Gaming machine

The gaming machine enhances player engagement through a dynamic rainbow light effect, operation instructions, and warnings, addressing the lack of engaging effects and operational clarity in existing systems.

JP7872596B2Active Publication Date: 2026-06-10KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2023-06-23
Publication Date
2026-06-10

AI Technical Summary

Technical Problem

Existing gaming machines lack dynamic and engaging visual and auditory effects to enhance player enjoyment, particularly during special games and jackpot wins, and do not provide sufficient operational guidance or warnings for players.

Method used

The gaming machine incorporates a gaming control system that includes a rainbow light effect, operation instruction displays, and execution restrictions based on game states and player interactions, along with audio and lighting effects to enhance player engagement and provide operational guidance and warnings.

Benefits of technology

The system improves player enjoyment by providing dynamic visual and auditory effects during special games and jackpot wins, while ensuring clear operational instructions and warnings, thereby enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of executing a game performance that can increase interest in a game.SOLUTION: A game machine can execute a rainbow light-emitting performance in which light-emitting means emits light in a specific light-emitting color. In a specific performance state in which a variation performance is not executed, the game machine can display first specific information and second specific information in a display manner including a character different from that in the first specific information, execute the rainbow light-emitting performance while the first specific information is displayed, and restrict the execution of the rainbow light-emitting performance while the second specific information is displayed.SELECTED DRAWING: Figure 59
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Description

Technical Field

[0005] , , ,

[0006] ,

[0001] The present invention relates to a gaming machine.

Background Art

[0002] In a gaming machine, when a special symbol is variably displayed on a symbol display device upon winning of a game ball into a start port and a jackpot symbol indicating a jackpot win is stopped and displayed, a jackpot game is usually played to open a big winning port that is normally closed, and a large number of prize balls can be obtained by winning of a game ball into the big winning port in the jackpot game.

[0003] By the way, various game effects are performed by an effect image displayed on an image display device, a movable accessory, a sound output from a speaker, and lighting / blinking of a lamp emitter when a special figure is variably displayed or when a special symbol is not variably displayed (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document

Summary of the Invention

Problems to be Solved by the Invention

[0007] According to the present invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This is a perspective view of the back of the gaming machine. [Figure 3] This is a cross-sectional view of the second main prize winning slot device. [Figure 4] This is a block diagram showing the configuration of the control system for a gaming machine. [Figure 5] This is a diagram illustrating the details of the performance indicator. [Figure 6] This is a block diagram of the image control unit. [Figure 7] This is a diagram showing the jackpot determination table. [Figure 8] This is a diagram showing the table for determining special patterns. [Figure 9] This is a diagram showing the control table for the first type of jackpot game. [Figure 10] This diagram shows the control table for opening and closing the large prize slot for Type 1 jackpot games. [Figure 11] This figure shows (a) a control table for minor win games, (b) a control table for opening and closing the main prize slot for minor win games, and (c) a control table for opening and closing a specific area for minor win games. [Figure 12] This is a diagram showing the control table for the second type of jackpot game. [Figure 13] This diagram shows the control table for opening and closing the large prize slot for Type 2 jackpot games. [Figure 14] This is a diagram showing the game state setting table. [Figure 15] It is a diagram showing a variation pattern determination table for non-time-reduced game states. [Figure 16] It is a diagram showing a variation pattern determination table for non-time-reduced game states (remaining hold of the second special symbol). [Figure 17] It is a diagram showing a variation pattern determination table for time-reduced game states. [Figure 18] It is a diagram showing a variation pattern determination table for time-reduced game states (final variation in time reduction). [Figure 19] (a) A winning determination table for normal symbols, (b) A stop symbol determination table for normal symbols, (c) A variation pattern determination table for normal symbols, (d) A determination table for the opening mode of the second start port. It is a diagram showing these. [Figure 20] It is a flowchart of the main processing by the main control board. [Figure 21] It is a flowchart of the RWM clear processing by the main control board. [Figure 22] It is a flowchart of the timer interrupt processing by the main control board. [Figure 23] It is a flowchart of the input control processing by the main control board. [Figure 24] It is a flowchart of the first start port detection switch input processing by the main control board. [Figure 25] It is a flowchart of the second start port detection switch input processing by the main control board. [Figure 26] It is a flowchart of the gate detection switch input processing by the main control board. [Figure 27] It is a flowchart of the specific area detection switch input processing by the main control board. [Figure 28] It is a flowchart of the reference value counter update processing by the main control board. [Figure 29] It is a flowchart of the special symbol special power control processing by the main control board. [Figure 30] It is a flowchart of the special symbol memory determination processing by the main control board. [Figure 31]This is a flowchart of the jackpot determination process performed by the main control board. [Figure 32] This is a flowchart of the process for determining the special pattern variation by the main control board. [Figure 33] This is a flowchart of the special symbol variation processing performed by the main control board. [Figure 34] This is a flowchart of the special symbol stopping process performed by the main control board. [Figure 35] This is a flowchart of the round start flag determination process performed by the main control board. [Figure 36] This is a flowchart of the round initiation process performed by the main control board. [Figure 37] This is a flowchart of the jackpot game processing performed by the main control board. [Figure 38] This is a flowchart of the minor win game processing performed by the main control board. [Figure 39] This is a flowchart for the transition process to the second type of jackpot game. [Figure 40] This is a flowchart of the process for ending a jackpot game as performed by the main control board. [Figure 41] This is a flowchart of the general power control process performed by the main control board. [Figure 42] This is a flowchart of the normal symbol variation processing performed by the main control board. [Figure 43] This is a flowchart of the auxiliary game processing performed by the main control board. [Figure 44] This is a flowchart of the customer waiting control process performed by the main control board. [Figure 45] This is a flowchart of the performance display data setting process performed by the main control board. [Figure 46] This is a flowchart of the abnormality detection process performed by the main control board. [Figure 47] This is a flowchart of the magnetic error detection process performed by the main control board. [Figure 48] This is a flowchart of the radio wave error detection process performed by the main control board. [Figure 49]It is a flowchart of the complete function operation determination process by the main control board. [Figure 50] It is a slump graph showing the relationship between the difference ball and the reference value counter. [Figure 51] It is a slump graph showing the relationship between the difference ball and the reference value counter. [Figure 52] It is a diagram showing an example of the types of signals output from the game information output terminal board. [Figure 53] It is a flowchart of the main process by the effect control unit. [Figure 54] It is a flowchart of the timer interrupt process by the effect control unit. [Figure 55] It is a flowchart of the command analysis process by the effect control unit. [Figure 56] It is a flowchart of the command analysis process by the effect control unit. [Figure 57] It is a flowchart of the command analysis process by the effect control unit. [Figure 58] It is a flowchart of the customer waiting effect process by the effect control unit. [Figure 59] (1) It is a diagram showing the customer waiting demo effect information table. (2) It is a diagram showing the attention - calling information table. [Figure 60] It is a diagram showing the display mode of the customer waiting demo effect. [Figure 61] It is a flowchart of the icon change effect determination process by the effect control unit. [Figure 62] It is a diagram showing the icon final display mode determination table. [Figure 63] It is a flowchart of the continuous preview effect determination process by the effect control unit. [Figure 64] It is a diagram showing the continuous preview effect type determination table for the normal mode. [Figure 65] It is a diagram showing the continuous preview effect type determination table for the time - shortening mode. [Figure 66] It is a flowchart of the variable effect pattern determination process by the effect control unit. [Figure 67]This figure shows the table for determining the variation animation patterns for normal mode. [Figure 68] This diagram shows the table for determining the variable animation patterns for the time-saving mode. [Figure 69] This is a flowchart of the process by which the performance control unit determines the jackpot announcement performance. [Figure 70] This diagram shows the table for determining the pre-reach notification. [Figure 71] This is a diagram showing the table for determining the dialogue preview patterns. [Figure 72] This figure shows the step-up notification pattern determination table. [Figure 73] This diagram shows the table for determining the development sequence pattern. [Figure 74] This figure shows the cut-in animation pattern determination table. [Figure 75] This diagram shows the table for determining the final performance pattern. [Figure 76] This diagram shows a table of information regarding the emphasis and presentation of the design. [Figure 77] This diagram shows a table of information regarding the jackpot symbol matching animation. [Figure 78] This diagram shows the table for determining the re-draw sequence. [Figure 79] This diagram shows the table for determining the confirmed animation pattern. [Figure 80] This diagram shows the table for determining the revival animation pattern. [Figure 81] This is a diagram showing the opening sequence information table. [Figure 82] This is a flowchart of the pre-activation notification process for the complete function by the performance control unit. [Figure 83] This is a flowchart of the process for notifying the activation of the complete function by the performance control unit. [Figure 84] This is an explanatory diagram regarding the notification format and execution period for notifications related to the completion function. [Figure 85] This diagram shows whether or not the notification of the complete function operation warning (pre-announcement) continues if an error occurs while the notification of the complete function operation warning (pre-announcement) is being executed. [Figure 86] This is a flowchart of the main processing performed by the image control unit. [Figure 87] This is a flowchart of the animation pattern setting process performed by the image control unit. [Figure 88] This figure shows an example of a display image for a warning notification when the complete function is activated. [Figure 89] This figure shows an example of a display image for a warning notification when the complete function is activated. [Figure 90] This figure shows an example of a display image for the notification of the activation of the complete function. [Figure 91] This figure shows an example of a display image indicating that the complete function has been activated. [Figure 92] This is a flowchart of the main processing performed by the lamp control unit. [Figure 93] This is a diagram showing the rainbow light effect information table. [Figure 94] This figure shows examples of the lighting patterns used in the rainbow light effect. [Figure 95] This diagram shows an example of the animation for a big win in normal mode. [Figure 96] This diagram shows an example of a successful outcome animation in the SPSP reach animation. [Figure 97] This diagram shows examples of jackpot notification and jackpot animation sequences. [Figure 98] This diagram shows an example of the animation when the re-draw animation results in a successful upgrade. [Figure 99] This diagram shows an example of a revival sequence that results in a successful revival. [Figure 100] This diagram shows an example of a sequence where a big win occurs after a small win in time-saving mode. [Figure 101] This diagram shows an example of the variation animation for a big win in time-saving mode. [Figure 102] This figure shows an example of a sequence where a warning image indicating the activation of the complete function is displayed during a big win animation. [Figure 103] This is an example of a sequence where a notification image indicating the activation of the complete function is displayed during a jackpot animation. [Figure 104] This is an example of a presentation where a notification image indicating the activation of the complete function is displayed during a minor win animation. [Figure 105] This figure shows an example of a display where a warning image for the activation of the complete function is shown during a variation animation in time-saving mode. [Modes for carrying out the invention]

[0009] The following description of this embodiment will be made in detail with reference to the drawings.

