → Step S10-5 → Step S10-6:Yes → Step S10-8:Yes → Step S10-12 in Figure 38, and the low base time reduction state flag in the state flag storage area of the main RAM 110c at the time of the power cut off the previous day is cleared.
[0254] If the power is cut off in a low base time reduction state and the following day the full RAM clear power-on operation shown in Figure 22(d) is performed, the initial setup process of the main control board 10 proceeds as follows: Step S10-1 → Step S10-2 → Step S10-4:Yes → Step S10-5 → Step S10-6:Yes → Step S10-8:Yes → Step S10-12 in Figure 38, and the state flag storage area of the main RAM 110c is cleared.
[0255] As a result of the above processing, when the main control board 10 is in a low base time reduction state, and after a power outage, a second power-on operation, which is the main control board RAM clear power-on operation, is performed accompanied by the operation of the RAM clear button 110e, the main control board 10 clears the backup information in the main RAM 110c of the main control board 10, but does not clear the game ball counter, which is the number of playable game balls, in the game ball count RAM 180c of the game ball count control unit 180.
[0256] Figure 40 is a flowchart detailing the game machine information notification process of the main control board 10 (step S20 in Figure 26). In Figure 40, the main CPU 110a determines whether the count value of the game machine information transmission standby timer counter in the main RAM 110c is greater than 0 (S20-1). The game machine information transmission standby timer counter is a counter that measures the 108 millisecond transmission period of the game machine information notification command from the main control board 10 to the frame control board 160. If 108 milliseconds have not elapsed since the transmission of the previous game machine information notification command, the result of this step S20-1 is "Yes", and if 108 milliseconds have elapsed, the result of this step S20-1 is "No". If the count value of the game machine information transmission standby timer counter is greater than 0 (S20-1: Yes), the main CPU 110a proceeds to step S20-2. If the count value of the gaming machine information transmission waiting timer counter is 0 (S20-1: No), proceed to step S20-3.
[0257] In step S20-2, the main CPU 110a updates the gaming machine information transmission standby timer counter by -1 and proceeds to step S20-6.
[0258] In step S20-3, the main CPU 110a sends a game machine information notification command to the frame control board 160. Specifically, the main CPU 110a refers to the status flag storage area of the main RAM 110c and, if the first special symbol variation flag is set, sends information indicating that the first special symbol variation is being displayed as a game machine information notification command. If the second special symbol variation flag is set, sends information indicating that the second special symbol variation is being displayed as a game machine information notification command. If the normal symbol variation flag is set, sends information indicating that the normal symbol variation is being displayed as a game machine information notification command. If the jackpot game in progress flag is set, sends information indicating that the jackpot game is in progress as a game machine information notification command. If the small win game in progress flag is set, sends information indicating that the small win game is in progress as a game machine information notification command. If the auxiliary game in progress flag is set, sends information indicating that the auxiliary game is in progress as a game machine information notification command. If the Normal State flag is set, information indicating that the machine is in the Normal State will be sent as a game machine information notification command. If the Low Base Shortened Time State flag is set, information indicating that the machine is in the Low Base Shortened Time State will be sent as a game machine information notification command. If the High Base Shortened Time State flag is set, information indicating that the machine is in the High Base Shortened Time State will be sent as a game machine information notification command. If the Auxiliary Game Advantage State flag is set, information indicating that the machine is in the Auxiliary Game Advantage State will be sent as a game machine information notification command. If the Shortened Time Game State flag is set, information indicating that the machine is in the Shortened Time Game State will be sent as a game machine information notification command. If the Consecutive Big Wins Flag is set, information indicating that the machine is in the Consecutive Big Wins State will be sent as a game machine information notification command. If the Unplayable State 1 flag is set, information indicating that the machine is in Unplayable State 1 will be sent as a game machine information notification command.
[0259] Furthermore, in step S20-3, the main CPU 110a sends a game machine information notification command if a complete function activation error has occurred. If a small ball detection error has occurred, it sends a game machine information notification command. If a steel ball detection error has occurred, it sends a game machine information notification command. If a radio wave detection error has occurred, it sends a game machine information notification command.
[0260] Furthermore, in step S20-3, the main CPU 110a sends a game machine information notification command to indicate when a game ball enters the starting slots 14 and 15. It also sends a game machine information notification command to indicate when a game ball enters the large prize slots 16 and 17.
[0261] Next, the main CPU 110a sets the waiting time for sending the next game machine information notification command to 108 milliseconds in the game machine information transmission waiting timer counter (S20-4). In the next step S20-5, the main CPU 110a sets the communication failure determination counter to 10. The communication failure determination counter is used to determine if there has been no response command in response to the transmission of the game machine information notification command for 10 consecutive times.
[0262] After step S20-5 is executed, the main CPU 110a sets the response reception waiting timer counter to 10 milliseconds, which is the waiting time from the transmission of the game machine information notification command to the reply of the response command (S20-14), and proceeds to step S20-15.
[0263] In step S20-6, the main CPU 110a determines whether or not it has received a response command from the frame control board 160. If the main CPU 110a has received a response command (20-6: Yes), it proceeds to step S20-7; if it has not received a response command (20-6: No), it proceeds to step S20-9.
[0264] In step S20-6, the main CPU 110a clears the communication failure detection counter of the main RAM 110c. In the next step S20-7, the main CPU 110a clears the response reception waiting timer counter and proceeds to step S20-15.
[0265] In step S20-9, the main CPU 110a determines whether the count value of the response reception waiting timer counter in the main RAM 110c is greater than 0. If the count value of the response reception waiting timer counter is greater than 0 (S20-9: Yes), the main CPU 110a proceeds to step S20-10. If the count value of the response reception waiting timer counter is 0 (S20-9: No), the main CPU 110a proceeds to step S20-11.
[0266] In step S20-10, the main CPU 110a updates the response reception waiting timer counter by decrementing it by 1, and then proceeds to step S20-15.
[0267] In step S20-11, the main CPU 110a updates the communication failure determination counter by decrementing it by 1 and proceeds to step S20-12.
[0268] In step S20-12, the main CPU 110a determines whether the count value of the communication failure detection counter in the main RAM 110c is greater than 0. If there is no response command within 10 milliseconds to the transmission of a game machine information notification command for 10 consecutive times, the result of this step S20-12 is "No". If the count value of the communication failure detection counter is 0 (S20-12: No), the main CPU 110a proceeds to step S20-13, and if the count value of the communication failure detection counter is greater than 0 (S20-12: Yes), it proceeds to step S20-14.
[0269] In step S20-13, the main CPU 110a sends a communication failure command to the performance control board 120. Upon receiving the communication failure command, the performance control board 120 displays a communication failure notification on the image display device 31.
[0270] In step S20-14, the main CPU 110a sets the response reception waiting timer counter to 10 milliseconds, which is the waiting time from the transmission of the game machine information notification command to the reply of the response command, and proceeds to step S20-15.
[0271] In step S20-15, the main CPU 110a determines whether or not it has received a game ball count specification command from the frame control board 160. This game ball count specification command is sent from the game ball count control unit 180 in step S2060 of the counting process of the game ball count control unit 180 (Figure 49), which will be described later, when the game ball count counter in the game ball count RAM 180c of the game ball count control unit 180 is updated. If the main CPU 110a has received a game ball count specification command (S20-15: Yes), it proceeds to step S20-16. If the main CPU 110a has not received a game ball count specification command (S20-15: No), it skips step S20-16 and terminates the game machine information notification process.
[0272] In step S20-16, the main CPU 110a updates the maximum number of acquired game balls counter in the main RAM 110c by adding or subtracting the number of game balls indicated by the game ball number specification command. This update updates the count value of the maximum number of acquired game balls counter in the main RAM 110c of the main control board 10, but it is a different value from the count value of the game ball counter in the game ball RAM 180c of the game ball count control unit 180.
[0273] Figure 41 is a flowchart detailing the initial setup process of the game ball count control unit 180 (step S2010 in Figure 33). In Figure 41, the game ball count CPU 180a performs initial CPU settings such as setting the built-in registers (S2010-1) and allows access to the game ball count RAM 180c (S2010-2).
[0274] Next, the game ball count CPU 180a sends a launch permission command to the launch control unit 170 (S2010-3). When the launch control unit 170 receives the launch permission command, the launch permission flag is set in the launch permission flag storage area (step S1130 in Figure 32), and from then on, game balls are launched by operating the operation handle 3.
[0275] Next, the game ball count CPU 180a determines whether or not a backup flag is saved in the game ball count RAM 180c (S2010-4). If the backup flag is saved (S2010-4: Yes), the game ball count CPU 180a proceeds to step S2010-5. If the backup flag is not saved (S2010-4: No), the program proceeds to step S2010-8.
[0276] In step S2010-5, the game ball count CPU 180a calculates a checksum of the backup information in the game ball count RAM 180c. In the next step S2010-6, the game ball count CPU 180a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the game ball count RAM 180c matches the checksum calculated in step S2010-5. If the checksum is not valid (S2010-5: No), the game ball count CPU 180a proceeds to step S2010-7. If the checksum is valid (S2010-5: Yes), the process proceeds to step S2010-8.
[0277] In step S2010-7, the game ball count CPU 180a sends an irrecoverable command to the performance control board 120. Upon receiving the irrecoverable command, the performance control board 120 displays an irrecoverable notification on the image display device 31.
[0278] In step S2010-8, the game ball count CPU 180a determines whether the game ball count clear button 180e is pressed. If the frame control board RAM clear power-on operation shown in Figure 22(c) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the result of this step S2010-8 is "Yes". If the normal power-on operation shown in Figure 22(a) or the main control board RAM clear power-on operation shown in Figure 22(b) is performed, the result of this step S2010-8 is "No". If the game ball count clear button 180e is not pressed (S2010-8: No), the game ball count CPU 180a proceeds to step S2010-9. If the game ball count clear button 180e is pressed (S2010-8: Yes), the process proceeds to step S2010-12.
[0279] In step S2010-10, the game ball count CPU 180a clears the backup flag and checksum saved in the game ball count RAM 180c and configures the game ball count RAM 180c for power restoration. When configuring the game ball count RAM 180c for power restoration, the backup information of the game ball count RAM 180c is restored.
[0280] In step S2010-12, the game ball count CPU 180a clears the entire area of the game ball count RAM 180c. After executing step S2010-12, the game ball count CPU 180a proceeds to step S2010-17.
[0281] In step S2010-17, the game ball count CPU 180a sets the count button operation enable flag in the count button operation enable flag storage area of the game ball count RAM 180c, and then finishes the initial setup process. The count button operation enable flag is a flag that enables the operation of count button 8.
[0282] Here, in the low base time reduction state, one of the three game states shown in Figure 12, if a power outage occurs and then the normal power-on operation shown in Figure 22(a) or the frame control board RAM clear power-on operation shown in Figure 22(c) is performed, the initial setup process of the main control board 10 sends a power restoration specification command for the restored game state, the low base time reduction state, to the frame control board 160 (step S10-19 in Figure 39). However, if the main control board RAM clear power-on operation shown in Figure 22(b) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the power restoration specification command is not sent to the game ball count control unit 180.
[0283] Therefore, if the power is cut off in a low base time reduction state and the following day the normal power-on operation shown in Figure 22(a) is performed, the initial setup process of the game ball count control unit 180 proceeds as follows: Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4:Yes → Step S2010-5 → Step S2010-6:Yes → Step S2010-8:No → Step S2010-9 in Figure 41, and the count value of the game ball counter in the game ball count RAM 180c is restored.
[0284] If the power is cut off while the game is in a low base time reduction state, and the frame control board RAM clear power-on operation shown in Figure 22(c) is performed the following day, the initial setup process of the game ball count control unit 180 proceeds as follows: Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4:Yes → Step S2010-5 → Step S2010-6:Yes → Step S2010-8:Yes → Step S2010-12 in Figure 41. The low base time reduction state flag in the game ball count RAM 180c's state flag storage area at the time of the power cut off the previous day is restored, but the game ball count counter's count value is cleared.
[0285] If the power is cut off while the game is in a low base time-saving state, and the full RAM clear power-on operation shown in Figure 22(d) is performed the following day, the initial setup process of the game ball count control unit 180 proceeds as follows: Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4:Yes → Step S2010-5 → Step S2010-6:Yes → Step S2010-8:Yes → Step S2010-12 in Figure 41, and the game ball count counter and state flag storage area of the game ball count RAM 180c are cleared.
[0286] As a result of the above processing, when the game ball count control unit 180 is in a low base time-saving state, and after a power outage occurs, a first power-on operation, which is a frame control board RAM clear power-on operation accompanied by the operation of the game ball count clear button 180e, is performed, the game ball count control unit 180 clears the game ball count counter, which is the number of playable game balls, in the game ball count RAM 180c of the game ball count control unit 180, while maintaining the low base time-saving state flag in the game ball count RAM 180c of the game ball count control unit 180.
[0287] Figure 42 is a flowchart detailing the error determination process of the game ball count control unit 180 (step S2020 in Figure 33). In Figure 42, the game ball count CPU 180a determines whether or not it has received a game machine information specification command for a complete function activation error from the main control board 10 (S2020-1). If the game ball count CPU 180a has received a game machine information specification command for a complete function activation error (S2020-1: Yes), it proceeds to step S2020-2. If it has not received a game machine information specification command for a complete function activation error (S2020-1: No), it proceeds to step S2020-3.
[0288] In step S2020-2, the game ball count CPU 180a stores the error 1 occurrence information in the error 1 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-15.
[0289] In step S2020-3, the game ball count CPU 180a determines whether or not a detection signal has been received from the small ball sensor 81a. If a detection signal has been received from the small ball sensor 81a (S2020-3: Yes), the game ball count CPU 180a proceeds to step S2020-4; if no detection signal has been received from the small ball sensor 81a (S2020-3: No), it proceeds to step S2020-6.
[0290] In step S2020-4, the game ball count CPU 180a stores the error 2 occurrence information in the error 2 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-5.
[0291] In step S2020-5, the game ball count CPU 180a outputs the error 2 display data to the game ball count indicator 84 and the frame control indicator 85, and proceeds to step S2020-12. As shown in Figure 43(a), when a small ball detection error, which is a predetermined error, occurs and the error 2 display data is output, the game ball count indicator 84 and the frame control indicator 85 change the game ball count display to "Err2", which is the error code indicating that error 2 has occurred.