[0010] (Composition of a gaming machine) First, the configuration of the gaming machine 1 will be described in detail with reference to Figures 1 and 2. Figure 1 is an example of a front view of the gaming machine 1 in this embodiment. Figure 2 is a perspective view of the rear side of the gaming machine 1 in this embodiment.

[0011] In the pachinko game machine, which is a game machine 1, an opening / closing frame 2B (inner frame) is attached to an outer frame 2A that is attached to the island structure of the game hall, and an opening / closing door 3 is attached to the opening / closing frame 2B so as to be able to open and close. A window 3a is formed in the opening / closing door 3, and a transparent plate 3b is attached to the window 3a. The left end of the opening / closing door 3 is supported at the left end of the opening / closing frame 2B so as to be able to rotate around a vertical axis, and a key cylinder 3c for locking the opening / closing door 3 to the opening / closing frame 2 is attached to the right end of the opening / closing door 3. A game board 4 is attached to the opening / closing frame 2B, and a game area 4a is formed between the game board 4 and the transparent plate 3b in front of it, through which game balls can flow down, and this game area 4a is opened and closed by the opening / closing door 3.

[0012] The opening and closing door 3 is equipped with a frame lighting device 27 (frame lamp) and a storage tray 5 (receiving tray) for storing game balls below the window 3a. The storage tray 5 is equipped with a performance button device 6A and a selection button device 6B, which function as input devices for making decisions and selections related to various performances, arranged side by side.

[0013] The audio output devices 9 are installed in two locations on the upper part of the opening and closing door 3, and output BGM (background music), SE (sound effects), etc., to create sound effects using music and voice.

[0014] The frame lighting device 27 (frame lamp) comprises a plurality of lamp light emitters provided on the outer periphery of the window 3a. The plurality of lamp light emitters include a left frame lamp light emitter (first region) 27a provided on the left side of the outer edge of the window 3a, and a right frame lamp light emitter (second region) 27b provided on the right side of the outer edge of the window 3a. Each of the multiple lamp light emitters comprises one or more LED substrates on which multiple LEDs are distributed, and a decorative cover that covers the front of the LED substrate.

[0015] The decorative cover is made of translucent synthetic resin, and its almost entire surface is roughened to diffusely reflect light from the LEDs, causing it to emit light. The LEDs are so-called full-color LEDs, capable of emitting multiple colors. By changing the direction of light emission and the color of light emitted from each of the multiple lamp emitters, the lighting creates a lamp illumination effect.

[0016] The performance button device 6A includes a performance button 6a capable of performing a decision operation (operation input) and a button operation performance, a performance button detection switch 6b (see Figure 4) for detecting the operation of the performance button 6a, a button drive motor 6c (see Figure 4) for changing the performance button 6a between a normal state and a protruding state located above the normal state, a button vibration motor 6d (see Figure 4) for changing the performance button 6a between a normal state and a vibrating state that vibrates in a predetermined manner, and a button light-emitting LED 6e (see Figure 4) for changing the performance button 6a between an unlit state and an illuminated state that emits light in a predetermined manner. The button light-emitting LED 6d is a so-called full-color LED and is configured to emit light in multiple colors. By operating the performance button 6a, the player can input predetermined information to the gaming machine 1.

[0017] The selection button device 6B is equipped with a directional key button 6f (hereinafter referred to as the directional key) (up key button, down key button, right key button, left key button) which serves as a selection button for performing selection operations, and a directional key detection switch 6g (see Figure 4) for detecting the operation of the directional key, allowing the player to input predetermined information to the gaming machine 1 by operating the directional key.

[0018] A launch handle 7 is mounted on the lower right side of the storage tray 5. When the launch handle 7 is rotated, the game balls introduced from the storage tray 5 to the launch position are launched. If multiple game balls are stored in the storage tray 5, multiple game balls are launched in succession at intervals of approximately 0.6 seconds. The launched game balls are guided by a guide rail 8 and introduced to the upper part of the game area 4a. The launch of game balls can be temporarily stopped by the player operating a launch stop button (not shown) provided on the launch handle 7.

[0019] A lighting device 23 (panel lamp) is provided on the front side of the game board 4. The lighting device 23 (panel lamp) comprises a plurality of lamp emitters 23a, 23b arranged along the outer edge of the screen of the liquid crystal display device 16. The plurality of lamp emitters 23a, 23b include a left-side panel lamp emitter (first region) 23a in which a plurality of LEDs are distributed on the left side of the outer edge of the screen, and a right-side panel lamp emitter (second region) 23b in which a plurality of LEDs are distributed on the right side of the outer edge of the screen. The LEDs are so-called full-color LEDs and are configured to emit multiple colors. By changing the direction of light emission and the color of light emitted from multiple lamp-emitting elements, a lamp-illumination effect is created using lighting.

[0020] As shown in Figure 1, the game area 4a is provided with a number of obstacle nails K, a windmill F, a first start opening 10, a start opening device 11 having an openable second start opening 11a, a gate 12, a large prize opening device 13 having an openable large prize opening 13a, a specific prize opening device 14 having an openable specific prize opening 14a, and a number of general prize openings 21 in the arrangement shown in the figure.

[0021] The first start port 10, gate 12, and general prize port 21 are each equipped with a first start port switch 10a, a gate detection switch 12a, and a general prize port switch 21a, respectively, for detecting game balls that have entered the port (see Figure 4). In this embodiment, the terms "entered" and "winning" include "passing through".

[0022] The starting port device 11 includes a second starting port 11a, an opening / closing member 11b for opening and closing the second starting port 11a, a second starting port detection switch 11c for detecting a game ball that has entered the second starting port 11a, and a second starting port opening / closing solenoid 11d for driving the opening / closing member 11b to open and close. The second starting port 11a can be operated by the opening / closing member 11b and the second starting port opening / closing solenoid 11d to be closed, making it difficult or impossible for a game ball to enter, and open, making it easy for a game ball to enter.

[0023] The first large prize slot device 13 includes a first large prize slot 13a, an opening / closing member 13b for opening and closing the first large prize slot 13a, a first large prize slot detection switch 13c for detecting a game ball that has entered the first large prize slot 13a, and a first large prize slot opening / closing solenoid 13d for driving the opening / closing member 13b to open and close. The first large prize slot 13a can be operated by the opening / closing member 13b and the first large prize slot opening / closing solenoid 13d to be closed, making it difficult or impossible for a game ball to enter, and open, making it easy for a game ball to enter.

[0024] The second large prize slot device 14 includes a second large prize slot 14a, an opening / closing member 14b for opening and closing the second large prize slot 14a, a second large prize slot detection switch 14c for detecting a game ball that has entered the second large prize slot 14a, and a second large prize slot opening / closing solenoid 14d for driving the opening / closing member 14b to open and close. The second large prize slot 14a can be operated by the opening / closing member 14b and the second large prize slot opening / closing solenoid 14d to be closed, making it difficult or impossible for a game ball to enter, and open, making it easy for a game ball to enter.

[0025] As shown in Figure 3, the inside of the second large prize opening 14a is provided with a second large prize opening detection switch 14c, a specific area 14e through which game balls can pass, a specific area detection switch 14f for detecting game balls that have passed through the specific area 14e, a non-specific area 14g through which game balls different from those in the specific area 14e can pass, and a sorting device 22 that can be operated between an initial state and an operating state so that game balls that have entered the second large prize opening 14a pass through either the specific area 14e or the non-specific area 14g.

[0026] The sorting device 22 includes a sorting member 22a and a sorting solenoid 22b that drives the sorting member 22a. When the sorting device 22 is in its initial state, the sorting member 22a is positioned to guide game balls that have entered the second large prize opening 14a to a non-specific area 14g. When the sorting device 22 is in its operating state, the sorting member 22a is positioned to guide game balls that have entered the second large prize opening 14 to a specific area 14e. When a game ball that has entered the second major prize slot 14a passes through a specific area 14e, a major prize game (Type 2 major prize game), which is an evolution of the minor prize game described later, is executed.

[0027] In the gaming machine 1 of this embodiment, when a player rotates the launch handle 7 to launch a game ball into the game area 4a, the launch strength of the game ball can be adjusted by the amount of rotation (rotation angle) of the launch handle 7, allowing for so-called "left-handed" and "right-handed" shots. In "left-handed" shots, the game ball falls into the left-side game area 4a1 located to the left of the center mechanism 15, while in "right-handed" shots, the game ball moves through a right-handed passage formed above the center mechanism 15 to the right-side game area 4a2 located to the right of the center mechanism 15, and falls downstream in the right-side game area 4a2.

[0028] When a game ball launched into the game area 4a lands in one of the multiple prize slots 10, 11a, 13a, 14a, or 21, a set number of game balls (several to over ten) for each prize slot 10, 11a, 13a, 14a, or 21 are paid out as prize balls into the storage tray 5.

[0029] If a game ball launched into the game area 4a does not enter any of the multiple prize slots 10, 11a, 13a, 14a, or 21, it is ultimately discharged to the outside of the game area 4a through the discharge port 28 formed at the downstream end of the game area 4a.

[0030] A first game information display device 19 is provided in the lower left corner outside the game area 4a, which displays game information related to the progress of the game. The first game information display device 19 is controlled by the main control board 110. The first game information display device 19 has multiple LEDs (light-emitting units) arranged in four inclined rows along the outer guide rail 8 and the left and lower ends of the game board 4. These multiple (32) LEDs (light-emitting units) constitute the first special symbol first indicator 19a, the second special symbol first indicator 19b, the normal symbol first indicator 19c, the first special symbol hold first indicator 19d, the second special symbol hold second indicator 19e, the normal symbol hold first indicator 19f, the right-hand play first indicator 19j, and the setting indicator 19k.

[0031] The first special symbol indicator 19a is a variable indicator used to display (notify) the result of the first special symbol lottery, which is conducted on the condition that a game ball enters the first starting opening 10. The second special symbol first display unit 19b is a variable display unit for displaying (notifying) the result of the second special symbol lottery, which is conducted on the condition that a game ball enters the second starting opening 11a. The first regular symbol indicator 19c is a variable indicator used to display (notify) the result of the regular symbol lottery, which is performed on the condition that a game ball passes through gate 12.