[0292] In step S2020-6, the game ball count CPU 180a determines whether or not a detection signal has been received from the steel ball sensor 81b. If a detection signal has been received from the steel ball sensor 81b (S2020-6: Yes), the game ball count CPU 180a proceeds to step S2020-7; if no detection signal has been received from the steel ball sensor 81b (S2020-6: No), the game ball count CPU 180a proceeds to step S2020-9.
[0293] In step S2020-7, the game ball count CPU 180a stores the error 3 occurrence information in the error 3 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-8.
[0294] In step S2020-8, the game ball count CPU 180a outputs the error 3 display data to the game ball count indicator 84 and the frame control indicator 85, and proceeds to step S2020-12. As shown in Figure 43(b), when a predetermined error, a steel ball detection error, occurs and the error 3 display data is output, the game ball count indicator 84 and the frame control indicator 85 change the game ball count display to "Err3", which is the error code indicating that error 3 has occurred.
[0295] In step S2020-9, the game ball count CPU 180a determines whether or not a detection signal has been received from the radio wave sensor 81c. If a detection signal has been received from the radio wave sensor 81c (S2020-9: Yes), the game ball count CPU 180a proceeds to step S2020-10. If no detection signal has been received from the radio wave sensor 81c (S2020-9: No), the error determination process for this step is terminated.
[0296] In step S2020-10, the game ball count CPU 180a stores the error 4 occurrence information in the error 4 occurrence information storage area of the sub-RAM 120c, and proceeds to step S2020-11.
[0297] In step S2020-11, the game ball count CPU 180a outputs the error 4 display data to the game ball count indicator 84 and the frame control indicator 85, and proceeds to step S2020-12. As shown in Figure 43(c), when a radio wave detection error, which is a predetermined error, occurs and the error 4 display data is output, the game ball count indicator 84 and the frame control indicator 85 change the game ball count display to "Err4", which is the error code indicating that error 4 has occurred.
[0298] In step S2020-12, the game ball count CPU 180a sets the game-inoperable state 2 flag in the state flag storage area of the game ball count RAM 180c.
[0299] Next, the game ball count CPU 180a clears the count button operation enable flag in the count button operation enable flag memory area (S2020-13), sets the count button operation disable flag in the count button operation disable flag memory area (S2020-14), and proceeds to step S2020-15. The count button operation disable flag is a flag that disables the operation of count button 8.
[0300] In step S2020-15, the game ball count CPU 180a sends a launch prohibition command to the launch control unit 170, and the error detection process ends. When the launch control unit 170 receives the launch prohibition command, the launch permission flag storage area is cleared (step S1180 in Figure 32), and from this point onward, game balls will not be launched even if the operation handle 3 is operated.
[0301] In the error detection process, if a predetermined error occurs, such as a small ball detection error, a steel ball detection error, or a radio wave detection error, the game ball count CPU 180a outputs error display data to the game ball count display 84 and the frame control display 85, and sends a launch prohibition command to the launch control unit 170. Therefore, if a small ball detection error, a steel ball detection error, or a radio wave detection error occurs, an error code is displayed on the game ball count display 84 and the frame control display 85, and the game stops.
[0302] In contrast, if a specific error, the complete function activation error, occurs, the process proceeds through step S2020-1:Yes → step S2030-2 → S2020-15, a launch prohibition command is sent, and the game progresses to a halt. However, the error display data is not sent to the game ball count indicator 84 and the frame control indicator 85. Therefore, if the complete function activation error occurs, as shown in Figure 43(d), the game ball count display on the game ball count indicator 84 and the frame control indicator 85 is maintained, and no error code is displayed.
[0303] Figure 44 is a flowchart detailing the response processing of the game ball count control unit 180 (step S2030 in Figure 33). In Figure 44, the game ball count CPU 180a determines whether or not it has received a game machine information notification command from the main control board 10 (S2030-1). If the game ball count CPU 180a has received a game machine information notification command (S2030-1: Yes), it proceeds to step S2030-2. If it has not received a game machine information notification command (S2030-1: No), it terminates the response processing.
[0304] In step S2030-2, the game ball count CPU 180a updates the state flag storage area of the game ball count RAM 180c. Specifically, if the game machine information notification command indicates that the machine has entered the normal state, the game ball count CPU 180a sets the normal state flag in the state flag storage area; if it indicates that the machine has entered the low base time-saving state, it sets the low base time-saving state flag in the state flag storage area; if it indicates that the machine has entered the high base time-saving state, it sets the high base time-saving state flag in the state flag storage area; and if it indicates that a complete function activation error has occurred, it sets the game-unplayable state 1 flag in the state flag storage area.
[0305] In the next step, S2030-3, the game ball count CPU 180a sends a response command to the main control board 10, and the response processing for this step is completed.
[0306] In this response process, regardless of whether the updated state in step S2030-2 is the normal state, the low-base time-saving state, the high-base time-saving state, or the unplayable state 1, the processes corresponding to steps S2020-13 and S2020-14 of the error determination process in Figure 42 are not executed. Therefore, the game ball count control unit 180 enables the operation of the counting button 8 in the low-base time-saving state and the high-base time-saving state, which is a more advantageous state.
[0307] Figure 45 is a flowchart detailing the game machine information notification process (step S2040 in Figure 33) of the game ball count control unit 180. In Figure 45, the game ball count CPU 180a determines whether or not the game machine information notification wait flag is set in the game machine information notification wait flag storage area of the game ball count RAM 180c (S2041). If the game machine information notification wait flag is set (S2041: Yes), the game ball count CPU 180a proceeds to step S2042. If the game machine information notification wait flag is not set (S2041: No), the game machine information notification process ends.
[0308] In step S2042, the game ball count CPU 180a determines whether the count value of the game machine information notification standby timer counter is greater than 0. The game machine information notification standby timer counter is a counter used to measure the waiting time from the transmission of count notification data to the transmission of game machine information notification data. As shown in Figure 35, the transmission cycle of game machine information notification data is 300 seconds, and the time from the transmission of game machine information notification data to the transmission of count notification data is 100 milliseconds, so the time from the transmission of count notification data to the transmission of the next game machine information notification data is 200 seconds. In this embodiment, when count notification data is transmitted, in step S2060-9 of the count notification processing (Figure 52) described later, this 200 milliseconds is set in the game machine information notification standby timer counter. If 200 milliseconds have not elapsed since the transmission of the previous count notification data, the result of the determination in step S2042 is "Yes", and if 200 milliseconds have elapsed, the result of the determination in step S2042 is "No". If the count value of the game machine information notification standby timer counter is greater than 0 (S2042:Yes), the game ball count CPU 180a proceeds to step S2043, and if the count value of the game machine information notification standby timer counter is 0 (S2042:No), it proceeds to step S2044.
[0309] In step S2043 of Figure 45, the game ball count CPU 180a updates the game machine information notification waiting timer counter by decrementing it by 1, and terminates the current game machine information notification process.
[0310] In step S2044, the game ball count CPU 180a performs the game machine information notification data transmission process. Details of the game machine information notification data transmission process will be described later.
[0311] In step S2045, the game ball count CPU 180a clears the game machine information notification standby flag in the game ball count RAM 180c's game machine information notification standby flag storage area.
[0312] Next, the game ball count CPU 180a sets the count notification wait flag in the count notification wait flag storage area of the game ball count RAM 180c (S2046). In the next step S2047, the game ball count CPU 180a sets 100 milliseconds, which is the waiting time from the transmission of the game machine information notification data to the transmission of the count notification data, in the count notification wait timer counter, and terminates the game machine information notification process.
[0313] Figures 46, 47, and 48 are flowcharts detailing the game machine information notification data transmission process (step S2044 in Figure 45) of the game ball count control unit 180.
[0314] In Figure 46, the game ball count CPU 180a determines whether or not the "in-progress jackpot game" flag is set in the state flag storage area of the game ball count RAM 180c (S2044-1). If the "in-progress jackpot game" flag is set (S2044-1: Yes), the game ball count CPU 180a proceeds to step S2044-2. If the "in-progress jackpot game" flag is not set (S2044-1: No), step S2044-2 is skipped and the process proceeds to step S2044-3.
[0315] In step S2044-2, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that a jackpot game is in progress, and transmits this game machine information notification data to the card unit 9.
[0316] The game ball count CPU 180a determines whether the "playing a minor win" flag is set in the state flag storage area of the game ball count RAM 180c (S2044-3). If the "playing a minor win" flag is set (S2044-3: Yes), the game ball count CPU 180a proceeds to step S2044-4. If the "playing a minor win" flag is not set (S2044-3: No), step S2044-4 is skipped and the process proceeds to step S2044-5.
[0317] In step S2044-4, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that a minor win game is in progress, and transmits this game machine information notification data to the card unit 9.
[0318] The game ball count CPU 180a determines whether the auxiliary game flag is set in the state flag storage area of the game ball count RAM 180c (S2044-5). If the auxiliary game flag is set (S2044-5: Yes), the game ball count CPU 180a proceeds to step S2044-6. If the auxiliary game flag is not set (S2044-5: No), step S2044-6 is skipped and the process proceeds to step S2044-7.
[0319] In step S2044-6, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that auxiliary gameplay is in progress, and transmits this game machine information notification data to the card unit 9.
[0320] In step S2044-7, the game ball count CPU 180a determines whether the normal state flag is set in the state flag storage area of the game ball count RAM 180c. If the normal state flag is set (S2044-7: Yes), the game ball count CPU 180a proceeds to step S2044-8. If the normal state flag is not set (S2044-7: No), step S2044-8 is skipped and the process proceeds to step S2044-9.
[0321] In step S2044-8, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that it is in a normal state, and transmits this game machine information notification data to the card unit 9.
[0322] In step S2044-9, the game ball count CPU 180a determines whether the low-base time-saving state flag is set in the state flag storage area of the game ball count RAM 180c. If the low-base time-saving state flag is set (S2044-9: Yes), the game ball count CPU 180a proceeds to step S2044-10. If the low-base time-saving state flag is not set (S2044-9: No), step S2044-10 is skipped and the process proceeds to step S2044-11.
[0323] In step S2044-10, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that the game is in a low base time reduction state, and transmits this game machine information notification data to the card unit 9.
[0324] In step S2044-13, the game ball count CPU 180a determines whether or not the auxiliary game advantage state flag is set in the state flag storage area of the game ball count RAM 180c. If the auxiliary game advantage state flag is set (S2044-13: Yes), the game ball count CPU 180a proceeds to step S2044-14. If the auxiliary game advantage state flag is not set (S2044-13: No), step S2044-14 is skipped and the process proceeds to step S2044-15.
[0325] In step S2044-14, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that the game is in an advantageous state for auxiliary play, and transmits this game machine information notification data to the card unit 9.
[0326] In step S2044-15, the game ball count CPU 180a determines whether or not the time-saving game state flag is set in the state flag storage area of the game ball count RAM 180c. If the time-saving game state flag is set (S2044-15: Yes), the game ball count CPU 180a proceeds to step S2044-16. If the time-saving game state flag is not set (S2044-15: No), step S2044-16 is skipped and the process proceeds to step S2044-17.
[0327] In step S2044-16, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that the game is in a time-saving game state, and transmits this game machine information notification data to the card unit 9.
[0328] In step S2044-17, the game ball count CPU 180a determines whether the "Continuous Jackpot" flag is set in the state flag storage area of the game ball count RAM 180c. If the "Continuous Jackpot" flag is set (S2044-17: Yes), the game ball count CPU 180a proceeds to step S2044-18. If the "Continuous Jackpot" flag is not set (S2044-17: No), step S2044-18 is skipped and the process proceeds to step S2044-19.
[0329] In step S2044-18, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that a jackpot is in progress, and transmits this game machine information notification data to the card unit 9.
[0330] In step S2044-19, the game ball count CPU 180a determines whether the "unable to play state 1" flag is set in the state flag storage area of the game ball count RAM 180c. If the "unable to play state 1" flag is set (S2044-19: Yes), the game ball count CPU 180a proceeds to step S2044-20. If the "unable to play state 1" flag is not set (S2044-19: No), step S2044-20 is skipped and the process proceeds to step S2044-21.
[0331] In step S2044-20, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that the game is in an unplayable state 1, and transmits this game machine information notification data to the card unit 9.
[0332] In step S2044-21, the game ball count CPU 180a determines whether the "unable to play state 2" flag is set in the state flag storage area of the game ball count RAM 180c. If the "unable to play state 2" flag is set (S2044-21: Yes), the game ball count CPU 180a proceeds to step S2044-22. If the "unable to play state 2" flag is not set (S2044-21: No), step S2044-22 is skipped and the process proceeds to step S2044-23.
[0333] In step S2044-22, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that the game is in an unplayable state 2, and transmits this game machine information notification data to the card unit 9.
[0334] In step S2044-23, the game ball count CPU 180a determines whether or not error 1 occurrence information is stored in the error 1 occurrence information storage area of the game ball count RAM 180c. If error 1 occurrence information is stored (S2044-23: Yes), the game ball count CPU 180a proceeds to step S2044-24. If error 1 occurrence information is not stored (S2044-23: No), step S2044-24 is skipped and the process proceeds to step S2044-25.
[0335] In step S2044-24, the game ball count CPU 180a generates game machine information notification data including error 1 occurrence information and transmits this game machine information notification data to the card unit 9.
[0336] In step S2044-25, the game ball count CPU 180a determines whether or not error 2 occurrence information is stored in the error 2 occurrence information storage area of the game ball count RAM 180c. If error 2 occurrence information is stored (S2044-25: Yes), the game ball count CPU 180a proceeds to step S2044-26. If error 2 occurrence information is not stored (S2044-25: No), step S2044-26 is skipped and the process proceeds to step S2044-27.
[0337] In step S2044-26, the game ball count CPU 180a generates game machine information notification data including error 2 occurrence information and transmits this game machine information notification data to the card unit 9.