[0032] The first special symbol lottery involves obtaining special symbol judgment information when a game ball enters the first start opening 10, making a big win determination based on the obtained special symbol judgment information to determine whether it is a "big win," a "minor win," or a "miss," and then making a first special symbol determination to determine which first special symbol will be stopped and displayed on the first special symbol display unit 19a based on the determination result.

[0033] When the first special symbol lottery is held, the first special symbol indicator 19a displays the first special symbol in a variable state, and after a predetermined time has elapsed, the first special symbol is displayed as stopped, indicating the lottery result. In other words, the display of the first special symbol stopping serves as notification of the lottery result.

[0034] The second special symbol lottery involves obtaining special symbol judgment information when a game ball enters the second start opening 11a, performing a jackpot determination based on the obtained special symbol judgment information to determine whether it is a "jackpot," a "minor win," or a "miss," and then performing a second special symbol determination to determine which second special symbol will be stopped and displayed on the second special symbol first display unit 19b based on the determination result.

[0035] When the second special symbol lottery is held, the second special symbol first display unit 19b displays the second special symbol in a variable state, and after a predetermined time has elapsed, the second special symbol is displayed as stopped, indicating the lottery result. In other words, the display of the second special symbol stopping serves as notification of the lottery result.

[0036] Furthermore, the first special symbol indicator 19a and the second special symbol indicator 19b are each composed of multiple LEDs, and the LEDs of the corresponding indicators flash at predetermined intervals or in a predetermined sequence during the display of each special symbol's variation. When a special symbol is displayed as stopped, one or more LEDs light up in a manner that indicates the result of each special symbol lottery (hereinafter, the first special symbol lottery and the second special symbol lottery may be collectively referred to as the "special symbol lottery"). In other words, the type of jackpot can also be determined by the lighting pattern of the LEDs of the first special symbol indicator 19a and the second special symbol indicator 19b.

[0037] If the special symbol lottery determines that a "jackpot (Type 1 jackpot)" has been hit, a jackpot game (special game) is played in which the first large prize slot 13a is opened in a predetermined manner for a predetermined number of rounds (for example, 3, 6, or 9 times).

[0038] The maximum number of times and maximum duration for opening the first large prize slot 13a in each round of play are predetermined, but even before reaching the maximum number of times and maximum duration, if a predetermined number of game balls (for example, 10 balls) enter the first large prize slot 13a, one round of play ends. In other words, a "jackpot game (special game)" is a game state that is advantageous to the player, as it is easier for the player to win prize balls.

[0039] If a "minor win" is determined in the special symbol lottery, a minor win game is played in which the second major prize slot 14a is opened in a predetermined manner. When a game ball that has entered the second large prize slot 14a passes through a specific area 14e, a jackpot is won (Type 2 jackpot), and a jackpot game (special game) is played in which a round game in which the first large prize slot 13a is opened in a predetermined manner is performed for a predetermined number of times (for example, 3, 6, or 9 times).

[0040] The normal symbol lottery involves obtaining normal symbol judgment information when a game ball passes through gate 12, performing a win determination based on the obtained normal symbol judgment information to determine whether or not it is a "win," and then performing a normal symbol determination to determine which normal symbol to stop and display on the normal symbol first display unit 19c based on the determination result.

[0041] When a regular symbol lottery is held, the regular symbol first display unit 19c displays the variation of the regular symbol, and after a predetermined time has elapsed, the regular symbol stops to indicate the lottery result. In other words, the display of the regular symbol stops serves as notification of the lottery result.

[0042] The first regular symbol indicator 19c is composed of one or more LEDs, and the LEDs flash at predetermined intervals or in a predetermined sequence when displaying the variation of the regular symbols. When displaying a stopped regular symbol, one or more LEDs light up in a manner that indicates the result of the regular symbol lottery (a manner that indicates the type of regular symbol). In other words, the type of win, which will be described later, can also be determined by the lighting pattern of the LEDs of the first regular symbol indicator 19c.

[0043] If a "win" is determined in the regular symbol lottery, a winning game (auxiliary game) is played in which the second start opening 14a enters the second state (open state) and then returns to the first state (closed state). In a winning game (auxiliary game), the maximum number of times the second starting port 14a opens and the maximum opening time are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10) enter the second starting port 14a, the winning game (auxiliary game) ends. In other words, a "winning game (auxiliary game)" is a game state in which the variation display of the second special symbol is more likely to be executed (the starting conditions are more likely to be met).

[0044] The first special symbol reserve indicator 19d is composed of multiple LEDs and is used to display the number of rights (hereinafter referred to as "first reserves") for conducting the first special symbol lottery, which are stored when a game ball enters the first start opening 10. It lights up or flashes in a manner that indicates the number of first reserves. In this embodiment, up to four first reserves are stored.

[0045] The second special symbol reserve first indicator 19e is composed of multiple LEDs and is used to display the number of rights (hereinafter referred to as "second reserves") for conducting the second special symbol lottery, which are stored when a game ball enters the second start opening 11a. It lights up or flashes in a manner that indicates the number of second reserves. In this embodiment, up to four second reserves are stored. In the following description, the term "number of first reserves" may be expressed as "number of first reserves," and the term "number of second reserves" may be expressed as "number of second reserves."

[0046] The first regular symbol hold indicator 19f is composed of multiple LEDs and is used to display the number of rights (hereinafter referred to as "regular symbol holds") for determining a regular symbol win (displaying the variation of the regular symbol) that are stored when a game ball passes through the gate 12, and lights up or flashes in a manner that indicates the number of regular symbol holds. In this embodiment, up to 4 regular symbol holds are stored. In the following description, the term "number of regular symbol holds" may be expressed as "number of regular symbol holds".

[0047] The right-hand shooting indicator 19j is composed of a single LED (light-emitting part) and is used to indicate whether or not the state in which shooting the game ball into the right-hand game area 4a2, known as "right-hand shooting," is recommended. When the game state is "time-saving game state," when a minor win game is being played, or when a major win game is being played, that is, when "right-hand shooting" is recommended, the LED lights up. When right-hand shooting is not recommended (that is, when "left-hand shooting" is recommended), the LED turns off.

[0048] The first special symbol indicator 19a and / or the second special symbol indicator 19b can also be configured with a 7-segment LED. For example, if the special symbol lottery is won, "7" can be displayed as a stop, and if it is a loss, "-" can be displayed as a stop, and during the variation display, the LED can alternate between off and "-". Since the variation display of the special symbol starts from the state where the previous stop display was shown, starting with the LED off makes it easier to understand that the variation display has started.

[0049] A center component 15 is installed approximately in the center of the game board 4. The center component 15 is provided with a frame (decorative frame) 15a that restricts the entry of game balls into its interior. This frame 15a is fitted into an opening (not shown) formed in the game board 4, and a warp device 15b is provided on the left side of the frame 15a that allows game balls flowing down the game area 4a to be introduced into the frame 15a. A center stage 15c on which game balls can roll is provided at the bottom of the frame 15a, and game balls introduced into the frame 15a by the warp device 15b roll on the center stage 15c via the warp passage of the warp device 15b and flow down to the bottom of the frame 15a.

[0050] An image display device 16 (main LCD), consisting of a liquid crystal display, is provided in the central rear part of the performance space 15A defined inside the frame 15a of the center piece 15. Additionally, image display devices (sub-LCDs), also consisting of liquid crystal displays, may be provided on both the left and right sides of the opening / closing frame 2B (inner frame).

[0051] A light-transmitting light guide plate (not shown) is provided on the front side of the image display device 16, covering the front end of the display space 15A inside the frame 15a. Multiple light guide plate LEDs 23A (see Figure 4) are arranged along the edge of this light guide plate, and a lens member (not shown) is placed between the end face of the light guide plate and the light guide plate LEDs 23A. The light guide plate LEDs 23A comprises one or more LED substrates on which multiple LEDs (light-emitting elements) are distributed. The LEDs are so-called full-color LEDs and are configured to emit multiple colors.

[0052] Numerous minute recesses are formed on the surface of the light guide plate, which reflect forward the light that enters the light guide plate from the light guide plate LED 23A through the lens member. A high-density collection of these minute recesses forms, for example, characters or patterns. As a result, when the light guide plate LED 23A lights up in a predetermined color, characters or patterns are displayed on the light guide plate.

[0053] The upper part of the performance space 15A is equipped with a first movable performance component 17A (performance component) modeled after a "sword" and a second movable performance component 17B (performance component) modeled after a "signboard" displaying the title of the gaming machine 1, with the second movable performance component 17B positioned in front of the first movable performance component 17A. The right side of the performance space 15A is equipped with a third movable performance component 17C (performance component) modeled after a "sword" that is larger than the "sword" of the first movable performance component 17A.

[0054] The first movable performance member 17A consists of a sheath portion that mimics a scabbard and a blade portion housed in the sheath portion. The blade portion is driven by a control panel drive device 17 equipped with a stepping motor, allowing it to move left and right. It is possible to perform a performance action in which the blade portion moves to the left from a state where it is housed in the sheath portion to draw the blade portion out of the sheath portion. On the front of the first movable performance member 17A is a movable performance member LED 17a for performing a lighting effect that changes between an extinguished state and an illuminated state that emits light in a predetermined manner. The movable performance member LED 17a comprises one or more LED substrates on which multiple LEDs (light-emitting bodies) are distributed. The LEDs are so-called full-color LEDs and are configured to emit light in multiple colors. The movable performance member LED 17a is part of the control panel lighting device 23.

[0055] The second movable performance member 17B is driven by the control panel drive device 17, allowing it to move vertically and perform a performance action by descending from the upper side of the performance space 15A and appearing in front of the screen of the image display device 16. On the front of the second movable performance member 17B is a movable performance member LED 17b for performing a light-emitting performance that changes between an extinguished state and an illuminated state that emits light in a predetermined manner. The movable performance member LED 17b comprises one or more LED substrates on which multiple LEDs (light-emitting bodies) are distributed. The LEDs are so-called full-color LEDs and are configured to emit light in multiple colors. The movable performance member LED 17b is part of the control panel lighting device 23.

[0056] The third movable performance member 17C consists of a sheath portion that mimics a scabbard and a blade portion housed in the sheath portion. The blade portion is driven by the control panel drive device 17, allowing it to move vertically. This enables the performance to be performed by moving the blade portion upward from a state where it is housed in the sheath portion to a state where the blade portion is drawn out of the sheath portion.

[0057] Furthermore, the third movable performance member 17C is driven by the control panel drive device 17, allowing it to tilt with its lower end as a pivot point. It can tilt from a state where the blade is drawn from the sheath toward the front of the central area of ​​the image display device 16 screen, enabling it to perform a performance action that simulates slashing an opponent with the sword. On the front of the third movable performance member 17C is a movable performance member LED 17c for performing a lighting effect that changes between an extinguished state and an illuminated state that emits light in a predetermined manner. The movable performance member LED 17c comprises one or more LED substrates on which multiple LEDs (light-emitting bodies) are distributed. The LEDs are so-called full-color LEDs and are configured to emit light in multiple colors. The movable performance member LED 17c is part of the control panel lighting device 23.

[0058] Thus, the first movable performance member 17A, the second movable performance member 17B, and the third movable performance member 17C are each equipped with movable performance member LEDs 17a to 17c, and are capable of performing a light-emitting effect in which the blade and title light up in a predetermined manner while in standby mode or during performance operation.

[0059] The screen of the image display device 16 displays various visual effects (including videos) according to the progress (development) of the game. These visual effects include a waiting-for-player effect displayed when the special symbols are not being displayed on the special symbol first display units 19a and 19b; a variation effect that includes the variation of the effect symbol 16a corresponding to the variation of the special symbols on the special symbol first display units 19a and 19b; a jackpot effect displayed during the execution of a jackpot game; and a minor win effect displayed during the execution of a minor win game.

[0060] In the variation display shown on the screen of the image display device 16, the three effect symbols 16a (left symbol, middle symbol, and right symbol) are displayed in a way that scrolls vertically. However, the manner in which the effect symbols 16a are displayed is not limited to this; they may also rotate in place (spin), or scroll horizontally.

[0061] The performance symbol 16a is composed of an identification part consisting of code information of numbers or characters indicating, for example, "1" to "9" or "one" to "nine", or is composed of a decoration part consisting of predetermined decoration information (accompanying information) such as a character image (for example, an animal character such as a cat or a dog) or a decorative frame image accompanying the identification part and its surroundings (vicinity). The variable display of the performance symbol 16a is performed corresponding to the variable display of the special symbol executed on the first special symbol first display 19a and the second special symbol first display 19b. That is, the variable display of the performance symbol 16a is started corresponding to the start of the variable display of the special symbol, and the variable display of the performance symbol 16a is stopped corresponding to the stop of the variable display of the special symbol.

[0062] In the stop display of the performance symbol 16a, the performance symbol 16a stops for a predetermined time in a predetermined mode (a losing mode, a small winning mode, a big winning mode, etc.) indicating the result of the big winning determination. For example, the big winning mode is a combination of the same performance symbol 16a such as "777", the small winning mode is a combination of the performance symbol 16a with regularity such as "357", and the losing mode is a combination of the performance symbol 16a other than the big winning mode and the small winning mode.

[0063] On the screen of the image display device 16, various performance images (including videos) such as a preview performance image, a reach performance image, a background image, and a character image are displayed according to the result of the big winning determination during the variable display of the performance symbol 16a in the variable performance, so as to increase the player's expectation of the occurrence of a big win.

[0064] On the screen of the image display device 16, a first hold icon display area 16b for displaying a number of first hold icons (for example, "◎") corresponding to the first hold number (U1), a second hold icon display area 16c for displaying a number of second hold icons (for example, "◎") corresponding to the second hold number (U2), and a variable icon display area 16d for displaying the variable icon (for example, "◎" with a larger display size than the hold icon) corresponding to the variable display of the special symbol (performance symbol 16a) being executed are formed, etc.

[0065] The screen of the image display device 16 has a first reserved number display area 16e for displaying the first reserved number indicating the current first reserved number (U1), a second reserved number display area 16f for displaying the second reserved number indicating the current second reserved number (U2), and a special symbol display area TZ for displaying special symbols that are displayed in a variable manner in accordance with the variable display of special symbols and the variable display of performance symbols 16a.

[0066] The special symbols consist only of the numbers "1" through "9," and are displayed as reduced-size symbols, for example, smaller than the normal display size of the performance symbol 16a. The variation display of the special symbols in the special symbol display area TZ is performed continuously in a fixed display mode (a display mode in which the numbers are switched sequentially) from the start to the stop of the variation display of the special symbols and the variation display of the performance symbols, and is not hidden from the screen or obscured by the performance movements of the movable performance members 17A to 17C. In other words, the special symbols are always displayed in a visible state regardless of the progress of the performance.

[0067] On the other hand, the display of the performance symbol 16a may become invisible on the screen as the performance progresses. Therefore, the display of the special symbol corresponds to the display of the performance symbol 16a and remains visible at all times regardless of the progress of the performance, thus also serving the function of displaying the performance symbol's variation.

[0068] The first hold icon display area 16b is divided into the first display section, second display section, third display section, and fourth display section, starting from the side closest to the variable icon display area 16d, and the first to fourth display sections display a number of first hold icons corresponding to the first hold number (U1).

[0069] The second hold icon display area 16c is divided into a first display section, a second display section, a third display section, and a fourth display section, starting from the side closest to the variable icon display area 16d. The first to fourth display sections display a number of second hold icons corresponding to the second hold number (U2).

[0070] The display of the reserved numbers in the first and second reserved number display areas 16e and 16f, like the special symbols, does not disappear from the screen of the image display device 16 or become obscured by the performance actions of the movable performance members 17A to 17C; in other words, it is always displayed in a visible state regardless of the progress of the performance.

[0071] As shown in Figure 2, on the back side of the opening / closing frame 2B and the game board 4 are a payout device 100 for dispensing game balls based on the fulfillment of predetermined payout conditions (prize balls, ball lending), a game ball storage unit 101 for storing game balls supplied from island equipment etc. and supplying them to the payout device 100, a main control device 110A which incorporates a main control board 110 for comprehensively controlling the progress of the game, and a payout control board 120 which incorporates a payout control board that controls the payout device 100 in response to payout control commands from the main control board 110. The game machine 1 is equipped with a control device 120A, a performance control unit 130 that controls the performance according to performance control commands from the main control board 110, a performance control device 130A that incorporates an image control unit 140 and a lamp control unit 150, a power supply device 160A that incorporates a power supply board 160 that supplies power voltage to the various control devices 110A to 130A, and a game information output terminal board 90 for outputting game information (game signals) to an external device (such as a hall computer). The power supply board 160 is also equipped with a power plug 161 and a power switch (not shown) for supplying power to the game machine 1.

[0072] Furthermore, a cover member 90 of the left-opening / closing door type is provided on the other end of the left-opening / closing door, with a rotation axis located on one end in the left-right direction, so as to cover the top of the main control device 110A and the entire performance control device 130A from the rear. The performance control device 130A is provided with a changeover switch for switching adjustment modes related to adjusting the volume of the performance sound output from the sound output device 9 and the light intensity (luminescence intensity) of the image display device 16 and various lighting devices (panel lighting device 23, frame lighting device 27), so as to be covered by the cover member 90.

[0073] (Control configuration of gaming machine 1) Next, we will explain the control configuration of the gaming machine 1 in detail. Figure 4 is an overall block diagram of the gaming machine 1 in this embodiment. The control configuration of this embodiment includes a main control board 110 that comprehensively controls the progress of the game (basic operation), a payout control board 120 that controls the payout of game balls based on the receipt of payout control commands from the main control board 110, an effect control board 130 that controls effects related to the game based on the receipt of effect control commands from the main control board 110, and a power supply board 160 that supplies power to the main control board 110, the payout control board 120, and the effect control board 130.

[0074] Furthermore, communication between the main control board 110 and the payout control board 120 is configured to allow bidirectional transmission and reception of commands, while communication between the main control board 110 and the performance control board 130 is configured to allow unidirectional transmission of commands from the main control board 110 to the performance control board 130.

[0075] On the front surface of the main control board 110 are the main control unit 110m, which consists of a one-chip microcontroller for controlling the game; the RWM clear switch 58c, which inputs a signal to clear the contents of the main RAM 110c of the main control unit 110m or to update the setting value which is the stage of the game's advantage (to make the game's advantage different); the setting key switch 58d, which inputs a signal to switch to a state in which the setting value can be changed or the setting value can be checked by operation using the setting key; and the performance display 111, which displays performance information and setting values ​​so that the actual performance of the game machine can be understood.

[0076] The performance indicator 111 is used to display setting values ​​and performance information (normal base values), which will be described later. It consists of four 7-segment displays with decimal points arranged side by side. The two 7-segment displays corresponding to the upper two digits are configured with identification segments to indicate the type of performance information (data type), and the two 7-segment displays corresponding to the lower two digits are configured with numerical segments to display numerical information indicating the setting values ​​and performance information.

[0077] The main control unit 110m includes a main CPU 110a for calculation processing, a main ROM 110b for storing game control programs, a main RAM 110c which serves as a work area during calculation processing, and input / output ports.

[0078] The input ports of the main control unit 110m include a general prize entry detection switch 14a, a gate detection switch 12a, a first start entry detection switch 10a, a second start entry detection switch 11c, a second start entry opening / closing solenoid 11d, a first major prize entry detection switch 13c, a first major prize entry opening / closing solenoid 13d, a second major prize entry detection switch 14c, a second major prize entry opening / closing solenoid 14d, a specific area detection switch 14f, a distribution solenoid 22b, a magnetic detection sensor 58a, a radio wave detection sensor 58b, and a prize entry confirmation detection sensor. The following are connected: switch 58e, vibration detection switch 58f, first special symbol first indicator 19a, second special symbol first indicator 19b, normal symbol first indicator 19c, first special symbol hold first indicator 19d, second special symbol hold first indicator 19e, normal symbol hold first indicator 19f, right-hand play first indicator 19j, setting indicator (not shown), game information output terminal board 112, RWM clear switch 58c, setting key switch 58d, performance indicator 111, payout control board 120, and performance control board 130.

[0079] The main CPU 110a receives an operating clock from the crystal oscillator, reads the game control program stored in the main RAM 110b, and performs calculations related to the game while utilizing the main RAM 110c as a work area. This allows it to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, various indicators 19a to 19f, etc.), control processing for sending and receiving various control commands, and control processing for transmitting game information to an external device (such as a hall computer) of the game machine 1 via the game information output terminal board.