[0338] In step S2044-27, the game ball count CPU 180a determines whether or not error 3 occurrence information is stored in the error 3 occurrence information storage area of the game ball count RAM 180c. If error 3 occurrence information is stored (S2044-27: Yes), the game ball count CPU 180a proceeds to step S2044-28. If error 3 occurrence information is not stored (S2044-27: No), step S2044-28 is skipped and the process proceeds to step S2044-29.
[0339] In step S2044-28, the game ball count CPU 180a generates game machine information notification data including error 3 occurrence information and transmits this game machine information notification data to the card unit 9.
[0340] In step S2044-29, the game ball count CPU 180a determines whether or not error 4 occurrence information is stored in the error 4 occurrence information storage area of the game ball count RAM 180c. If error 4 occurrence information is stored (S2044-29: Yes), the game ball count CPU 180a proceeds to step S2044-30. If error 4 occurrence information is not stored (S2044-29: No), step S2044-30 is skipped and the process proceeds to step S2044-31.
[0341] In step S2044-30, the game ball count CPU 180a generates game machine information notification data including error 4 occurrence information and transmits this game machine information notification data to the card unit 9.
[0342] In step S2044-31, the game ball count CPU 180a refers to the game ball count counter in the game ball count RAM 180c, generates game machine information notification data that includes the game ball count information indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0343] In the next step S2044-32, the game ball count CPU 180a refers to the number of balls launched counter in the game ball count RAM 180c, generates game machine information notification data that includes the number of balls launched indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0344] In the next step S2044-33, the game ball count CPU 180a refers to the total prize ball count counter in the game ball count RAM 180c, generates game machine information notification data that includes the total prize ball count information indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.
[0345] Figure 49 is a flowchart showing the details of the counting process of the game ball count control unit 180 (step S2050 in Figure 33). In Figure 49, the game ball count CPU 180a performs a game ball count transition condition fulfillment determination process (S2051). The game ball count transition condition fulfillment determination process is a process that determines whether or not the conditions for the game ball count transition have been met. In the game ball count transition condition fulfillment determination process, the game ball count CPU 180a sets a short press of the count button 8 as the first transition condition and a long press of the count button 8 as the second transition condition, and decides whether to set the count to 1 or 250 balls depending on which transition condition has been met. Details of the game ball count transition condition fulfillment determination process will be described later.
[0346] In the next step, S2052, the game ball count CPU 180a determines whether or not a detection signal has been received from the launch ball sensor 2a. If a detection signal has been received from the launch ball sensor 2a (S2052: Yes), the process proceeds to step S2053. If no detection signal has been received from the launch ball sensor 2a (S2052: No), the process proceeds to step S2055.
[0347] In step S2053, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by decrementing it by 1. In the next step S2054, the game ball count CPU 180a updates the number of launched balls counter in the game ball count RAM 180c by incrementing it by 1, and then proceeds to step S2055.
[0348] In the next step, S2055, the game ball count CPU 180a determines whether or not a detection signal from the foul ball sensor 2b has been received. If a detection signal from the foul ball sensor 2b has been received (S2055: Yes), the process proceeds to step S2056. If there is no detection signal from the foul ball sensor 2b (S2055: No), the process proceeds to step S2058.
[0349] In step S2056, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by incrementing it by 1. In the next step S2057, the game ball count CPU 180a updates the number of launched balls counter in the game ball count RAM 180c by decrementing it by 1, and then proceeds to step S2058.
[0350] In step S2058, the game ball count CPU 180a determines whether or not it has received a prize ball count specification command. The prize ball count specification command is sent from the main control board 10 in step S500 of the main processing of the main control board 10 shown in Figure 28 when a game ball passes through the general prize entry 12, the first start entry 14, the second start entry 15, or the large prize entry 16. If the game ball count CPU 180a has received a prize ball count specification command (S2058: Yes), it proceeds to step S2059. If it has not received a prize ball count specification command (S2058: No), it skips step S2059 and proceeds to step S2060. In step S2060, the game ball count CPU 180a sends a game ball count specification command and ends the counting process.
[0351] In step S2059, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by adding the number of prize balls indicated by the prize ball specification command, and updates the total prize ball counter in the game ball count RAM 180c by adding the number of prize balls indicated by the prize ball specification command. Then, in step S2060, the game ball count specification command is sent, and the counting process ends.
[0352] Figure 50 is a flowchart detailing the game ball count transition condition fulfillment determination process of the game ball count control unit 180 (step S2051 in Figure 49). In Figure 50, the game ball count CPU 180a determines whether or not the count button operation disable flag is set in the count button operation disable flag storage area of the game ball count RAM 180c (S2051-1). If the count button operation disable flag is not set (S2051-1: No), the game ball count CPU 180a proceeds to step S2051-2. If the count button operation disable flag is set (S2051-1: Yes), the game ball count transition condition fulfillment determination process ends.
[0353] In step S2051-2, the game ball count CPU 180a determines whether the count button operation enable flag is set in the count button operation enable flag storage area of the game ball count RAM 180c. If the count button operation enable flag is set (S2051-2: Yes), the game ball count CPU 180a proceeds to step S2051-3. If the count button operation enable flag is not set (S2051-2: No), the game ball count transition condition fulfillment determination process ends.
[0354] In step S2051-3, the game ball count CPU 180a determines whether the counting button 8 was briefly pressed or not. If the counting button 8 was not briefly pressed (S2051-3: No), the game ball count CPU 180a proceeds to step S2051-4 to determine whether the counting button 8 was long-pressed or not. If the counting button 8 was briefly pressed (S2051-3: Yes), the game ball count CPU 180a determines that the first game ball count transition condition has been met and proceeds to step S2051-5. If the counting button 8 was long-pressed (S2051-4: Yes), the game ball count CPU 180a determines that the second game ball count transition condition has been met and proceeds to step S2051-6. If the counting button 8 was neither briefly pressed nor long-pressed (S2051-4: No), the game ball count transition condition meeting determination process ends.
[0355] Here, the game ball count CPU 180a updates the operation information storage area of the game ball count RAM 180c based on the input signal from the counting button detection switch 82. By referring to this operation information storage area, it determines whether the operation of the counting button 8 is a short press or a long press.
[0356] Figures 51(a) and 51(b) show the operation information storage area and examples of its updates. The operation information storage area includes a counting button sampling signal storage area, a counting button on-edge storage area, a counting button off-edge storage area, a counting button off-edge count storage area, and a counting button on-off-edge signal count storage area.
[0357] Each of the following storage areas—counting button sampling signal storage area, counting button on-edge storage area, counting button off-edge storage area, counting button off-edge count storage area, and counting button on-off-edge signal count storage area—has a latest sampling storage unit that stores information on the most recent sampling timing and a previous sampling storage unit that stores information on the previous sampling timing.
[0358] During the operation information storage area update process, the game ball count CPU 180a writes 1 to the latest sampling storage area of the count button sampling signal storage area if the input signal of the count button detection switch 82 is ON, and writes 0 to the latest sampling storage area of the count button sampling signal storage area if the input signal of the count button detection switch 82 is OFF.
[0359] If the previous sampling signal memory in the counting button sampling signal memory area is 0 and the latest sampling signal memory is 1, then 1 is written to the latest sampling signal memory in the counting button on-edge signal memory area. Otherwise, if the previous sampling signal is 1 and the latest sampling signal is 1, the previous sampling signal is 0 and the latest sampling signal is 0, or the previous sampling signal is 1 and the latest sampling signal is 0, then 0 is written to the latest sampling signal memory in the counting button on-edge signal memory area.
[0360] If the previous sampling signal memory in the counting button sampling signal memory area is 1 and the latest sampling signal memory is 0, then 1 is written to the latest sampling signal memory in the counting button off-edge signal memory area. For any other combination (previous sampling signal is 1 → latest sampling signal is 1, previous sampling signal is 0 → latest sampling signal is 0, or previous sampling signal is 0 → latest sampling signal is 1), then 0 is written to the latest sampling signal memory in the counting button off-edge signal memory area.
[0361] If 1 is written to the latest sampling memory in the counting button sampling signal memory area, the number in the latest sampling memory in the counting button on / off edge signal count memory area is overwritten to +1. If 0 is written to the latest sampling memory in the counting button sampling signal memory area, the latest sampling memory in the counting button on / off edge signal count memory area is reset to 0.
[0362] In the update process described above, if 1 is written to the counting button off-edge storage area of the operation information storage area, and the number of counting button on / off edge signal storage areas at that time is less than a predetermined value, it can be determined that a short press operation was performed. If the number of counting button on / off edge signal storage areas is equal to or greater than the predetermined value, it can be determined that a long press operation was performed.
[0363] In step S2051-5 of Figure 50, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by decrementing it by 1. In the next step S2051-6, the game ball count CPU 180a updates the counted ball counter in the game ball count RAM 180c by incrementing it by 1, and terminates the process for determining whether the game ball count transition condition has been met.
[0364] In step S2051-7, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by subtracting 250. In the next step S2051-8, the game ball count CPU 180a updates the counted balls counter in the game ball count RAM 180c by adding 250, and terminates the process for determining whether the game ball count transition condition has been met.
[0365] Figure 52 is a flowchart detailing the counting notification process of the game ball count control unit 180 (step S2060 in Figure 33). In Figure 52, the game ball count CPU 180a determines whether or not the counting notification wait flag is set in the counting notification wait flag storage area of the game ball count RAM 180c (S2060-1). If the counting notification wait flag is set (S2060-1: Yes), the game ball count CPU 180a proceeds to step S2060-2. If the counting notification wait flag is not set (S2060-1: No), the counting notification process is terminated.
[0366] In step S2060-2, the game ball count CPU 180a determines whether the count value of the count notification standby timer counter in the game ball count RAM 180c is greater than 0. If 100 milliseconds have not elapsed since the previous transmission of game machine information notification data, the result of this step S2060-2 is "Yes". If 100 milliseconds have elapsed, the result of this step S2060-2 is "No". If the count value of the count notification standby timer counter is greater than 0 (S2060-2: Yes), the game ball count CPU 180a proceeds to step S2060-3. If the count value of the count notification standby timer counter is 0 (S2060-2: No), the process proceeds to step S2060-4.
[0367] In step S2060-3, the game ball count CPU 180a updates the count notification waiting timer counter by decrementing it by 1, and then terminates the current count notification process.
[0368] In step S2060-4, the game ball count CPU 180a refers to the count counter in the game ball count RAM 180c, generates count notification data containing the count information indicated by this count value, and transmits the generated count notification data to the card unit 9.
[0369] Here, the number of balls counted at the time of execution of this step is either 250, 1, or 0. If a long press operation is performed and the operation is deemed valid between the previous transmission of count notification data and the current transmission, count notification data containing 250 pieces of information is transmitted. If a short press operation is performed and the operation is deemed valid between the previous transmission and the current transmission, count notification data containing 1 piece of information is transmitted. If neither a long press nor a short press operation is performed, or if the operation is deemed invalid, count notification data containing 0 pieces of information is transmitted.
[0370] As described above, when a predetermined error occurs, such as a small ball detection error, a steel ball detection error, or a radio wave detection error, and the gaming machine 1 enters a state where it cannot be played (state 2), the game ball count control unit 180 displays an error code on the game ball count display unit 84 and the frame control display unit 85 (steps S2020-5, S2020-8, S2020-11 in Figure 42), the counting button operation enable flag is cleared (step S2020-13 in Figure 42), the counting button operation disable flag is set (step S2020-14 in Figure 42), and the game is stopped (step S2020-15 in Figure 42). In contrast, when a specific error, a complete function activation error, occurs and the state of the gaming machine 1 becomes unplayable state 1, the game is stopped (step S2020-15 in Figure 42), but the display of the number of gaming balls on the gaming ball count indicator 84 and the frame control indicator 85 is maintained.
[0371] Therefore, when a predetermined error occurs, the game is stopped and an error code is displayed on the game ball count indicator 84 and the frame control indicator 85, the game ball count control unit 180 disables the operation of the counting button 8, prevents the conditions for the transition of the game ball count from being met, and restricts the transmission of count notification data, which is a transition signal for a predetermined number of game balls, either 1 or 250, to the card unit 9. Furthermore, when a specific error occurs, the game is stopped, no error code is displayed on the game ball count indicator 84 and the frame control indicator 85, and the display of the game ball count is maintained, the game ball count control unit 180 enables the operation of the counting button 8, fulfills the conditions for the transition of the game ball count, and allows the transmission of count notification data, which is a transition signal for a predetermined number of game balls, either 1 or 250, to the card unit 9.
[0372] Furthermore, when the game state of the game machine 1 is normal state, low base time reduction state, or high base time reduction state, the game ball count control unit 180 maintains the set of the count button operation enabled flag. Therefore, in the normal state and high base time reduction state, the game ball count control unit 180 enables the operation of the count button 8, fulfills the conditions for transitioning the game ball count, and enables the transmission of count notification data, which is a transition signal for a predetermined number of game balls, either 1 or 250, to the card unit 9.
[0373] In step S2060-5 of Figure 52, the game ball count CPU 180a determines whether the count value of the game ball count RAM 180c's ball count counter is greater than 0. If the count value of the ball count counter is greater than 0 (S2060-5: Yes), the game ball count CPU 180a proceeds to step S2060-6. If the count value of the ball count counter is 0 (S2060-5: No), step S2060-6 is skipped and the process proceeds to step S2060-7.
[0374] In step S2060-6, the game ball count CPU 180a clears the game ball count RAM 180c's ball count counter.
[0375] In step S2060-7, the game ball count CPU 180a clears the count notification waiting flag in the game ball count RAM 180c. Next, the game ball count CPU 180a sets the game machine information notification waiting flag in the game machine information notification waiting flag storage area of the game ball count RAM 180c (S2060-8), sets 200 milliseconds, which is the waiting time from the transmission of the current count notification data to the transmission of the next game machine information notification data, in the game machine information notification waiting timer counter (S2060-9), and ends the current count notification process.
[0376] Figure 53 is a flowchart detailing the lending control process of the game ball count control unit 180 (step S2070 in Figure 33). In Figure 53, the game ball count CPU 180a determines whether or not it has received lending notification data from the card unit 9 (S2070-1). If the game ball count CPU 180a has received lending notification data (S2070-1: Yes), it stores the lending notification data in the game ball count RAM 180c and proceeds to step S2070-2. If the game ball count CPU 180a has not received lending notification data (S2070-1: No), it terminates the current lending control process.