[0080] The memory area of ​​the main control unit 110m includes a memory area allocated to the main ROM 110b and a memory area allocated to the main RAM 110c.

[0081] The memory area of ​​the main ROM 110b is arranged in the following order: a game ROM area where programs and data related to the progress of the game are stored; an information ROM area where programs and data related to the performance display of the game machine are stored; an unused area of ​​16 bytes or more where access is prohibited and "0" is stored; a ROM comment area where data such as the program title and version is stored; a vector table area where the starting address of the timer interrupt processing is set; and a hardware parameter area where parameters such as the start address and end address of the access prohibited area are set.

[0082] The memory area of ​​the main RAM 110c is arranged in the following order: a game RWM area used as a work area when executing game programs, and an information RWM area used as a work area when executing information programs.

[0083] The payout control board 120 includes a payout control unit 121 that drives the payout device 100 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls. The dispensing control unit 121 includes a dispensing CPU 121a that performs calculation processing, a dispensing ROM 121b that stores the dispensing program and the like, a dispensing RAM 121c that serves as a work area during calculation processing, and input / output ports, etc.

[0084] The input / output ports of the payout control unit 121 are connected to an open door 31a, a tray fullness detection switch 32a, a payout ball detection switch 100a for detecting game balls being dispensed from the payout device 100, a payout motor 100b for dispensing game balls from the payout device 100, and a ball presence detection switch 101a for detecting that game balls are stored in the game ball storage unit 101.

[0085] The payout CPU 121a receives an operating clock from the crystal oscillator, reads the payout control program stored in the payout ROM 121b, and performs calculation processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. This enables it to perform control processing to dispense game balls from the payout device 100 in response to payout control commands from the main control board 110, and control processing to send commands based on the results of the calculation processing to the main control board 110.

[0086] The launch control unit 122 includes a control circuit and input / output ports. The input / output ports of the launch control unit 122 are connected to the ball feed solenoid 43, touch sensor 7a, launch volume 7b, and launch solenoid 26a, among others.

[0087] When the launch control unit 122 detects that the player's hand is touching the launch handle 7 based on a touch signal input from the touch sensor 7a, it allows power to be supplied to the ball feeding solenoid 43 and the launching solenoid 26a. When it detects that the rotation angle of the launch handle 7 has changed based on a detection signal from the launch volume 7b, it drives the ball feeding solenoid 43 and drives the launching solenoid 26a to launch game balls (99.9 balls / minute) with a launch intensity corresponding to the rotation angle of the launch handle 7.

[0088] The performance control board 130 includes a performance control unit 130m that comprehensively controls the progress of the performance based on the reception of performance control commands from the main control board 110, an image control unit 140 that performs control processing for image display and sound output based on the reception of performance control commands from the performance control unit 130m, and a lamp control unit 150 that performs control processing for various light-emitting elements (panel lighting device 23 (panel lamp), frame lighting device 27 (frame lamp), button light-emitting LED 6e, movable performance element LED 17a~17c, light guide plate LED 23A, etc.) and various drive sources (solenoids, motors, etc.) based on the reception of performance control commands from the performance control unit 130m.

[0089] The performance control unit 130m includes a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, a sub-RAM 130c which serves as a work area during calculation processing, and an input port. The input / output ports of the performance control unit 130m are connected to the performance button detection switch 6b, the directional key detection switch 6g, the first special symbol second display 20a, the second special symbol second display 20b, the normal symbol second display 20c, the first special symbol hold second display 20d, the second special symbol second display 20e, the normal symbol hold second display 20f, and the right-hand shooting second display 20g.

[0090] The sub-CPU 130a of the performance control unit 130m receives an operating clock from the crystal oscillator, reads the performance control program stored in the sub-ROM 130b, and performs calculations related to the performance while utilizing the sub-RAM 130c as a work area. This allows for control processing to determine the performance mode of the variable performance, control processing to send performance control commands based on the determination result to the image control unit 140 and the lamp control unit 150, control processing in response to detection signals from various input devices (detection switches, etc.), and control processing to control various output devices (lighting devices, drive motors, and various displays 20a to 20g).

[0091] (performance indicator) Figures 5(a) to 5(c) are diagrams illustrating the control of the performance indicator 111. The performance indicator 111 displays the base value B in the low-probability non-time-saving game state (normal game state). The base value B for a specific section is calculated by dividing the total number of prize balls paid out in that section by the number of outs (total number of game balls launched).

[0092] Figure 5(a) is a diagram illustrating the various counters (base calculation prize ball counter, base calculation output counter, total output counter) used for display control of the performance indicator 111. Each of these counters is provided, for example, in the game RWM area of ​​the main RAM 110c.

[0093] The base calculation prize ball counter counts the prize balls in a specific section. Specifically, the base calculation prize ball counter adds the value "5" when a game ball enters the general prize entry slot 21. The base calculation prize ball counter adds the value "15" when a game ball enters the first large prize entry slot 13a or the second large prize entry slot 14a. The base calculation prize ball counter adds the value "3" when a game ball enters the first start slot 10 or the second start slot 11a. Furthermore, the out counter for base calculation counts the number of outs in a specific section. Specifically, each time a game ball is detected by the out ball detection switch (not shown), the value "1" is added to the out counter for base calculation.

[0094] The main CPU 110a calculates the base value B for a specific interval by dividing the value of the base calculation payout counter by the value of the base calculation output counter and multiplying the result by the value "100". However, the base calculation output counter and base calculation payout counter are not added except in low-probability non-time-saving game states. In the above configuration, the base value B for the low-probability non-time-saving game state within a specific interval is calculated. In this embodiment, the period during which the base calculation out counter and the base calculation prize ball counter are added may be referred to as the "counting period," and the period other than the counting period may be referred to as the "non-counting period."

[0095] The main CPU 110a stores (saves) the base value B for a predetermined interval each time that interval ends. In this embodiment, the base value B is saved each time the number of outputs reaches 60,000. Specifically, the total output counter counts the number of outputs (hereinafter sometimes referred to as "total outputs") from the time the power was first turned on until the present.

[0096] The main CPU 110a calculates and saves the base value B from the current values ​​of the base calculation prize ball counter and the base calculation out counter each time the value "60000" is added to the total out counter. Additionally, each time the value "60000" is added to the total out counter, the base calculation prize ball counter and the base calculation out counter are reset.

[0097] Figure 5(b) is a diagram illustrating the base value B displayed on the performance indicator 111. In the specific example shown in Figure 5(b), we assume that 60,000 outs are counted in interval 3, then 60,000 outs are counted in interval 2, then 60,000 outs are counted in interval 1, and then interval L begins. The number of outs in interval L is less than 60,000 (0 to 59,999). We also assume that the base value B in interval 3 is "B3", the base value B in interval 2 is "B2", the base value B in interval 1 is "B1", and the base value B in interval L is "BL".

[0098] In the above specific example, in section L, the base value BL for section L (real time), the base value B1 for section 1 (previous section), the base value B2 for section 2 (section two steps prior), and the base value B3 for section 3 (section three steps prior) are displayed on the base indicator 111. Specifically, the base indicator 111 switches and displays four base values ​​B in the order of base value BL, base value B1, base value B2, and base value B3. The base value B for each section is switched and displayed, for example, approximately every 5 seconds. In this embodiment, the base value B is continuously displayed on the base indicator 114, including the period during which the game can be played.

[0099] When a section ends (when 60,000 outs have been counted), the base value B for that section is saved as the base value B for the previous section, and the base value B for the oldest section is discarded. For example, in the specific example in Figure 5(b), when the number of outs in section L reaches 60,000, the base value BL for section L is stored as the base value B1 for section 1, the base value B1 for section 1 is stored as the base value B2 for section 2, the base value B2 for section 2 is stored as the base value B3 for section 3, and the base value 3 for the oldest section 3 is discarded.

[0100] Figure 5(c) is a diagram illustrating a specific example of the performance indicator 111. As shown in Figure 5(c), the base display unit 111 is configured to include a first display unit 111x and a second display unit 111y. The first display unit 111x consists of two 7-segment displays (including digital points) and displays identification information (bL, b1, b2, b3) that allows identification of which section's base value B is displayed on the second display unit 111y.

[0101] The second display unit 111y consists of two 7-segment displays (including digital points) and displays the base value B. For example, if the base value is greater than "100", "99." will be displayed on the second display unit 111y. The performance indicator 111 displays the base value B for each section in the order of section L, section 1, section 2, and section 3, switching approximately every 5 seconds, on the second display unit 111y.

[0102] As shown in Figure 5(b), during the period when the base value BL of interval L is displayed, the identification information "bL" is displayed on the first display unit 111x. Also, during the period when the base value B1 of interval 1 is displayed, the identification information "b1" is displayed on the first display unit 111x, during the period when the base value B2 of interval 2 is displayed, the identification information "b2" is displayed on the first display unit 111x, and during the period when the base value B3 of interval 3 is displayed, the identification information "b3" is displayed on the first display unit 111x.

[0103] However, if the total number of outs is less than 60,000, the base value to be displayed on the second display unit 111y cannot be calculated during the period when identification information "b1" is displayed on the first display unit 111x. Similarly, if the total number of outs is less than 60,000, the base value to be displayed for identification information "b2" and the base value to be displayed for identification information "b3" cannot be calculated. Taking these circumstances into consideration, if the total number of outs is less than 60,000, during the period when identification information "b1" to "b3" is displayed on the first display unit 111x, each piece of identification information will be displayed in a blinking manner, and the special symbol "--" will be illuminated on the second display unit 111y.

[0104] If the total number of outs is 60,000 or more but less than 120,000, a base value B1 for displaying identification information "b1" is calculated, but the base value B2 for displaying identification information "b2" and the base value B3 for displaying identification information "b3" cannot be calculated. Taking these circumstances into consideration, if the total number of outs is 60,000 or more but less than 120,000, during the period when identification information "b1" is displayed on the first display unit 111x, the said identification information is illuminated and the base value B1 is illuminated, and during the period when identification information "b2" or identification information "b3" is displayed, the respective identification information is blinked and the special symbol "--" is illuminated on the second display unit 111y.

[0105] Similarly, if the total number of outs is 120,000 or more but less than 180,000, the base value B1 for displaying identification information "b1" and the base value B2 for displaying identification information "b2" are calculated, but the base value B3 for displaying identification information "b3" cannot be calculated. Taking these circumstances into consideration, if the total number of outs is 120,000 or more but less than 180,000, during the period when identification information "b1" or identification information "b2" is displayed on the first display unit 111x, the said identification information is illuminated and the base values ​​(B1, B2) are illuminated, and during the period when identification information "b3" is displayed, the said identification information is blinked and the special symbol "--" is illuminated on the second display unit 111y.

[0106] (Configuration of the image control unit) The configuration of the image control unit 140 will now be described. Figure 6 is a block diagram showing the configuration of the image control unit 140. The image control unit 140 includes a central CPU 141, central RAM 142, central ROM 143, CGROM 144, crystal oscillator 145, VRAM 146, and VDP (Video Display Processor) 200 (drawing control unit) for controlling the image display of the image display device 16 and the sound control of the sound output device 9. The VDP 200 includes a sound control circuit 300 for controlling the sound output in the gaming machine 1.

[0107] The central CPU 141, based on the performance pattern specification command received from the performance control unit 130m (described later), instructs the VDP 200 to display the image data stored in the CGROM 144 on the image display device 16. This instruction is performed by setting data in the control register 201 of the VDP 200 and outputting a display list consisting of drawing control commands.

[0108] When the main CPU 141 receives a V-blank interrupt signal or a drawing completion signal from the VDP 200, it performs interrupt processing as appropriate. The main CPU 141 also instructs the audio control circuit 300 included in the VDP 200 to output music or audio based on predetermined audio data to the audio output device 9, based on the performance pattern specification command received from the performance control unit 130m.

[0109] The integrated RAM 142 is built into the integrated CPU 141 and functions as a data work area during the integrated CPU 141's calculation processing, temporarily storing data read from the integrated ROM 143. The main ROM 143 is composed of a mask ROM and stores the control processing program for the main CPU 141, symbol arrangement information that associates the symbol number of the performance symbol 16a with the type of performance symbol 16a, a display list generation program for generating a display list, animation patterns for displaying the animation of the performance pattern, animation scene information, and so on.

[0110] An animation pattern is referenced when displaying the animation of a performance pattern, and stores the combination of animation scene information included in that performance pattern, as well as the display order of each animation scene. The animation scene information also stores information such as the wait frame (display time), target data (sprite identification number, source address, etc.), parameters (sprite display position, destination address, etc.), and drawing method.

[0111] CGROM144 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies, etc.) consisting of a collection of pixel information for a predetermined range of pixels (for example, 32 x 32 pixels). The pixel information consists of color number information specifying a color number for each pixel and an α value indicating the transparency of the image.

[0112] CGROM144 stores uncompressed palette data, which associates color number information (for specifying color numbers) with display color information (for actually displaying colors). Furthermore, CGROM144 may compress only a portion of the image data, rather than keeping all of it compressed. Various known compression methods, such as MPEG4, can be used for movie compression. CGROM144 also stores a large amount of audio data.

[0113] The crystal oscillator 145 outputs a pulse signal to the clock generation circuit 205 of the VDP200. By dividing this pulse signal, the clock generation circuit 205 generates a system clock for control of the VDP200, a synchronization signal for synchronization with the image display device 16, and so on.

[0114] VRAM146 is composed of SRAM, which allows for high-speed writing or reading of image data. VRAM146 has a display list storage area 146a for temporarily storing the display list output from the central CPU 141, an expanded storage area 146b for storing image data expanded by the expanded circuit 206, and a first frame buffer 146c and a second frame buffer 146d for drawing or displaying images. Palette data is also stored in VRAM146. The first and second frame buffers 146c and 146d alternately switch between "drawing frame buffer" and "display frame buffer" at the start of each drawing operation.

[0115] The VDP200 is a so-called image processor that, based on instructions from the central CPU 141, reads image data from either the first frame buffer 146c or the second frame buffer 146d, generates a video signal (RGB signal, etc.) based on the read image data, and outputs it to the image display device 16. Furthermore, in the gaming machine 1 of this embodiment, the VDP200 is not merely an image processor but also has an audio output function.

[0116] The VDP200 includes a control register 201, a CG bus I / F 202, a CPU I / F 203, a clock generation circuit 205, an expansion circuit 206, a drawing circuit 207, a display circuit 208, a memory controller 209, and an audio control circuit 300. Control register 201 is a register used by the VDP200 to control drawing and display. Drawing and display control is performed by writing and reading data to and from control register 201. The central CPU 141 can write and read data to and from control register 201 via CPUI / F203.

[0117] The control register 201 comprises six types of registers: a system control register for basic settings necessary for the operation of the VDP200, a data transfer register for settings necessary for data transfer, a drawing register for settings for drawing control, a bus interface register for settings necessary for bus access, a decompression register for settings necessary for decompressing compressed images, and a display register for settings for display control.

[0118] The CG bus I / F202 is an interface circuit for communication with the CGROM144, and image data from the CGROM144 is input to the VDP200 via the CG bus I / F202. The CPUI / F203 is an interface circuit for communication with the main CPU 141. Through the CPUI / F203, the main CPU 141 outputs a display list to the VDP200, accesses control registers, or receives various interrupt signals from the VDP200.

[0119] The data transfer circuit 204 performs data transfer between various devices. Specifically, it performs data transfer between the central CPU 141 and VRAM 146, between CGROM 144 and VRAM 146, and between the various memory areas (including the frame buffer) of VRAM 146. The clock generation circuit 205 receives a pulse signal from the crystal oscillator 145 and generates a system clock that determines the processing speed of the VDP200. It also generates a clock for generating a synchronization signal and outputs the synchronization signal to the image display device 16 via the display circuit 208.

[0120] The decompression circuit 206 is a circuit for decompressing image data compressed in the CGROM 144, and stores the decompressed image data in the unpacking storage area 146b. The drawing circuit 207 is a circuit that performs sequence control using a display list composed of a group of drawing control commands.

[0121] The display circuit 208 generates RGB signals (analog signals) that represent the color data of an image as a video signal from image data (digital signals) stored in the "display frame buffer" in the VRAM 146, and outputs the generated video signal (RGB signal) to the image display device 16. Furthermore, the display circuit 208 also outputs synchronization signals (vertical synchronization signal, horizontal synchronization signal, etc.) to the image display device 16 for synchronizing the first image display device 16. In this embodiment, the system is configured to output RGB signals, which are obtained by converting digital signals to analog signals, as video signals to the image display device 16, but the video signal may also be output as a digital signal.

[0122] The memory controller 209 controls the switching between the "drawing frame buffer" and the "display frame buffer" when it receives a frame buffer switching instruction from the main CPU 141. The audio control circuit 300 reads a predetermined program based on a command transmitted from the performance control board 130 and also controls the audio output of the audio output device 9. The audio control circuit 300 outputs music and sound using the audio data stored in the CGROM 144. In this case, the CGROM 144 includes a sound source ROM for storing audio data. The audio control circuit 300 may not be included in the VDP 200, but may be provided independently within the image control unit 140.

[0123] As shown in Figure 4, the lamp control unit 150 includes a lamp CPU 150a that performs calculation processing, a lamp ROM 150b that stores the lamp control program, a lamp RAM 150c that serves as the work area during calculation processing, and input / output ports.

[0124] The input / output ports of the lamp control unit 150 are connected to the following: panel lighting device 23 (panel lamp), frame lighting device 27 (frame lamp), button drive motor 6c, button vibration motor 6d, button light-emitting LED 6e (27), movable performance member LEDs 17a~17c (23), and light guide plate LED 23A.

[0125] The lamp CPU 150a receives an operating clock from the crystal oscillator, reads the lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while utilizing the lamp RAM 150c as a work area. This enables control processing for the lamp emitters of the panel lighting device 23, the lamp emitters of the frame lighting device 27, the button drive motor 6c, the button vibration motor 6d, the button light-emitting LED 6e, the movable effect member LEDs 17a to 17c, and the light guide plate LED 23A.

[0126] The power supply board 160 generates the main power supply (operating power) necessary for the operation of the gaming machine 1 from the power supply voltage supplied from the power plug 161, and supplies this main power supply to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components). The power supply board 160 includes a power outage detection circuit 162 that detects whether or not a power outage has occurred and outputs a power outage detection signal to the main control board 110 based on the occurrence of a power outage, and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power outage.

[0127] The power outage detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1 and outputs a power outage detection signal to the main control board 110 when the power supply voltage falls below a predetermined value. More specifically, when the power outage detection signal is at a high level, the main CPU 110a becomes operational, and when the power outage detection signal is at a low level, the main CPU 110a becomes inoperable.

[0128] The backup power supply circuit 163 is equipped with a capacitor that stores energy when power is supplied to the gaming machine 1. When a power outage occurs, it supplies the backup power voltage stored in the capacitor to the main RAM 110c of the main control board 110. As a result, the contents of the main RAM 110c and payout RAM 121c are retained even when a power outage occurs, and the game control state can be restored to the state before the power outage after power is restored. In addition, backup power may also be supplied to the payout control board 120 and the performance control board 130.

[0129] Next, with reference to Figures 7 to 19, the details of the various tables stored in the main ROM 110b will be explained. (Big win determination table) Figure 7(a) is a jackpot determination table for the first special symbol triggered by a game ball entering the first starting opening 10, and Figure 7(b) is a jackpot determination table for the second special symbol triggered by a game ball entering the second starting opening 11a.

[0130] As shown in Figures 7(a) and 7(b), a jackpot determination value is assigned to determine the jackpot result, which is obtained when a game ball enters the first starting opening 10 or the second starting opening 11a. The jackpot determination values ​​are assigned so that the win / loss ratio is as shown in Figure 7.

[0131] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 7(a) or the jackpot determination table for the second special symbol shown in Figure 7(b), and determines whether it is a "jackpot," a "minor win," or a "miss" based on the acquired random value for jackpot determination. Note that the jackpot probability is the same for the jackpot determination table for the first special symbol shown in Figure 7(a) and the jackpot determination table for the second special symbol shown in Figure 7(b), but the probability of winning a minor win and the probability of a miss differ.

[0132] (Special design determination table) Figure 8(a) is a jackpot special symbol determination table that is referenced to determine the stopping symbols for the special symbols when a jackpot is won. Figure 8(b) is a table for determining special symbols for minor wins, which is referenced to determine the stopping symbols for special symbols when a minor win is achieved. Figure 8(c) is a losing special symbol determination table that is referenced to determine the special symbol that stops when a losing combination is achieved.