[0377] In step S2070-2, the game ball count CPU 180a updates the game ball count counter by adding the number of game balls indicated in the information within the loan notification data, and then proceeds to step S2070-3.
[0378] In step S2070-3, the game ball count CPU 180a sends loan receipt result response data to the card unit 9, and terminates the loan control process.
[0379] Figures 54 and 55 are flowcharts detailing the game notification control process (step S2080 in Figure 33) of the game ball count control unit 180. In Figure 54, the game ball count CPU 180a determines whether or not the "away flag" is set in the "away flag" storage area of the game ball count RAM 180c (S2080-1). The "away flag" is a flag that indicates that the player has interrupted the game and left their seat. If the "away flag" is set (S2080-1: Yes), the game ball count CPU 180a proceeds to step S2080-2. If the "away flag" is not set (S2080-1: No), the CPU proceeds to step S2080-5.
[0380] In step S2080-2, the game ball count CPU 180a determines whether or not it has received a start-up prize designation command from the main control board 10. The start-up prize designation command is a command indicating that a game ball has passed through the first start-up opening 14 or the second start-up opening 15, and is generated in the pre-determination process of the main control board 10 (step S240-8 in Figure 67), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received the start-up prize designation command (S2080-2: Yes), it proceeds to step S2080-4, clears the absent flag, and proceeds to step S2080-5. If the start-up prize designation command has not been received (S2080-2: No), it proceeds to step S2080-24.
[0381] In step S2080-5, the game ball count CPU 180a performs a seating notification pattern determination process. In the seating notification pattern determination process, the game ball count CPU 180a refers to the seating lamp illumination color determination table in the game ball count ROM 180b, determines the illumination color based on the count value of the game ball count counter in the game ball count RAM 180c, and outputs illumination data of this illumination color to the game notification lamp 86. The game ball count CPU 180a also refers to the seating background color determination table in the game ball count ROM 180b, determines the background color of the normal variation based on the count value of the game ball count counter in the game ball count RAM 180c, and sends a command to specify the performance pattern of this background color to the performance control board 120. The game notification lamp 86 changes its illumination color according to the illumination data received from the game ball count control unit 180. The performance control board 120 changes the background color of the normal variation according to the performance pattern specification command received from the game ball count control unit 180.
[0382] Figure 56(a) shows the table for determining the illumination color of the seated lamp. The table stores pairs of data indicating the number of game balls and the illumination color. Specifically, 0 to 999 corresponds to no illumination (colorless), 1000 to 58999 corresponds to blue, and 59000 and above corresponds to red.
[0383] Figure 56(b) shows the table for determining the background color while seated. The table stores pairs of data indicating the number of game balls and the corresponding light color. Specifically, 0 to 999 are associated with gray, 1000 to 58999 with blue, and 59000 and above with red.
[0384] In step S2080-6 of Figure 54, the game ball count CPU 180a determines whether or not it has received a symbol confirmation command from the main control board 10. The symbol confirmation command is a command that indicates that the variation of the special symbol has stopped and the symbol has been confirmed. It is generated in the special symbol variation processing of the main control board 10 (step S320-3 of Figure 80), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received the symbol confirmation command (S2080-6: Yes), it proceeds to step S2080-10. If the symbol confirmation command has not been received (S2080-6: No), it proceeds to step S2080-12.
[0385] In step S2080-10, the game ball count CPU 180a sets a game interruption determination flag in the game interruption determination flag storage area of the game ball count RAM 180c. Next, the game ball count CPU 180a sets a predetermined time (for example, 10 minutes) in the game interruption determination timer counter (S2080-11) and terminates the current game notification control process.
[0386] In step S2080-12, the game ball count CPU 180a determines whether or not the game interruption determination flag is set in the game interruption determination flag storage area of the game ball count RAM 180c. If the game interruption determination flag is set (S2080-12: Yes), the game ball count CPU 180a proceeds to step S2080-13. If the game interruption determination flag is not set (S2080-12: No), the game notification control process for this step is terminated.
[0387] In step S2080-13, the game ball count CPU 180a determines whether or not it has received a variation start command from the main control board 10. The variation start command is a command indicating that the variation of the special symbols has started, and is generated in the variation pattern determination process of the main control board 10 (step S312 in Figure 74), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has not received a variation start command (S2080-13: No), it proceeds to step S2080-14.
[0388] In step S2080-14, the game ball count CPU 180a determines whether or not it has received an opening designation command from the main control board 10. The opening designation command is a command that indicates that the opening of a special game has started, and is generated in the special symbol stop processing of the main control board 10 (step S330-11 in Figure 81), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120.
[0389] If the game ball count CPU 180a receives a command to start the variation (S2080-13: Yes) or an opening specification command (S2080-14: Yes), it proceeds to step S2080-15. If neither of these commands is received (S2080-13: No → S2080-14: No), it proceeds to step S2080-17.
[0390] In step S2080-15, the game ball count CPU 180a clears the game interruption judgment flag in the game interruption judgment flag storage area of the game ball count RAM 180c. Next, the game ball count CPU 180a clears the game interruption judgment timer counter in the game ball count RAM 180c (S2080-16), and terminates the current game notification control process.
[0391] In step S2080-17 of Figure 55, the game ball count CPU 180a updates the game interruption judgment timer counter in the game ball count RAM 180c by decrementing it by 1. Then, the game ball count CPU 180a determines whether the count value of the updated game interruption judgment timer counter is greater than 0 (S2080-18). If the state in which the next spin does not start and the opening of the special game does not start after the special symbol is confirmed has not continued for a predetermined time, the result of the determination in step S2080-17 will be "Yes". If the count value of the game interruption judgment timer counter is greater than 0 (S2080-18: Yes), the game ball count CPU 180a terminates the current game notification control process. If the count value of the game interruption judgment timer counter is 0 (S2080-18: No), proceed to step S2080-22.
[0392] In step S2080-22, the game ball count CPU 180a clears the game interruption judgment flag in the game interruption judgment flag storage area. Then, the game ball count CPU 180a sets the away flag in the away flag storage area of the game ball count RAM 180c (S2080-23), and terminates the current game notification control process.
[0393] In step S2080-24, the game ball count CPU 180a performs a seat absence notification mode determination process and terminates the current game notification control process. In the seat absence notification mode determination process, the game ball count CPU 180a refers to the seat absence lamp illumination color determination table in the game ball count ROM 180b, determines the illumination color based on the count value of the game ball count counter in the game ball count RAM 180c, and outputs illumination data of this illumination color to the game notification lamp 86. The game ball count CPU 180a also refers to the seat absence background color determination table in the game ball count ROM 180b, determines the background color of the waiting image based on the count value of the game ball count counter in the game ball count RAM 180c, and sends a background color display pattern specification command to the display control board 120. The game notification lamp 86 changes its illumination color according to the illumination data received from the game ball count control unit 180. The performance control board 120 changes the background color of the customer waiting image according to the performance pattern specification command received from the game ball count control unit 180.
[0394] Figure 57(a) shows the table for determining the illumination color of the lamp while the player is away from their seat. The table stores pairs of data indicating the number of game balls and the illumination color. Specifically, 0 corresponds to no illumination (colorless), 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.
[0395] Figure 57(b) shows the table for determining the background color while the player is away from their seat. The table stores pairs of data indicating the number of game balls and the corresponding light color. Specifically, 0 corresponds to gray, 1-999 to purple, 1000-58999 to yellow, and 59000 and above to red.
[0396] In this embodiment of the game notification control process, if the special symbols stop changing while a player is seated, the process proceeds as follows: Step S2080-1: No → Step S2080-5 → Step S2080-6: Yes → Step S2080-10 in Figure 54, where the game interruption judgment flag is set, and the process proceeds to the next step S2080-11, where a predetermined time is set in the game interruption judgment timer counter.
[0397] If the special symbol remains stopped and the next spin does not begin, and the special game does not start, the game notification control process proceeds as follows: step S2080-1: No → step S2080-5 to determine the seat notification mode, then steps S2080-6: No → step S2080-12: Yes → step S2080-13: No → step S208-14: No → step S2080-17 to decrement the game interruption judgment timer counter by 1, and this process is repeated.
[0398] If the next fluctuation does not start and the special game does not start for a predetermined period of time, the game notification control process will determine that the count value of the game interruption determination timer counter after the subtraction in step S2080-17 becomes 0, and the player can be considered to have interrupted the game. Therefore, the process proceeds to step S2080-18: No → step S2080-24, and the absent flag is set. In the next game notification control process, the process proceeds to step S2080-1: Yes → step S2080-2: No → step S2080-24, and the absent notification mode determination process is performed, and the notification mode of the game notification lamp 86 and the image display device 31 is changed from the seated notification mode to the absent notification mode.
[0399] Subsequently, when a game ball is launched and enters the starting prize, it can be assumed that the player has sat down and resumed playing. Therefore, in the game information notification control process, the process proceeds as follows: Step S2080-1: Yes → Step S2080-2: Yes → Step S2080-4 → Step S2080-5, and the seating notification mode determination process is performed. The notification mode displayed by the game notification lamp 86 and the image display device 31 is then changed from the notification mode for when the player is away from their seat to the notification mode for when the player is seated.
[0400] As a result of the above processing, when the number of playable game balls in the game ball RAM 180c is greater than or equal to a predetermined number, and a predetermined time has elapsed since the player interrupted the game, the game ball count control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31. Furthermore, when the number of playable game balls in the game ball RAM 180c is greater than or equal to a predetermined number, and a predetermined time has elapsed since the last symbol stop by the special symbol display devices 20 and 21, which are symbol display means, the game ball count control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31.
[0401] More specifically, the game ball count CPU 180a notifies that the number of playable game balls in the game ball count RAM 180c is 1 or more, 1000 or more, and 59000 or more by changing the illumination pattern of the game notification lamp 86.
[0402] For example, in the seated lamp color determination table in Figure 56(a), 0 to 999 corresponds to blue, 100 to 58999 corresponds to green, and 59000 and above corresponds to red. In the away lamp color determination table in Figure 57(a), 0 corresponds to no light, 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.
[0403] The game ball count control unit 180 notifies the player that the number of playable game balls in the game ball count RAM 180c is 999 or less while the player is seated by changing the illumination mode of the game notification lamp 86, which is a notification means, to blue. When the number of playable game balls in the game ball count RAM 180c becomes 1000 or more, the game notification lamp 86 notifies the player by changing the illumination mode of the game notification lamp 86 from blue to green.
[0404] Furthermore, when the number of playable game balls in the game ball RAM 180c exceeds 59,000, the game notification lamp 86 remains red, regardless of whether the player is seated or away from their seat. This notifies the player and those around them (such as hall staff) that the number of game balls the machine can store is about to be exceeded. This allows the player to be prompted to operate the counting button 8, as the upper limit of the game ball counter is 60,000.
[0405] Furthermore, the game ball count control unit 180 changes the illumination pattern of the game notification lamp 86 depending on whether the player is seated or away from their seat, as long as the number of playable game balls in the game ball count RAM 180c is between 1 and 58,999, thereby informing those around that the player's absence is temporary and that the game on the gaming machine 1 has not been completely stopped. For example, if the number of playable game balls in the game ball count RAM 180c is between 1 and 999, the illumination color of the game notification lamp 86 will be blue while the player is seated, and purple while the player is away from their seat. If the number of playable game balls in the game ball count RAM 180c is between 1,000 and 58,999, the illumination color of the game notification lamp 86 will be green while the player is seated, and yellow while the player is away from their seat. If the number of playable game balls in the game ball count RAM180c is 0, the game notification lamp 86 lights up blue while a player is seated, but turns off when the player leaves the seat. The turning off of the game notification lamp 86 on game machine 1 allows those nearby (other players) to determine that game machine 1 is available. Alternatively, if the player is away from the seat and has 1 or more but less than 20 game balls, the game notification lamp 86 may be changed to flash. This way, if a player leaves the seat with a small number of game balls, it can be indicated that there is a possibility that they are intentionally leaving game balls and ending the game as a prank.
[0406] Figure 58 is a flowchart detailing the banknote insertion recognition process (step S3020 in Figure 36) of the card unit control board 90. In Figure 58, the unit CPU 910a determines whether or not a banknote 6 has been inserted into the banknote slot 91 based on the output signal of the banknote identifier 91a (S3020-1). If a banknote 6 is inserted (S3020-1: Yes), the unit CPU 910a proceeds to step S3020-2. If a banknote 6 is not inserted (S3020-1: No), the banknote insertion recognition process is terminated.
[0407] In step S3020-2, the unit CPU 910a calculates the sum of the amount indicated by the amount information in the amount information storage area of the unit RAM 910c and the amount of the banknote 6 identified by the banknote identifier 91a, and updates the amount information of this sum by writing it to the amount information storage area of the unit RAM 910c.
[0408] In the next step S3020-3, the unit CPU 910a changes the number of amount indicators 93 to match the amount information stored in the amount information storage area of the unit RAM 910c, and then terminates the banknote insertion recognition process.
[0409] Figure 59 is a flowchart detailing the card insertion recognition process (step S3030 in Figure 36) of the card unit control board 90. In Figure 59, the unit CPU 910a determines whether or not a card 7 has been inserted into the card slot 92 based on the output signal of the card reader / writer 92a (S3030-1). If a card 7 is inserted (S3030-1: Yes), the unit CPU 910a proceeds to step S3030-2. If a card 7 is not inserted (S3030-1: No), the card insertion recognition process is terminated.
[0410] In step S3030-2, unit CPU 910a determines whether or not monetary information is recorded on card 7. If monetary information is recorded (S3030-2: Yes), unit CPU 910a proceeds to step S3030-3. If monetary information is not recorded (S3030-2: No), it skips steps S3030-3 and the next step S3030-4 and proceeds to step S3030-5.
[0411] In step S3030-3, the unit CPU 910a calculates the sum of the amount indicated by the amount information in the amount information storage area of the unit RAM 910c and the amount indicated by the amount information recorded on card 7, and updates the amount information of this sum by writing it to the amount information storage area of the unit RAM 910c.