[0133] As shown in Figure 8(a), the jackpot special symbol determination table is divided into tables according to the type of starting gate into which the game ball enters. Each table associates a special symbol determination value for determining the special symbol obtained when a game ball enters the first starting gate 10 or the second starting gate 11a, the special symbol (special symbol stop data), and a performance symbol specification command that is transmitted to the performance control board 130 as information indicating the type of special symbol. The special symbol determination value is set so that it matches the special symbol selection rate (%) shown in Figure 8(a).

[0134] As shown in Figure 8(b), the small win special symbol determination table is divided into tables according to the type of starting gate into which the game ball enters. Each table associates a special symbol determination value for determining the special symbol determination random value acquired when a game ball enters the first starting gate 10 or the second starting gate 11a, a special symbol (special symbol stop data), and a performance symbol specification command transmitted to the performance control board 130 as information indicating the type of special symbol. The special symbol determination value is set so that it results in the special symbol selection rate (%) shown in Figure 8(b). In addition, multiple special symbols and special symbol determination values ​​may be associated so that multiple small win special symbols can be determined even in the case of a small win.

[0135] As shown in Figure 8(c), the losing special symbol determination table is divided into tables according to the type of starting gate into which the game ball enters. Each table associates a special symbol determination value, which is acquired when a game ball enters the first starting gate 10 or the second starting gate 11a, with the special symbol (special symbol stop data) and a performance symbol specification command that is transmitted to the performance control board 130 as information indicating the type of special symbol. The special symbol determination value is set so that it matches the special symbol selection rate (%) shown in Figure 8(c). In addition, multiple special symbols may be associated with special symbol determination values ​​so that multiple losing special symbols can be determined even in the case of a loss.

[0136] The main CPU 110a refers to the special symbol determination table shown in Figures 8(a) to (c) and determines the type of special symbol (special symbol stop data) based on the type of starting gate into which the game ball entered and the random value for special symbol determination. When the special symbol variation begins, the main CPU 110a determines a special symbol specification command, which is information indicating the type of special symbol, based on the determined type of special symbol (special symbol stop data). Here, each special symbol specification command consists of 2 bytes of data: 1 byte of MODE data to identify the classification of the control command, and 1 byte of DATA data indicating the content of the control command to be executed. The variation pattern specification command and the like, which will be described later, also consist of MODE data and DATA data.

[0137] As will be explained later, the type of special symbol (special symbol stop data) determines the type of jackpot game, the type of minor win game, and the game state after the jackpot game ends. In other words, the type of special symbol determines the type of jackpot game or minor win game and the game state after the jackpot game ends.

[0138] (Type 1 Jackpot Game Control Table) Figure 9 shows the Type 1 jackpot game control table used to determine the progression of the jackpot state (special game state) when a jackpot is won. The Type 1 jackpot game control table associates the type of special symbol (special symbol stop data), the opening time, the opening specification command to be sent to the performance control board 130 at the start of the opening, the jackpot opening / closing control table for determining the opening and closing manner of the first jackpot opening 13a, the ending time, and the ending specification command to be sent to the performance control board 130 at the start of the ending.

[0139] The main CPU 110a refers to the Type 1 jackpot game control table shown in Figure 9 and determines the opening time, the jackpot opening / closing control table, and the ending time based on the special symbol stop data. Furthermore, since the number of rounds in the jackpot state (special game state) is determined by the type of jackpot opening / closing table, Figure 9 also includes supplementary information on the number of rounds in the Type 1 jackpot state (special game state).

[0140] (Type 1 jackpot game opening / closing control table) Figure 10 shows the control table for opening and closing the large prize slot for Type 1 jackpot games, which is referenced when a jackpot is won. The control table for opening and closing the large prize slot for Type 1 jackpot games is divided into tables according to table number (TBL.No). Each table is associated with the round number (R) indicating the number of rounds in the jackpot game (special game state), the type of large prize slot to be opened and closed, the special operation number (K) indicating the number of times the first large prize slot 13a is opened during one round, the opening time (s) of the first large prize slot 13a, and the closing time (s) for closing the first large prize slot 13a between rounds or during a round.

[0141] The main CPU 110a refers to the opening and closing control table for the first type of jackpot game shown in Figure 10 to determine the opening and closing pattern of the first jackpot opening 13a, executes the first type of jackpot game based on the first type of jackpot game opening and closing control table 1 (TBL.No01), executes the first type of jackpot game based on the first type of jackpot game opening and closing control table 2 (TBL.No02), and executes the first type of jackpot game based on the first type of jackpot game opening and closing control table 3 (TBL.No03).

[0142] According to the Type 1 Big Prize Opening / Closing Control Table 1 (TBL.No=01) for Type 1 Big Prize Games, the opening / closing member 13b is activated to open the first big prize opening 13a for 29.5 seconds per round, from round 1 to round 9, in order to execute a Type 1 Big Prize Game. However, if a specified number of game balls (10 balls) enter the first big prize opening 13a before the opening time has elapsed, the game for one round will end. Then, when the game for 9 rounds has ended, the Type 1 Big Prize Game will end.

[0143] According to the Type 1 Big Prize Game Opening and Closing Control Table 2 (TBL.No=02), the opening and closing member 13b is activated to open the first big prize opening 13a for 29.5 seconds per round from round 1 to round 6, executing a Type 1 Big Prize Game. However, if a specified number of game balls (10 balls) enter the first big prize opening 13a before the opening time has elapsed, one round of the game will end. Then, when the 6 rounds of the game have ended, the Type 1 Big Prize Game will end.

[0144] According to the Type 1 Big Prize Game Opening and Closing Control Table 3 (TBL.No=03), the opening and closing member 13b is activated to open the first big prize opening 13a for 0.18 seconds per round from round 1 to round 3, executing a Type 1 Big Prize Game. However, if a specified number of game balls (10 balls) enter the first big prize opening 13a before the opening time has elapsed, one round of the game will end. Then, when the third round of the game is completed, the Type 1 Big Prize Game will end.

[0145] (Small win game control table) Figure 11(a) shows the mini-win game control table used to determine the progression of the mini-win state (special game state) when a mini-win is achieved. The small win game control table associates the type of special symbol (special symbol stop data), the opening time, the opening specification command to be sent to the performance control board 130 at the start of the opening, the large prize opening opening / closing control table for determining the opening and closing manner of the second large prize opening 14a, the ending time, and the ending specification command to be sent to the performance control board 130 at the start of the ending.

[0146] The main CPU 110a refers to the small win game control table shown in Figure 11(a) and determines the opening time, the big prize opening / closing control table, and the ending time based on the special symbol stop data.

[0147] (Control table for opening and closing the large prize slot for small prize games) Figure 11(b) shows the control table for opening and closing the large prize slot for the small prize game, which is referenced when a small prize is won. This control table for opening and closing the large prize slot for the small prize game is divided into tables according to the table number (TBL.No). Each table is associated with the type of large prize slot to be opened and closed during the small prize game, the special operation number (K) indicating the number of times the second large prize slot 14a is opened during the small prize game, the opening time (s) of the second large prize slot 14a, and the closing time (s) for closing the second large prize slot 14a during the small prize game.

[0148] The main CPU 110a refers to the opening and closing control table for the small prize game shown in Figure 11(b) to determine the opening and closing pattern of the second large prize slot 14a, and executes the small prize game based on the small prize game opening and closing control table 4 (TBL.No04).

[0149] According to the small prize game opening / closing control table 4 (TBL.No=04), the opening / closing member 14b is activated to open the second large prize opening 14a for 1.8 seconds, executing a small prize game. However, if a specified number of game balls (10) enter the second large prize opening 14a before the opening time has elapsed, the small prize game ends.

[0150] (Specific area opening / closing control table for minor win games) Figure 11(c) shows a control table for opening and closing specific areas for minor win games, which is referenced when a minor win is achieved. This control table for opening and closing specific areas for minor win games associates the elapsed time (s) from the opening of the second major prize entry point 14a with the opening time (s) of the specific area 14e and the closing time (s) for closing the specific area 14e.

[0151] When a minor win game is executed and the elapsed time (s) since the opening of the second major prize entry point 14a, as shown in the minor win game specific area opening / closing control table in Figure 11(c), has elapsed, the main CPU 110a activates the distribution member 22a to open the specific area 14e for 0.8 seconds.

[0152] (Type 2 jackpot game control table) Figure 12 shows a Type 2 jackpot game control table for determining the progression to the jackpot game state (special game state) after the jackpot game has ended, when the game ball passes through a specific area 14e during a jackpot game. The second type jackpot game control table associates the type of special symbol (special symbol stop data), the jackpot opening / closing control table for determining the opening and closing manner of the first jackpot opening 13a, the ending time (s), and the ending specification command to be sent to the performance control board 130 at the start of the ending.

[0153] The main CPU 110a refers to the Type 2 jackpot game control table shown in Figure 12 and determines the jackpot opening / closing control table and the ending time (s) based on the special symbol stop data. Since the number of rounds in the jackpot game state (special game state) is determined by the type of jackpot opening / closing control table, Figure 12 also includes supplementary information on the number of rounds in the Type 2 jackpot game state (special game state).

[0154] (Type 2 jackpot game opening / closing control table) Figure 13 shows a control table for opening and closing the large prize slot for a Type 2 jackpot game, which is referenced when a game ball passes through a specific area 14e during a minor win game. The control table for opening and closing the large prize slot for the second type of jackpot game associates the round number (R) indicating the number of rounds in the jackpot game state (special game state), the type of large prize slot to be opened and closed, the special operation number (K) indicating the number of times the first large prize slot 13a is opened during one round, the opening time (s) of the first large prize slot 13a, and the closing time (s) for closing the first large prize slot 13a between rounds or during a round.

[0155] The main CPU 110a refers to the Type 2 jackpot opening / closing control table for Type 2 jackpot games shown in Figure 13 to determine the opening / closing pattern of the first jackpot opening 13a, and executes the Type 2 jackpot game based on the Type 2 jackpot opening / closing control table 4 (TBL.No04).

[0156] According to the Type 2 Big Win Game Opening and Closing Control Table 4 (TBL.No=04), the opening and closing member 13b is activated to open the first big win opening 13a for 2 to 6 rounds, each round lasting up to 29.0 seconds, in order to execute a Type 2 Big Win Game. However, if a specified number of game balls (10 balls) enter the first big win opening 13a before the opening time has elapsed, the game for one round ends. After 6 rounds of gameplay, the Type 2 Big Win Game ends. The minor win game is the first round of the Big Win Game.