[0412] In step S3030-4, the unit CPU 910a changes the number of amount displays 93 to match the amount information in the amount information storage area of the unit RAM 910c, and proceeds to step S3030-5.
[0413] In step S3030-5, the unit CPU 910a determines whether or not the number of balls held is recorded on card 7. If the number of balls held is recorded (S3030-5: Yes), the process proceeds to step S3030-6. If the number of balls held is not recorded (S3030-5: No), the card insertion recognition process is terminated.
[0414] In step S3030-6, the unit CPU 910a calculates the total number of balls held, which is the sum of the number of balls held indicated by the ball count information in the ball count information storage area of the unit RAM 910c and the number of balls held indicated by the ball count information recorded on card 7. The unit then writes this total number of balls held to the ball count information storage area of the unit RAM 910c to update it.
[0415] In step S3030-7, the unit CPU 910a changes the number of balls held by the ball count indicator 94 to match the ball count information stored in the ball count information storage area of the unit RAM 910c, and then terminates the card insertion recognition process.
[0416] Figure 60 is a flowchart detailing the transition process of the card unit control board 90 (step S3040 in Figure 36). In Figure 60, the unit CPU 910a determines whether or not it has received counting notification data from the frame control board 160 of the gaming machine 1 (S3040-1). If the unit CPU 910a has received counting notification data (S3040-1: Yes), it proceeds to step S3040-2. If it has not received counting notification data (S3040-1: No), it terminates the current transition process.
[0417] In step S3040-2, the unit CPU 910a determines whether the number of balls counted, as indicated by the count notification data, is 0. If the count button 8 has not been pressed briefly or held down in the gaming machine 1, the result of this step S3040-2 is "Yes". If the count button 8 has been pressed briefly or held down, the result of this step S3040-2 is "No". If the number of balls counted is not 0 (S3040-2: No), the unit CPU 910a proceeds to step S3040-3. If the number of balls counted is 0 (S3040-2: Yes), the transition process ends.
[0418] In step S3050-3, the unit CPU 910a updates the ball count counter in the unit RAM 910c by adding the same number as the ball count indicated by the count notification data. In the next step S2030-4, the unit CPU 910a changes the number on the ball count indicator 94 to match the ball count information in the ball count information storage area of the unit RAM 910c, and then terminates this transition process.
[0419] Figure 61 is a flowchart detailing the lending process of the card unit control board 90 (step S3050 in Figure 36). In Figure 61, the unit CPU 910a determines whether or not the lending receipt result response waiting flag is set in the lending receipt result response waiting flag storage area of the unit RAM 910c (S3050-1). If the lending receipt result response waiting flag is set (S3050-1: Yes), the unit CPU 910a proceeds to step S3050-2. If the lending receipt result response waiting flag is not set (S3050-1: No), the unit proceeds to step S3050-3.
[0420] In step S3050-2, unit CPU 910a determines whether the count value of the loan receipt result response waiting timer counter in unit RAM 910c is greater than 0. The loan receipt result response waiting timer counter is a counter that measures the 10 millisecond waiting time from the transmission of the loan notification data to the reply of the loan receipt result response data. If 10 milliseconds have not elapsed since the transmission of the loan notification data, the result of this step S3050-2 is "Yes", and if 10 milliseconds have elapsed since the transmission of the loan notification data, the result of this step S3050-2 is "No". If the count value of the loan receipt result response waiting timer counter is greater than 0 (S3050-2: Yes), unit CPU 910a terminates the loan process. If the count value of the loan receipt result response waiting timer counter is 0 (S3050-2: No), the process proceeds to step S3050-12.
[0421] In step S3050-3, the unit CPU 910a determines whether the loan button operation disable flag is set in the loan button operation disable flag storage area of the unit RAM 910c. The loan button operation disable flag is a flag that disables the operation of the loan button 98. If the loan button operation disable flag is not set (S3050-3: No), the unit CPU 910a proceeds to step S3050-4. If the loan button operation disable flag is set (S3050-3: Yes), the loan process is terminated.
[0422] In step S3050-4, the unit CPU 910a determines whether or not a detection signal has been received from the loan button detection switch 98a. If the loan button 98 is pressed, the result of this step S3050-4 is "Yes". If the unit CPU 910a receives a detection signal from the loan button detection switch 98a (S3050-4: Yes), it proceeds to step S3050-5. If there is no detection signal from the loan button detection switch 98a (S3050-4: No), the loan process is terminated.
[0423] In step S3050-5, unit CPU 910a determines whether or not it is currently receiving counting notification data. If unit CPU 910a is not currently receiving counting notification data (S3050-5: No), it proceeds to step S3050-6. If it is currently receiving counting notification data (S3050-6: Yes), it terminates the current loan process.
[0424] In step S3050-6, unit CPU 910a refers to the ball count information storage area of unit RAM 910c and determines whether a number greater than 0 ball count information is stored in the ball count information storage area. If the number of balls is 0 (S3050-6: No), unit CPU 910a proceeds to step S3050-7. If the number is greater than 0 (S3050-6: Yes), it proceeds to step S3050-10.
[0425] In step S3050-7, unit CPU 910a refers to the monetary information storage area of unit RAM 910c and determines whether monetary information for an amount greater than 0 yen is stored. If the amount is greater than 0 yen (S3050-7: Yes), unit CPU 910a proceeds to step S3050-8. If the amount is 0 yen (S3050-7: No), the loan process is terminated.
[0426] In step S3050-8, the unit CPU 910a converts the monetary information in the monetary information storage area into the number of balls held, and updates the monetary information in the monetary information storage area and the number of balls held in the number of balls held information storage area. Specifically, if the monetary information in the monetary information storage area is 1000 yen or more, the unit CPU 910a uses 250, which is the value obtained by dividing 1000 yen by 4 (the amount per ball), as the monetary conversion number, updates the monetary information in the monetary information storage area by subtracting 1000, and updates the number of balls held in the number of balls held information storage area by adding 250. Also, if the monetary information in the monetary information storage area is less than 1000 yen, the unit CPU 910a uses the value obtained by dividing the total amount at that time by 4 as the monetary conversion number, sets the monetary information in the monetary information storage area to 0, and updates the number of balls held in the number of balls held information storage area by adding the monetary conversion number.
[0427] In the next step S3050-9, the unit CPU 910a changes the display on the amount display 93 and the ball count display 94. Specifically, the unit CPU 910a changes the number on the amount display 93 to match the amount information in the amount information storage area of the unit RAM 910c, and changes the number on the ball count display 94 to match the ball count information in the ball count information storage area of the unit RAM 910c. After step S3050-9 is executed, the process proceeds to step S3050-10.
[0428] In step S3050-10, the unit CPU 910a performs a transfer number determination process. The transfer number determination process determines the number of game balls to be transferred from the card unit 9 to the game machine 1. In the transfer number determination process, if the number of game balls stored in the game ball information storage area is 250 or more, the unit CPU 910a determines 250 as the number of game balls to be transferred from the card unit 9 to the game machine 1. If the number of game balls stored in the game ball information storage area is less than 250, the unit CPU 910a determines the total number of game balls at that time as the number of game balls to be transferred from the card unit 9 to the game machine 1.
[0429] In step S3050-11, the unit CPU 910a sets the loan receipt result response wait flag in the loan receipt result response wait flag storage area of the unit RAM 910c, and proceeds to step S3050-12.
[0430] In step S3050-12, 10 milliseconds are set in the loan receipt result response waiting timer counter. Next, the unit CPU 910a transmits the loan notification data for the number of game balls determined in the transfer ball count determination process in step S3050-10 to the frame control board 160 (S3050-12), and terminates the loan process.
[0431] Here, regardless of whether the dispensing button operation invalid flag is set or not, as long as the card unit 9 is receiving counting notification data from the frame control board 160, even if the dispensing button 98 is pressed, the process proceeds to step S3050-4:Yes → S3050-5:Yes and the dispensing process ends, thus restricting the transmission of dispensing notification data to the frame control board 160. From this, it can be said that the counting notification data, which is the signal for the transition of the number of game balls when the counting button 8 is operated in the gaming machine 1, contains information that invalidates the operation of the dispensing button 98 in the card unit 9.
[0432] Figure 62 is a flowchart detailing the response confirmation process of the card unit control board 90 (step S3060 in Figure 36). In Figure 62, the unit CPU 910a determines whether or not it has received loan receipt result response data from the frame control board 160 (S3060-1). If the unit CPU 910a has received loan receipt result response data (S3060-1: Yes), it proceeds to step S3060-2. If the unit CPU 910a has not received loan receipt result response data (S3060-1: No), it terminates the response confirmation process.
[0433] In step S3060-2, the unit CPU 910a updates the number of game balls in the ball count information storage area of the unit RAM 910c by subtracting the number of game balls determined in the ball count determination process in step S3050-10.
[0434] Next, the unit CPU 910a changes the display on the ball count indicator 94 (S3060-3). Specifically, the unit CPU 910a changes the number on the ball count indicator 94 to match the ball count information in the ball count information storage area of the unit RAM 910c. After step S3060-3 is executed, the process proceeds to step S3060-4.
[0435] In step S3060-4, unit CPU 910a clears the loan receipt result response waiting timer counter and proceeds to step S3060-5. In step S3060-5, unit RAM 910c clears the loan receipt result response waiting flag and terminates the response confirmation process.
[0436] Figure 63 is a flowchart detailing the return process of the card unit control board 90 (step S3070 in Figure 36). In Figure 63, the unit CPU 910a determines whether or not the eject button operation disable flag is set in the eject button operation disable flag storage area of the unit RAM 910c (S3070-1). The eject button operation disable flag is a flag that disables the operation of the eject button 99. If the eject button operation disable flag is not set (S3070-1: No), the unit CPU 910a proceeds to step S3070-2. If the eject button operation disable flag is set (S3070-1: Yes), the return process is terminated.
[0437] In step S3070-2, the unit CPU 910a determines whether or not a detection signal has been received from the eject button detection switch 99a. If the eject button 99 is pressed, the result of this step S3070-2 is "Yes". If the unit CPU 910a receives a detection signal from the eject button detection switch 99a (S3070-2: Yes), it proceeds to step S3070-3. If there is no detection signal from the eject button detection switch 99a (S3070-2: No), the return process is terminated.
[0438] In step S3070-3, unit CPU 910a determines whether or not monetary information of an amount greater than 0 is stored in the monetary information storage area of unit RAM 910c. If the amount is greater than 0 (S3070-3: Yes), unit CPU 910a proceeds to step S3070-4. If it is 0 (S3070-3: No), step S3070-4 is skipped and the process proceeds to step S3070-5.
[0439] In step S3070-3, the unit CPU 910a records the monetary information from the monetary information storage area of the unit RAM 910c onto the card 7.
[0440] In step S3070-5, unit CPU 910a determines whether or not a ball count information greater than 0 is stored in the ball count information storage area of unit RAM 910c. If the ball count is greater than 0 (S3070-5: Yes), unit CPU 910a proceeds to step S3070-6. If it is 0 (S3070-5: No), step S3070-6 is skipped and the process proceeds to step S3070-7.
[0441] In step S3070-6, the unit CPU 910a records the ball count information from the ball count information storage area of the unit RAM 910c onto card 7.
[0442] In step S3070-7, the unit CPU 910a ejects card 7 from the card slot 92, thus ending the return process.
[0443] Figures 64 and 65 are flowcharts detailing the game machine information analysis process of the card unit control board 90 (step S3080 in Figure 36). In Figure 64, the unit CPU 910a determines whether or not it has received game machine information notification data from the frame control board 160 (S3080-1). If the unit CPU 910a has received game machine information notification data (S3080-1: Yes), it proceeds to step S3080-2. If it has not received game machine information notification data (S3080-1: No), it terminates the game machine information analysis process.
[0444] In step S3080-2, the unit CPU 910a transmits gaming machine information notification data to the hall computer (not shown).
[0445] In the next step, S3080-3, the unit CPU 910a updates the state flag storage area of the unit RAM 910c based on the gaming machine information notification data. Specifically, the unit CPU 910a sets a "Big Win Game" flag in the state flag storage area if the game machine information notification data indicates that a big win game is in progress, sets a "Small Win Game" flag in the state flag storage area if it indicates that a small win game is in progress, sets an "Auxiliary Game" flag in the auxiliary game flag storage area if it indicates that an auxiliary game is in progress, sets a "Normal State" flag in the state flag storage area if it indicates that the game has returned to the normal state, sets a "Low Base Shortened Time State" flag in the state flag storage area if it indicates that the game has returned to the low base shortened time state, sets a "High Base Shortened Time State" flag in the state flag storage area if it indicates that the game has returned to the high base shortened time state, sets a "Disabled State 1" flag in the state flag storage area if it indicates that the game has returned to the disabled state 2, sets a "Disabled State 2" flag in the state flag storage area.
[0446] In the next step S3080-4, the unit CPU 910a determines whether the "Continuous Jackpot" flag is set in the game flag memory area of the unit RAM 910c. If the "Continuous Jackpot" flag is set (S3080-4: Yes), the unit CPU 910a proceeds to step S3080-5. If the "Continuous Jackpot" flag is not set (S3080-4: No), the unit proceeds to step S3080-11.
[0447] In step S3080-5, the unit CPU 910a performs a continuous jackpot count update process and proceeds to step S3080-7. In the continuous jackpot count update process, the unit CPU 910a determines whether or not a special jackpot game has started based on the contents of the state flag memory area. If a special jackpot game has started, it updates the continuous jackpot count (T) counter in the unit RAM 910c by incrementing it by 1. The continuous jackpot count (T) counter is reset when it receives game machine information notification data from the frame control board 160 indicating that it is not in a continuous jackpot state, and the continuous jackpot state flag is cleared.
[0448] In step S3080-6, unit CPU 910a determines whether the count value (T) of the consecutive jackpot count (T) counter in unit RAM 910c is greater than or equal to a predetermined value. If the count value (T) of the consecutive jackpot count (T) counter is greater than or equal to the predetermined value (S3080-6: Yes), unit CPU 910a proceeds to step S3080-7. If the count value (T) of the consecutive jackpot count (T) counter is less than the predetermined value (S3080-6: No), the current game machine information analysis process is terminated.
[0449] In step S3080-7, unit CPU 910a determines whether the loan button operation disable flag is set in the loan button operation disable flag storage area of unit RAM 910c. If the loan button operation disable flag is not set (S3080-7: No), unit CPU 910a proceeds to step S3080-8. If the loan button operation disable flag is set (S3080-7: Yes), step S3080-8 is skipped and the process proceeds to step S3080-9.
[0450] In step S3080-8, the unit CPU 910a sets the loan button operation disable flag in the loan button operation disable flag storage area of the unit RAM 910c, and proceeds to step S3080-9.
[0451] In step S3080-9, the unit CPU 910a determines whether the eject button operation disable flag is set in the eject button operation disable flag storage area of the unit RAM 910c. If the eject button operation disable flag is not set (S3080-9: No), the unit CPU 910a proceeds to step S3080-10. If the eject button operation disable flag is set (S3080-9: Yes), step S3080-10 is skipped and the process proceeds to step S3080-15.
[0452] In step S3080-10, the unit CPU 910a sets the eject button operation disable flag in the eject button operation disable flag storage area of the unit RAM 910c, and proceeds to step S3080-15.
[0453] In step S3080-11, unit CPU 910a determines whether the loan button operation disable flag is set in the loan button operation disable flag storage area of unit RAM 910c. If the loan button operation disable flag is set (S3080-11: Yes), unit CPU 910a proceeds to step S3080-12. If the loan button operation disable flag is not set (S3080-11: No), step S3080-12 is skipped and step S3080-13 is performed.
[0454] In step S3080-12, unit CPU 910a clears the loan button operation disable flag in the loan button operation disable flag storage area and proceeds to step S3080-13.
[0455] In step S3080-13, the unit CPU 910a determines whether the eject button operation disable flag is set in the eject button operation disable flag storage area of the unit RAM 910c. If the eject button operation disable flag is set (S3080-13: Yes), the unit CPU 910a proceeds to step S3080-14. If the eject button operation disable flag is not set (S3080-13: No), the unit skips step S3080-14 and proceeds to step S3080-15.
[0456] In step S3080-14, the unit CPU 910a clears the eject button operation disable flag in the eject button operation disable flag storage area and proceeds to step S3080-15.
[0457] In step S3080-15, unit CPU 910a determines whether or not the gaming machine 1 has hit the jackpot. If the gaming machine 1 has not hit the jackpot (S3080-15: No), unit CPU 910a proceeds to step S3080-16. If the gaming machine 1 has hit the jackpot (S3080-15: Yes), the current gaming machine information analysis process is terminated.
[0458] In step S3080-16, the unit CPU 910a refers to the state flag storage area of the unit RAM 910c to determine whether the gaming machine 1 has entered a normal state. If the gaming machine 1 is not in a normal state (S3080-16: No), the unit CPU 910a proceeds to step S3080-17. If the gaming machine 1 has entered a normal state (S3080-16: Yes), the current gaming machine information analysis process is terminated.
[0459] In step S3080-17, the unit CPU 910a refers to the status flag storage area of the unit RAM 910c to determine whether or not the gaming machine 1 has entered a low-base time-saving state. If the gaming machine 1 is not in a low-base time-saving state (S3080-17: No), the unit CPU 910a proceeds to step S3080-18. If the gaming machine 1 has entered a low-base time-saving state (S3080-17: Yes), the current gaming machine information analysis process is terminated.
[0460] In step S3080-18, the unit CPU 910a refers to the status flag storage area of the unit RAM 910c to determine whether or not the gaming machine 1 has entered a high-base time-saving state. If the gaming machine 1 is not in a high-base time-saving state (S3080-18: No), the unit CPU 910a proceeds to step S3080-19. If the gaming machine 1 has entered a high-base time-saving state (S3080-18: Yes), the current gaming machine information analysis process is terminated.
[0461] In step S3080-19, the unit CPU 910a refers to the state flag storage area of the unit RAM 910c and determines whether the gaming machine 1 has entered a game-unplayable state 1. If a specific error, the complete function activation error, occurs in the gaming machine 1, the result of this step S3080-19 is "Yes". If the gaming machine 1 has entered a game-unplayable state 1 (S3080-19: Yes), the unit CPU 910a proceeds to step S3080-20. If the gaming machine 1 has not entered a game-unplayable state 1 (S3080-19: No), the unit CPU 910a proceeds to step S3080-21.
[0462] In step S3080-20, the unit CPU 910a sets the "disable loan button operation" flag in the loan button operation disable flag storage area of the unit RAM 910c, and terminates the current gaming machine information analysis process.
[0463] In step S3080-21, the unit CPU 910a determines whether the "unplayable state 2" flag is set in the state flag storage area of the unit RAM 910c. If a predetermined error occurs in the gaming machine 1, such as a small ball detection error, a steel ball detection error, or a radio wave detection error, the result of this step S3080-21 is "Yes". If the gaming machine 1 is in unplayable state 2 (S3080-21: Yes), the unit CPU 910a proceeds to step S3080-22. If the gaming machine 1 is not in unplayable state 2 (S3080-21: No), the current gaming machine information analysis process is terminated.
[0464] In step S3080-22, the unit CPU 910a sends an intrusion notification data to the management center server (not shown) and proceeds to step S3080-23.
[0465] In step S3080-23, the unit CPU 910a sets the loan button operation disable flag in the loan button operation disable flag storage area of the unit RAM 910c, and proceeds to step S3080-24.
[0466] In step S3080-24, the unit CPU 910a sets the eject button operation disable flag in the eject button operation disable flag storage area of the unit RAM 910c, and terminates the current gaming machine information analysis process.
[0467] Here, the game machine information notification data indicating that a jackpot is in progress is received from the game ball count control unit 180 of the game machine 1. If the number of consecutive jackpots (T) exceeds a predetermined value, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: Yes → Step S3080-5 → Step S3080-6: Yes → Step S3080-7: No → Step S3080-8, and the dispensing button operation disable flag is set. Furthermore, the process proceeds as follows: Step S3080-9: No → Step S3080-10, and the ejection button operation disable flag is set. From this, it can be said that the game machine information notification data, which is a game status signal indicating that a jackpot is in progress, contains information to disable the operation of both the dispensing button 98 and the ejection button 99. Furthermore, when the game ball count control unit 180 of the game machine 1 receives game machine information notification data indicating an advantageous state for auxiliary play, the dispensing button operation disable flag and the ejection button operation disable flag may be set.
[0468] Furthermore, when the game machine information notification data indicating a game-inoperable state 2 is received from the game ball count control unit 180 of the game machine 1, if it indicates that the game has entered a game-inoperable state 2, the process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3...Step S3080-15:No → Step S3080-16:No → Step S3080-17:No → Step S3080-18:No → Step S3080-19:No → Step S3080-21:Yes → Step S3080-22 → Step S3080-23, setting the dispensing button operation invalid flag. Then, the process proceeds to step S3080-24, setting the ejection button operation invalid flag. From this, it can be said that the game machine information notification data indicating a game-inoperable state 2 includes information to disable the operation of both the dispensing button 98 and the ejection button 99.
[0469] Furthermore, when the game machine information notification data indicating a game-inoperable state 1 is received from the game ball count control unit 180 of the game machine 1, the process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3...Step S3080-15:No → Step S3080-16:No → Step S3080-17:No → Step S3080-18:No → Step S3080-19:Yes → Step S3080-20, and the flag for disabling the eject button operation is set. From this, it can be said that the game machine information notification data indicating a game-inoperable state 1 includes information to disable the operation of the dispensing button 98 and information to enable the operation of the eject button 99.
[0470] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the machine is in a high base time-saving state, the process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3...Step S3080-15:No → Step S3080-16:No → Step S3080-17:No → Step S3080-18:Yes, and the game machine information analysis process ends. As a result, neither the eject button operation disable flag nor the lending button operation disable flag is set. This indicates that the game machine information notification data indicating a high base time-saving state contains information that enables the operation of both the eject button 99 and the lending button 98.
[0471] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the machine is in a low-base time-saving state, the process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3...Step S3080-15:No → Step S3080-16:No → Step S3080-17:Yes, and the game machine information analysis process ends. As a result, neither the eject button operation disable flag nor the lending button operation disable flag is set. This indicates that the game machine information notification data indicating a low-base time-saving state contains information that enables the operation of both the eject button 99 and the lending button 98.
[0472] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the machine has entered the normal state, the process proceeds as follows: step S3080-1:Yes → step S3080-2 → step S3080-3...step S3080-15:No → step S3080-16:Yes, and the game machine information analysis process ends. As a result, neither the eject button operation disable flag nor the lending button operation disable flag is set. This indicates that the game machine information notification data indicating the machine is in the normal state includes information that enables the operation of both the eject button 99 and the lending button 98. Here, since the processing is the same when the machine enters the normal state or the low-base time-saving state, the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 that indicates the machine has entered the normal state and the low-base time-saving state may be used as common notification data. Setting 00H as common data is also included.
[0473] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that a jackpot has been hit, the process proceeds as follows: step S3080-1:Yes → step S3080-2 → step S3080-3...step S3080-15:Yes, and the game machine information analysis process ends. As a result, neither the eject button operation invalid flag nor the lending button operation invalid flag is set. This indicates that the game machine information notification data indicating a jackpot has been hit contains information that enables the operation of both the eject button 99 and the lending button 98.
[0474] Figure 66 is a flowchart detailing the input control process (step S200 in Figure 28). In Figure 66, the main CPU 110a performs the general prize slot detection switch input process (S210). In the general prize slot detection switch input process, the main CPU 110a determines whether or not a detection signal has been received from the general prize slot detection switch 12a. If there is no detection signal, the process proceeds directly to step S220. If a detection signal has been received, a predetermined number (for example, 10) is added to the general prize slot ball counter in the main RAM 110c and updated.
[0475] After step S210 is executed, the main CPU 110a performs the input processing for the first major prize slot detection switch (S220). In the input processing for the first major prize slot detection switch, the main CPU 110a determines whether or not a detection signal has been received from the first major prize slot detection switch 16a. If there is no detection signal from the first major prize slot detection switch 16a, the main CPU 110a proceeds directly to step S240. If a detection signal has been received from the first major prize slot detection switch 16a, the main CPU 110a updates the major prize slot ball counter in the main RAM 110c by adding a predetermined number (for example, 15), and updates the count value (C) of the major prize slot ball entry count (C) counter in the main RAM 110c by incrementing it by 1.
[0476] After step S220 is executed, the main CPU 110a performs the first start gate detection switch input process (S240). In the first start gate detection switch input process, the main CPU 110a determines whether or not a detection signal has been received from the first start gate detection switch 14a. If there is no detection signal from the first start gate detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal has been received from the first start gate detection switch 14a, the main CPU 110a performs a series of processes, including updating the first start gate prize ball counter, determining whether the first special symbol reserve count (U1) is less than 4, updating the first special symbol reserve count (U1) if it is less than 4, storing random values in the special symbol memory area, pre-determining the special game lottery and setting the start prize specification command according to the determination result, and setting the special symbol reserve count specification command according to the first special symbol reserve count (U1). Details of the first start gate detection switch input process will be described later.
[0477] After step S240 is executed, the main CPU 110a performs the second start port detection switch input processing (S250). In the second start port detection switch input processing, the main CPU 110a determines whether or not a detection signal has been received from the second start port detection switch 15a. If there is no detection signal from the second start port detection switch 15a, the main CPU 110a proceeds directly to step S260. If a detection signal has been received from the second start port detection switch 15a, the main CPU 110a performs a series of processes such as updating the second start port prize ball counter and storing random values in the special symbol memory area.
[0478] After step S250 is executed, the main CPU 110a performs the specific area detection switch input processing (S260). In the specific area detection switch input processing, the main CPU 110a determines whether or not a detection signal has been received from the specific area detection switch 18a. If there is no detection signal from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If a detection signal has been received from the specific area detection switch 18a, the main CPU 110a performs a series of processes such as setting the specific area winning flag and setting the specific area winning designation command. Details of the specific area detection switch input processing will be described later.
[0479] Next, the main CPU 110a performs gate detection switch input processing (S270). In gate detection switch input processing, the main CPU 110a determines whether or not a detection signal has been received from the gate detection switch 13a. If there is no detection signal from the gate detection switch 13a, the main CPU 110a terminates the input control processing. If there is a detection signal from the gate detection switch 13a, the main CPU 110a generates a gate passage specification command and sets the generated gate passage specification command in the main RAM 110c's transmission data storage area for effects. In this case, the main CPU 110a also determines whether or not the count value (G) of the normal symbol hold count (G) counter, which counts the normal symbol hold count (G), is less than 4. If the count value (G) of the normal symbol hold count (G) counter is less than 4, the count value (G) is updated by incrementing it by 1, and a normal symbol random value is obtained and stored in the normal symbol hold storage area.
[0480] Figure 67 is a flowchart detailing the input process for the first start port detection switch (step S240 in Figure 66). In Figure 67, if the main CPU 110a receives a detection signal from the first start port detection switch 14a (S240-1: Yes), it proceeds to step S240-2. If there is no detection signal from the first start port detection switch 14a (S240-1: No), the current input process for the first start port detection switch is terminated.
[0481] In step S240-2, the main CPU 110a updates the start-out prize ball counter by adding a predetermined number (for example, 3) (S240-2). Subsequently, the main CPU 110a determines whether the count value (U1) of the first special symbol reserve count (U1) counter, which counts the first special symbol reserve count (U1), is less than 4 (S240-3).
[0482] The main CPU 110a terminates the input process for the first start gate detection switch if the count value (U1) of the first special symbol hold count (U1) counter is not less than 4 (S240-3: No). If the count value (U1) of the first special symbol hold count (U1) counter is less than 4 (S240-3: Yes), the count value (U1) is updated by incrementing it by 1 (S240-4).
[0483] After step S240-4 is executed, the main CPU 110a acquires the jackpot random value and stores the acquired jackpot random value in the data storage location, using the storage location with the smallest number among the first to fourth storage units of the first special symbol storage area of the special symbol storage area as the data storage location (S240-5).
[0484] Figure 68(a) shows the special symbol memory area. As shown in Figure 68(a), the special symbol memory area has a 0th memory unit corresponding to the fluctuation, a 1st special symbol memory area corresponding to the 1st special symbol, and a 2nd special symbol memory area corresponding to the 2nd special symbol. The 1st special symbol memory area has a 1st memory unit corresponding to the 1st hold, a 2nd memory unit corresponding to the 2nd hold, a 3rd memory unit corresponding to the 3rd hold, and a 4th memory unit corresponding to the 4th hold. The 2nd special symbol memory area has only a 1st memory unit. This is because, in the gaming machine 1 of this embodiment, there is no hold for the 2nd special symbol. As shown in Figure 68(b), each memory unit within the special symbol hold memory unit is capable of storing a set of jackpot random values, special symbol random values, reach determination random values, and special symbol fluctuation random values.
[0485] After step S240-5 is executed, the main CPU 110a obtains the special symbol random value and stores the obtained special symbol random value in the data storage unit in the first special symbol memory area (S240-6).
[0486] After step S240-6 is executed, the main CPU 110a acquires the random values for special symbol variation and the random values for reach determination, and stores the acquired random values for special symbol variation and reach determination in the data storage location of the first special symbol memory area (S240-7).
[0487] After step S240-7 is executed, the main CPU 110a performs a pre-determination process (S240-8). In this pre-determination process, the main CPU 110a refers to the pre-determination table in the main ROM 110b and determines the winning information for the special game lottery triggered by the fulfillment of the starting conditions for the first special symbol, based on the combination of the contents of the state flag storage area at the time of execution of step S240-8 (when the starting conditions are met) and the jackpot random value, special symbol random value, reach determination random value, and special symbol variation random value stored in the storage area of the first special symbol storage area in steps S240-5 to S240-7.
[0488] Figure 69 shows a pre-determination table used to determine the results of the special game lottery in advance. The pre-determination table stores a set of values including the jackpot random value, the special symbol random value, the game state (normal state, low-base time-saving state, or high-base time-saving state), the random value for reach determination, the random value for special symbol variation, winning information, and the start winning specification command.
[0489] After step S240-8 is executed, the main CPU 110a generates a starting prize designation command corresponding to the prize information determined in the pre-determination process of step S240-8, and sets this starting prize designation command in the performance transmission data storage area (S240-9). Subsequently, the main CPU 110a refers to the count value (U1) of the first special symbol reserve count (U1) counter, generates a special symbol reserve count designation command indicating the first special symbol reserve count (U1), and sets this special symbol reserve count designation command in the performance transmission data storage area (S240-10).
[0490] The start-up prize specification command and the special symbol retention number specification command, which are set in the data storage area for performance transmission, are transmitted to the frame control board 160 and the performance control board 120 during the output control processing (S920) of the timer interrupt processing.
[0491] In the second start port detection switch input processing, only the processes corresponding to steps S240-1 to S240-2 and steps S240-5 to S240-7 in Figure 67 are executed. In the second start port detection switch input processing, if a detection signal is input from the second start port detection switch 15a, the jackpot random value, special symbol random value, special symbol variation random value, and reach determination random value are obtained, and these random values are stored in the first storage unit of the second special symbol storage area.
[0492] Figure 70 is a flowchart detailing the specific area detection switch input process (step S260 in Figure 66). In Figure 70, if the main CPU 110a receives a detection signal from the specific area detection switch 18a (S260-1: Yes), it proceeds to step S260-2. If there is no detection signal from the specific area detection switch 18a (S260-1: No), the current specific area detection switch input process is terminated.
[0493] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of the main RAM 110c. The specific area winning flag indicates that a win has been made in specific area 19B (V winning slot). Winning in specific area 19B (V winning slot) triggers a special game for a Type 2 jackpot. In the next step S260-3, the main CPU 110a generates a specific area winning designation command and sets this specific area winning designation command in the performance transmission data storage area. After that, the main CPU 110a determines the current game state (when a win is made in specific area 19B) based on the contents of the state flag storage area, stores the game state information indicating the determined game state in the game state buffer (S260-4), and terminates the current specific area detection switch input process.
[0494] Figure 71 is a flowchart detailing the special drawing and special electrical control processing (step S300 in Figure 28). In Figure 71, the main CPU 110a loads the special drawing and special electrical processing data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special symbol and special electric processing data. If the special symbol and special electric processing data = 0, it moves to the special symbol memory determination process (step S310); if the special symbol and special electric processing data = 1, it moves to the special symbol variation process (step S320); if the special symbol and special electric processing data = 2, it moves to the special symbol stop process (step S330); if the special symbol and special electric processing data = 3, it moves to the jackpot game processing (step S340); if the special symbol and special electric processing data = 4, it moves to the minor win game processing (step S350); and if the special symbol and special electric processing data = 5, it moves to the jackpot game end process (step S360).
[0495] Figure 72 is a flowchart detailing the special symbol memory determination process (step S310 in Figure 71). In Figure 72, the main CPU 110a determines whether or not the special symbol is currently being displayed (S310-1). More specifically, the main CPU 110a refers to the special symbol time counter in the main RAM 110c. If the count value of the special symbol time counter is not 0, it determines that the special symbol is currently being displayed; if the count value of the special symbol time counter is 0, it determines that the special symbol is not currently being displayed. If the special symbol is currently being displayed (S310-1: Yes), the main CPU 110a terminates the special symbol memory determination process. If the special symbol is not currently being displayed (S310-1: No), the process proceeds to step S310-2.
[0496] In step S310-2, the main CPU 210a refers to the count value (U2) of the second special symbol reserve count (U2) counter in the main RAM 110c and determines whether the second special symbol reserve count (U2) is 1 or greater. If the second special symbol reserve count (U2) is 1 or greater (S310-2: Yes), the main CPU 210a proceeds to step S310-3. If the second special symbol reserve count (U2) is 0 (S310-2: No), the main CPU 210a proceeds to step S310-4.
[0497] In step S310-3, the main CPU 110a updates the count value (U2) of the second special symbol reserve count (U2) counter by subtracting 1, and proceeds to step S310-6.
[0498] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reserve count (U1) counter in the main RAM 110c and determines whether the first special symbol reserve count (U1) is 1 or greater. If the first special symbol reserve count (U1) is 1 or greater (S310-4: Yes), the main CPU 110a proceeds to step S310-5. If the first special symbol reserve count (U1) is 0 (S310-4: No), the main CPU 110a proceeds to step S318. In step S318, the main CPU 110a generates a customer waiting designation command, sets this customer waiting designation command in the performance transmission data storage area, and terminates the special symbol memory determination process.
[0499] In step S310-5, the main CPU 110a updates the count value (U1) of the first special symbol reserve count (U1) counter by subtracting 1, and proceeds to step S310-6.
[0500] In step S310-6, the main CPU 110a performs a memory area shift process. In this memory area shift process, if data is stored in the first memory unit of the second special symbol memory area, the main CPU 110a writes that data to the 0th memory unit, which is the judgment information memory area. If no data is stored in the first memory unit of the second special symbol memory area, the main CPU 110a shifts the data in the 2nd to 4th memory units of the first special symbol memory area to the memory unit immediately preceding it, and writes the data in the first memory unit of the first special symbol memory area to the 0th memory unit. By writing data to the 0th memory unit, the random values (jackpot random values, special symbol random values, reach judgment random values, special symbol variation random values) that were previously stored in the 0th memory unit are erased.
[0501] After step S310-6 is executed, the main CPU 110a generates a special symbol retention count specification command to notify the performance control unit 120m of the first special symbol retention count (U1) and the second special symbol retention count (U2), sets this special symbol retention count specification command in the performance transmission data storage area (S310-7), and proceeds to step S310-8.
[0502] In step S310-8, the main CPU 110a performs a special symbol variation count update process. The special symbol variation count update process updates the variation count (N2) counter used for determining the fulfillment of termination condition W1 when the variation in question is a variation of the second special symbol.
[0503] Figure 73 is a flowchart detailing the process for updating the number of special symbol variations. In Figure 73, the main CPU 110a determines in the memory area shift process of step S310-6 whether the data in the first memory unit of the second special symbol memory area has been written to the zero memory unit (S310-8-1). If the variation is a variation of the second special symbol, the result of this step S310-8-1 is "Yes", and if it is a variation of the first special symbol, the result of this step S310-8-1 is "No". If the data in the first memory unit of the second special symbol memory area has been written to the zero memory unit (S310-8-1: Yes), the main CPU 110a proceeds to step S310-8-2 and updates the variation count (N2) counter for determining the completion condition W1 of the main RAM 110c by incrementing it by 1. If the data in the first storage unit of the second special pattern storage area has not been written to the zero storage unit (S310-8-1: No), step S310-8-2 is skipped and the process proceeds to step S310-9 in Figure 72.
[0504] In step S310-9 of Figure 72, the main CPU 110a refers to the count value (B) of the low-base time-saving count (B) counter and determines whether the low-base time-saving count (B) is 1 or greater. If the low-base time-saving count (B) is 0 (S310-9: No), the process proceeds to step S310-12. If the low-base time-saving count (B) is 1 or greater (S310-9: Yes), the count value (B) of the low-base time-saving count (B) counter is updated by subtracting 1 (S310-10), and it is determined whether the updated count value (B) has become 0 (S310-11). If the low-base time-saving count (B) is 0 (S310-11: Yes), the main CPU 110a proceeds to step S310-17. If the low-base time-saving count (B) is not 0 (S310-11: No), the process proceeds to step S311.
[0505] In step S310-12, the main CPU 110a refers to the count value (J) of the high base time reduction count (J) counter and determines whether the high base time reduction count (J) is 1 or greater. If the high base time reduction count (J) is 0 (S310-12: No), the process proceeds to step S311. If the high base time reduction count (J) is 1 or greater (S310-12: Yes), the count value (J) of the high base time reduction count (J) counter is updated by subtracting 1 (S310-13), and it is determined whether the updated count value (J) has become 0 (S310-14). If the high base time reduction count (J) is 0 (S310-14: Yes), the main CPU 110a proceeds to step S310-17. If the high base time reduction count (J) is not 0 (S310-14: No), the process proceeds to step S311.
[0506] In step S310-17, the normal state flag is set in the state flag storage area of the main RAM 110c. Then, the process proceeds to step S311.
[0507] In step S311, the main CPU 110a performs a jackpot determination process. In the jackpot determination process, the main CPU 110a determines the result of the special game lottery (jackpot, minor win, or loss) triggered by the fulfillment of the current start condition. If it is a jackpot, it determines the type of jackpot, generates a jackpot symbol specification command corresponding to the determined jackpot type, and sets it in the performance transmission data storage area. If it is a minor win, it determines the type of jackpot, generates a minor win symbol specification command corresponding to the determined minor win type, and sets it in the performance transmission data storage area. If it is a loss, it generates a loss symbol specification command and sets it in the performance transmission data storage area.
[0508] To explain in more detail, in this jackpot determination process, the main CPU 110a determines whether the result of the special game lottery triggered by the fulfillment of the current starting conditions is a jackpot (S311-1), as shown in Figure 74 (flowchart showing the details of the jackpot determination process). Specifically, the main CPU 110a refers to the special game lottery determination table in the main ROM 110b and determines the lottery result based on the jackpot random number stored in the 0th memory unit in step S310-6.
[0509] Figure 75(a) shows the special game lottery determination table for the first special symbol display device. Figure 75(b) shows the special game lottery determination table for the second special symbol display device. The special game lottery determination table for the first special symbol display device stores pairs of jackpot random values and lottery results (jackpot, special miss, or normal miss). The special game lottery determination table for the second special symbol display device stores pairs of jackpot random values and lottery results (jackpot, small win, special miss, or normal miss).
[0510] In Figure 74, the main CPU 110a proceeds to step S311-2 if the result of step S311-1 is a jackpot (S311-1: Yes), and proceeds to step S311-5 if the result of step S311-1 is not a jackpot (S311-1: No).
[0511] In step S311-2, the main CPU 110a performs a jackpot symbol determination process. In this jackpot symbol determination process, the main CPU 110a refers to the jackpot symbol determination table in the main ROM 110b and, based on the special symbol random value stored in the 0th memory unit in step S310-6, determines the stop symbol data for the stopping symbol of the spin, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c. Here, the stop symbol data indicates the type of special symbol that is displayed after the spin and the corresponding two-digit number.
[0512] Figure 76(a) shows a diagram of the jackpot symbol determination table. The jackpot symbol determination table stores sets of special symbol random values, special symbol types (jackpot types), stop symbol data, and symbol specification commands, divided into those referenced when the activation conditions for the first special symbol in the first special symbol display device 20 are met and those referenced when the activation conditions for the second special symbol in the second special symbol display device 21 are met.
[0513] The symbol specification command is a command used to notify the performance control unit 120m of the type of special symbol that will be displayed after a change.
[0514] In step S311-2, the stop symbol data stored in the stop symbol data storage area is referenced when determining the jackpot symbol in the special symbol stop processing, when determining the operation mode of the jackpot entry point in the jackpot game processing, and when determining the game state in the jackpot game termination processing. Further details will be described later.
[0515] Next, the main CPU 110a generates a symbol specification command for a jackpot corresponding to the stop symbol data determined in step S311-2, and sets this symbol specification command in the performance transmission data storage area (S311-3).
[0516] Next, the main CPU 110a determines the current game state (at the time of special game lottery) based on the contents of the state flag storage area of the main RAM 110c, and stores the game state information indicating the determined game state in the game state buffer (S311-4).
[0517] In step S311-5, the main CPU 110a determines whether the result of the special game lottery is a minor win or not. If it is a minor win (S311-5: Yes), the main CPU 110a proceeds to step S311-6; otherwise, it proceeds to step S311-8.
[0518] In step S311-6, the main CPU 110a sets a minor win flag in the state flag storage area of the main RAM 110c and proceeds to step S311-6.
[0519] In step S311-6, the main CPU 110a performs a minor win symbol determination process. In this minor win symbol determination process, the main CPU 110a refers to the minor win symbol determination table in the main ROM 110b and determines the stop symbol data for the stop symbol of the spin based on the special symbol random value in the 0th memory unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.
[0520] Figure 76(b) shows a table for determining symbols for minor wins. The table stores a set of special symbol random values, special symbol types (types of big wins determined by winning in a specific area 19B), stop symbol data, and symbol specification commands.
[0521] Next, the main CPU 110a generates a symbol specification command for a minor win that corresponds to the stop symbol data determined in step S311-6, and sets this symbol specification command in the performance transmission data storage area (S311-7).
[0522] In step S311-8, the main CPU 110a determines whether the result of the special game lottery is a special miss. If it is a special miss (S311-8: Yes), the main CPU 110a proceeds to step S311-9; otherwise, it proceeds to step S311-11.
[0523] In step S311-9, the main CPU 110a performs a special losing symbol determination process. In this special losing symbol determination process, the main CPU 110a refers to the special losing symbol determination table in the main ROM 110b and determines the stop symbol data for the stopping symbol of the variation based on the special symbol random value in the 0th memory unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.
[0524] Figure 77(a) shows the symbol determination table for special misses. The symbol determination table for special misses stores a set of special symbol random values, special symbol types (types of special misses), stop symbol data, and symbol specification commands.
[0525] Next, the main CPU 110a generates a symbol specification command for special misses that corresponds to the stop symbol data determined in step S311-9, and sets this symbol specification command in the performance transmission data storage area (S311-10).
[0526] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. In this normal losing symbol determination process, the main CPU 110a refers to the normal losing symbol determination table in the main ROM 110b and determines the stop symbol data for the stop symbol of the spin based on the special symbol random value in the 0th memory unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.
[0527] Figure 77(b) shows the symbol determination table for normal losing spins. The symbol determination table for normal losing spins stores a set of special symbol random values, special symbol types (types of normal losing spins), stop symbol data, and symbol specification commands for each of the special losing spins a, b, c, and d of the first special symbol, and special losing spin e of the second special symbol.
[0528] Next, the main CPU 110a generates a symbol specification command for normal misses that corresponds to the stop symbol data determined in step S311-11, and sets this symbol specification command in the performance transmission data storage area (S311-12).
[0529] In Figure 72, after the execution of the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table for special symbols in the main ROM 110b and determines the variation pattern of the variation based on the lottery result of the special game lottery in step S311 (jackpot, special miss, or normal miss), the contents of the game flag memory area at the time of execution of step S312, the number of reserved symbols after updating in step S310-5 (U1), and the combination of the jackpot random value, reach determination random value, and special symbol variation random value stored in the 0th memory unit in step S310-6.
[0530] There are two types of tables for determining the variation patterns of special symbols: one that is referenced when the first special symbol is changing, and another that is referenced when the second special symbol is changing. Figure 78 shows the variation pattern determination table referenced when the first special symbol is changing. Figure 79 shows the variation pattern determination table referenced when the second special symbol is changing.
[0531] The table for determining the special symbol variation pattern stores the type of special symbol (type of jackpot), game state, number of reserved symbols, random value for reach determination, random value for special symbol variation, type of special symbol variation pattern, variation time, and variation start command.
[0532] In the special symbol variation pattern determination table, if the result of the jackpot lottery is a jackpot, a variation pattern with a longer variation time is more likely to be selected. Conversely, in the special symbol variation pattern determination table, if the result of the special game lottery is a loss, a variation pattern with a shorter variation time is more likely to be selected.
[0533] For example, in the variation pattern determination table for the first special symbol shown in Figure 78, the variation pattern options corresponding to special symbol 01 (Type 1 10R per A) include variation patterns 12, 13, 14, and 15. The variation time for variation pattern 12 is T12 (for example, T12 = 20000 ms). The variation time for variation pattern 13 is T13 (T13 = 30000 ms). The variation time for variation pattern 14 is T14 (T14 = 40000 ms). The variation time for variation pattern 15 is T15 (T15 = 60000 ms). The relative selection rates for variation patterns 12, 13, 14, and 15 are: variation pattern 12 < variation pattern 13 < variation pattern 14 < variation pattern 15.
[0534] In the variation pattern determination table for the first special symbol shown in Figure 78, the variation pattern options corresponding to special symbol 02 (Type 1 2R per B) include variation patterns 22, 23, 24, and 25. The variation time for variation pattern 22 is T12 (20000ms). The variation time for variation pattern 23 is T13 (30000ms). The variation time for variation pattern 24 is T14 (40000ms). The variation time for variation pattern 25 is T15 (60000ms). The relative selection rates for variation patterns 22, 23, 24, and 25 are as follows: variation pattern 22 < variation pattern 23 < variation pattern 24 < variation pattern 25.
[0535] In the variation pattern determination table for the first special symbol shown in Figure 78, the variation pattern options corresponding to special symbol 03 (Type 1 2R per C) include variation patterns 32, 33, 34, and 35. The variation time for variation pattern 32 is T12 (20000ms). The variation time for variation pattern 33 is T13 (30000ms). The variation time for variation pattern 34 is T14 (40000ms). The variation time for variation pattern 35 is T15 (60000ms). The relative selection rates for variation patterns 32, 33, 34, and 35 are as follows: variation pattern 32 < variation pattern 33 < variation pattern 34 < variation pattern 35.
[0536] In the variation pattern determination table for the first special symbol shown in Figure 78, the variation pattern options corresponding to special symbols 09, 0A, 0B, and 0C (special miss) include variation patterns 81, 82, 83, and 84. The variation time for variation patterns 81, 82, 83, and 84 is T11 (18000 ms).
[0537] In the first special symbol variation pattern determination table shown in Figure 78, among the combinations of special symbol 20 (normal miss), number of reserved symbols 0-2, and no reach (random value for reach determination is "0-69"), there is variation pattern 89 among the options for the corresponding variation pattern. The variation time for variation pattern 89 is T9 (for example, T9 = 6000 ms).
[0538] In the first special symbol variation pattern determination table shown in Figure 78, the combinations of special symbol 20 (normal miss), number of reserved symbols 0-2, and reach (random value for reach determination is "70-99") correspond to variation patterns 90, 91, 92, 93, 94, and 95. The variation time for variation pattern 90 is T10 (for example, T10 = 10000 ms). The variation time for variation pattern 91 is the same length as variation pattern 11, T11 (18000 ms). The variation time for variation pattern 92 is the same length as variation pattern 12, T12 (20000 ms). The variation time for variation pattern 93 is the same length as variation pattern 13, T13 (30000 ms). The variation time for variation pattern 94 is the same length as variation pattern 14, T14 (40000 ms). The variation time for variation pattern 95 is the same length as that of variation pattern 15, T15 (60,000 ms). The relative selectivity of variation patterns 90, 91, 92, 93, 94, and 95 is as follows: variation pattern 90 > variation pattern 91 > variation pattern 92 > variation pattern 93 > variation pattern 94 > variation pattern 95.
[0539] Comparing the special symbol variation pattern determination tables in Figures 78 and 79 with the pre-determination table (Figure 69) shown earlier, the pre-determination table allows searching for the relevant data in the table without referring to the number of reserved variations (U1) for the first special symbol. In contrast, in the variation pattern determination table, if the result of the special game lottery is a loss, the relevant data in the table cannot be found unless the number of reserved variations (U1) for the first special symbol is referred to. For this reason, the pre-determination table can determine the type of performance that develops after a reach performance, but it cannot distinguish between "normal variation" and "shortened variation".
[0540] In Figure 72, the main CPU 110a generates a variation start command corresponding to the variation pattern determined in step S312, and sets this variation start command in the performance transmission data storage area (S313).
[0541] Next, the main CPU 110a determines the current game state based on the contents of the state flag storage area, generates a game state specification command corresponding to the determined game state, and sets this game state specification command in the performance transmission data storage area (S314).
[0542] Next, the main CPU 110a performs processing to start the variable display of the special symbols (S315). Specifically, the main CPU 110a sets variable display data in a predetermined processing area to cause the first special symbol display device 20 or the second special symbol display device 21 to perform the variable display of the special symbols (flashing of LEDs). Once the variable display data is set in the predetermined processing area, data for turning the LEDs on or off is created in step S910, and the created data is output in the output control processing of step S920, thereby performing the variable display on the first special symbol display device 20 or the second special symbol display device 21.
[0543] Next, the main CPU 110a sets the variation time based on the variation pattern determined in step S312 into the special symbol time counter (S316), and proceeds to step S317. The special symbol time counter is decremented every 4 milliseconds in step S110.
[0544] In step S317, the main CPU 110a sets either the first special symbol variation flag or the second special symbol variation flag in the state flag storage area of the main RAM 110c, and proceeds to step S318. Specifically, if the variation is a variation of the first special symbol, the main CPU 110a sets the first special symbol variation flag, and if the variation is a variation of the second special symbol, it sets the second special symbol variation flag.
[0545] In step S318, the main CPU 110a sets the special symbol special electrical processing data = 1 and terminates the special symbol memory determination process.
[0546] If 1 is set in the special symbol special electrical processing data, then in the subsequent special symbol special electrical control processing, the process moves to the special symbol variation processing in step S302, and the special symbol variation processing is performed.
[0547] Figure 80 is a flowchart detailing the special symbol variation process (step S320 in Figure 71). In Figure 80, the main CPU 110a determines whether the special symbol variation time has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316. If the count value of the special symbol time counter is 0, it determines that the special symbol variation time has elapsed. If the count value of the special symbol time counter is not 0, it determines that the special symbol variation time has not yet elapsed. If the main CPU 110a determines that the special symbol variation time has elapsed (S320-1: Yes), it proceeds to step S320-2. If it determines that the special symbol variation time has not elapsed (S320-1: No), it terminates the current special symbol variation process and executes the next subroutine.
[0548] In step S320-2, the main CPU 110a performs processing to stop the display of the special symbols. Specifically, the main CPU 110a clears the display data set in step S315 and sets stop symbol data in a predetermined processing area (S320-2) to stop the special symbols set in steps S311-2, S311-6, S311-9, or S311-11 on the first special symbol display device 20 or the second special symbol display device 21. As a result, the special symbols are stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.
[0549] Next, the main CPU 110a sets the pattern confirmation command in the data storage area for performance transmission (S320-3).
[0550] Next, the main CPU 110a sets the symbol stop time (0.5 seconds = 125 counter) in the special symbol time counter (S320-4) and proceeds to step S320-4-1. The special symbol time counter is decremented every 4 milliseconds in step S110.
[0551] In step S320-4-1, the main CPU 110a determines whether the first special symbol variation flag is set in the state flag storage area of the main RAM 110c. If the first special symbol has varied, the result of this step S320-4-1 is "Yes", and if the second special symbol has varied, the result of this step S320-4-1 is "No". If the first special symbol variation flag is set (step S320-4-1: Yes), the main CPU 110a proceeds to step S320-4-2, and if the first special symbol variation flag is not set and the second special symbol variation flag is set (step S320-4-1: No), the main CPU 110a proceeds to step S320-4-3.
[0552] In step S320-4-2, the main CPU 110a clears the first special symbol change flag in the state flag memory area of the main RAM 110c and proceeds to step S320-5. In step S320-4-3, the main CPU 110a clears the second special symbol change flag in the state flag memory area of the main RAM 110c and proceeds to step S320-5.
[0553] In step S320-5, the main CPU 110a sets the special symbol special electrical processing data to 2 and terminates the special symbol variation processing for this time.
[0554] If 2 is set in the special symbol special power processing data, then in the subsequent special symbol special power control processing, the process moves to the special symbol stop processing in step S302, and the special symbol stop processing is performed.
[0555] Figure 81 is a flowchart detailing the special symbol stop process (step S330 in Figure 71). In Figure 81, the main CPU 110a determines whether the special symbol stop time has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4 in Figure 80. If the count value of the special symbol time counter is 0, it determines that the special symbol stop time has elapsed. If the count value of the special symbol time counter is not 0, it determines that the special symbol stop time has not yet elapsed. If the main CPU 110a determines that the special symbol stop time has elapsed (S330-1: Yes), it proceeds to step S330-2. If it determines that the special symbol stop time has not elapsed (S330-1: No), it proceeds to step S330-29.
[0556] In step S330-2, the main CPU 110a updates the count value (L) of the fluctuation count (L) counter of the main RAM 110c by incrementing it by 1, and then proceeds to step S330-3.
[0557] In step S330-3, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is for a jackpot. If the stop symbol data in the stop symbol data storage area is for a jackpot (S330-3: Yes), the process proceeds to step S330-4; otherwise, the process proceeds to step S330-14.
[0558] In step S330-4, the main CPU 110a sets the normal state flag in the state flag storage area of the main RAM 110c.
[0559] In the next step S330-5, the main CPU 110a resets the low-base...
Claims
[Claim 1] A main control means for controlling the progress of a game involving the provision of a virtual game medium, the main control means including means for setting the game state of the game machine to one of the following: a normal state, a special game state which is a more advantageous state than the normal state, or a high-base time-saving state which is a more advantageous state in which the advantage related to the special game lottery is the same as the normal state and the advantage related to auxiliary games is more advantageous than the normal state; and means for stopping the progress of the game. A virtual game medium count control means that receives information from a connected card unit and corresponding virtual game medium count transition signals, performs processing related to subtraction and addition of playable virtual game mediums according to the progress of the game, and transmits a predetermined number of virtual game medium count transition signals to the card unit when the counting button is operated. It is equipped with, The main control means is capable of transmitting the game state and the progress and stop status of the game to the virtual game medium number control means, and when the game state becomes the high base time reduction state, it sets first game state information indicating that it is the high base time reduction state and second game state information indicating that it is the advantageous state in memory, and a predetermined condition is that during the high base time reduction state, a win occurs in the auxiliary game lottery, and during the subsequent auxiliary game, a game ball enters the second start opening and there is one or more reserved balls corresponding to the second start opening, and even if the game state changes from the high base time reduction state to the normal state, if the predetermined condition is met when it becomes the normal state, the second game state information in memory can be maintained. The virtual game medium control means includes means for generating signals indicating the game state and the progress and stop status of the game machine based on the received game state and the progress and stop status of the game, and transmitting them to the card unit. When a game machine information notification command corresponding to the second game state information is received, the means can transmit a game state signal indicating the advantageous state to the card unit. A gaming machine characterized by the following features.