[0157] (Game state setting table) Figure 14 is a game state setting table for determining the game state after the jackpot game state (special game state) has ended. This game state setting table associates special symbol stop data with the winning state, which indicates the game state when a jackpot or minor win is achieved, a time-saving game flag indicating that the game is in a time-saving game state, and the number of time-saving game rounds (J) which indicates the number of times the special symbols can be displayed in a time-saving game state. Here, "winning state" refers to information indicating the game state when a big win or a small win is achieved. The game state consists of either a non-time-saving game state or a time-saving game state. The "non-time-saving game state" or "time-saving game state" refers to a game state relating to the operation of the opening / closing member 11b of the second start port 11a, which will be explained in detail in Figure 19 below.

[0158] The main CPU 10a refers to the game state setting table shown in Figure 14 and determines the time-saving game state and the number of time-saving rounds (J) based on the special symbol stop data at the end of the jackpot game and the state at the time of winning.

[0159] If a jackpot is won while in a non-time-saving game state and the special symbol stop data for the first special symbol is 01, the number of time-saving game rounds (J) is set to "99". If the first special symbol stop data is 02, 03, 07, or 08, the number of time-saving game rounds (J) is set to "5".

[0160] When a jackpot is won during the time-saving game state, regardless of whether the special symbol stop data for the second special symbol is 01 to 08, the number of time-saving game rounds (J) will be set to "99". Note that the number of time-saving game rounds (J) shown in Figure 14 are not limited to the number in this embodiment and can be set as appropriate.

[0161] (Table for determining the variation pattern of special symbols) Figures 15 to 18 show the special symbol variation pattern determination table, which determines the variation pattern of the special symbols. Figure 15 is a table for determining the variation pattern of special symbols, which is referenced when displaying the variation of special symbols based on the entry of a game ball into the first start opening 10 or the second start opening 11a during a non-time-saving game state.

[0162] Figure 16 shows the table for determining the special symbol variation pattern, which is referenced when displaying the variation of special symbols based on the second reserved number (U2) (maximum of 4) when the stop display after the last variation display of the special symbol in the previous time-saving game state has finished, provided that the second reserved number (U2) is not "0" in the non-time-saving game state after the time-saving game state has ended.

[0163] Figure 17 is a table for determining the variation pattern of special symbols, which is referenced when displaying the variation of special symbols based on the entry of a game ball into the first start opening 10 or the second start opening 11a during the shortened play state. Figure 18 is a table for determining the special symbol variation pattern, which is referenced when displaying the variation of the special symbol that is the final variation based on the entry of a game ball into the first start opening 10 or the second start opening 11a during the shortened play state.

[0164] The variation pattern determination tables in Figures 15 to 18 associate the type of special symbol, the special symbol stop data, the random value for reach determination (reach selection rate (%)), the number of special symbols held (number of held balls) (U1 or U2), the random value for special symbol variation (special symbol variation pattern selection rate (%)), the special symbol variation pattern, the special symbol variation time (s), and the variation pattern specification command. The random value for reach determination (reach selection rate (%)) and the random value for special symbol variation (special symbol variation pattern selection rate (%)) are set so that each selection rate (%) is achieved.

[0165] The special symbol variation pattern is designed to identify at least the type of special symbol (first special symbol, second special symbol), the jackpot determination result, and the variation time of the special symbol. If the jackpot determination result is a miss, a random value for reach determination is referenced, but if it is a jackpot, a reach occurs except in special cases, so the random value for reach determination is not referenced. Although a maximum of "4" can be stored as the number of special symbols to be held (U1 or U2), the variation pattern is determined after subtracting "1" from the number of special symbols to be held, so "4" is not set as the number of special symbols to be held.

[0166] In the special symbol variation pattern determination tables for non-time-saving game states shown in Figures 15 and 16, the average variation time of the special symbols is shortened when the number of reserved special symbols (U1 or U2) increases (number of reserved symbols = 2 or 3). For example, in the table in Figure 15, the variation time for variation pattern 01 (normal variation) is set to 10 seconds, and the variation time for variation pattern 02 (shortened variation) is set to 3 seconds.

[0167] In the special symbol variation pattern determination table for non-time-saving game states shown in Figure 16, if the number of reserved special symbols (U1 or U2) is 0, the variation time of the special symbols is set to be longer, and if the number of reserved special symbols (U1 or U2) is not 0 (number of reserved symbols = 1 to 3), the variation time of the special symbols is set to be shorter. In the table in Figure 16, the variation time for variation pattern 27 (long variation) is set to 15 seconds, and the variation time for variation pattern 28 (shortened variation) is set to 3 seconds.

[0168] When the main CPU 110a refers to the special symbol variation pattern determination table shown in Figures 15 to 18, it determines the special symbol variation pattern (including the special symbol variation time) based on the type of special symbol (starting point), the special symbol stop data, the random value for reach determination (reach selection rate (%)), the number of special symbols held (number of held balls) (U1 or U2), and the random value for special symbol variation (special symbol variation pattern selection rate (%)). Based on the determined special symbol variation pattern, a special symbol variation pattern specification command is generated, and information regarding the special symbol variation pattern is sent to the performance control board 130.

[0169] Here, the command for specifying the variation pattern of a special symbol consists of 1 byte of MODE data to identify the command classification and 1 byte of DATA data indicating the content (function) of the command.

[0170] On the performance control board 130, the performance content of the performance symbols 16a, etc., is determined based on the variation pattern of the special symbols (variation pattern specification command). The rightmost column of the special symbol variation pattern determination table shown in Figures 15 to 18 contains, for reference, the performance content of the variation performance using the performance symbols 16a.

[0171] Here, the variations in the reel spinning animations are defined as "normal spinning," "shortened spinning," and "long spinning," which are variations in which the three animation symbols 16a spin independently at high speed and stop without resulting in a winning combination. Normal spinning, shortened spinning, and long spinning differ in their spinning duration, with shortened spinning being the longest, followed by normal spinning, and then long spinning.

[0172] Furthermore, "Reach" refers to a variation that gives the player the expectation of a big win, in which some of the combinations of the three performance symbols 16a temporarily stop while the other performance symbols 16a continue to change. For example, if the combination of the three performance symbols 16a is set to "777", two of the performance symbols 16a will temporarily stop at "7", and the remaining performance symbols 16a will continue to change. Note that "temporary stop" refers to a variation in which the three performance symbols 16a shake slightly or deform slightly, giving the player the impression that the performance symbols 16a are stopped.

[0173] Furthermore, "normal reach" refers to a reach in which the same performance symbol 16a in the left and right areas temporarily stops while the performance symbol 16a in the central area changes, and this is the reach with the lowest probability of winning the jackpot lottery (hereinafter referred to as the jackpot winning probability). In this embodiment, it is also possible to configure the system so that a jackpot is not won by a "normal reach," but a jackpot is won by a "normal reach."

[0174] Furthermore, an "SP Reach" is a super reach that takes place after a normal reach and has a higher probability of winning a jackpot than a normal reach. For example, of the three performance symbols 16a, the two left and right performance symbols 16a that are temporarily stopped are shrunk and moved to the corners of the display screen of the image display device 16, and an SP reach performance is performed using almost the entire display screen of the image display device 16 to make the player expect a high probability of winning a jackpot.

[0175] Furthermore, "SPSP Reach" is a special reach that takes place after a normal reach or an SP reach, and has a higher probability of winning a jackpot than a super reach. For example, of the three performance symbols 16a, the two left and right performance symbols 16a that are temporarily stopped shrink and move to the corners of the display screen of the image display device 16, and the SPSP reach performance, which has a higher probability of winning a jackpot than an "SP reach", is performed using almost the entire display screen of the image display device 16.

[0176] Furthermore, a "full rotation reach" is a reach that guarantees a jackpot. For example, when all three performance symbols 16a are aligned as the same symbol, they move slowly and the full rotation reach performance, which has a higher probability of winning a jackpot than an "SPSP reach," is performed using almost the entire display screen of the image display device 16. Furthermore, a "special reach" is a reach that features a more special normal reach animation than a "normal reach."

[0177] In the shortened play state, when a variation display is executed based on the entry of a game ball into the second starting opening 11a, a "chance effect" is performed, for example, a battle effect in which an ally character fights an enemy character. For example, if a minor win is achieved, a victory effect is performed in which the ally character gains the upper hand against the enemy character, and the effect symbols 16a stop and are displayed in a manner that suggests a minor win (for example, "333"). Then, in the subsequent minor win game, an operation effect is performed to encourage the game ball that entered the second major winning opening 14a to pass through a specific area 14e (V-entry) (for example, the text image "Aim for V!" is displayed). A "special chance effect" is a chance effect that is more special than a "chance effect".

[0178] In a minor win game, if a game ball that has entered the second major prize entry point 14a passes through a specific area 14e, it becomes a Type 2 jackpot, and a jackpot notification image (for example, an image of the letter "V") is displayed to indicate that a jackpot has been won. On the other hand, in a minor win game, if the game ball that enters the second major prize entry point 14a does not pass through a specific area 14e, it does not result in a Type 2 jackpot, and the jackpot notification image that indicates a jackpot has been won is not displayed.

[0179] When a game ball that has entered the second large prize slot 14a passes through a specific area 14e, resulting in a Type 2 jackpot, an action prompting the player to pass the game ball through the gate 12 in the right-side game area 4a2 is executed (for example, the display of the text image "Aim for the gate!" and an arrow image indicating the direction where the gate 12 is located, or just an arrow image). When the game ball passes through the gate 12, the round game of the Type 2 jackpot game begins, while if the game ball does not pass through the gate 12, the round game in the Type 2 jackpot state will not begin. In other words, the gate 12 functions as a round start gate used to initiate the round game (operation of the continuous mechanism) in the jackpot state.

[0180] Thus, in the case of a Type 2 jackpot via a minor win during the shortened play state, even if the opening game is performed, the round game will not start unless the game ball passes through gate 12, allowing the player to take a restroom break, etc.

[0181] Furthermore, gate 12 serves both as a lottery gate used for the normal symbol lottery described above, and as a round start gate used to initiate round play (operation of the continuous mechanism) in the jackpot state. Note that the lottery gate and the round start gate may be provided separately.

[0182] When the second special symbol is displayed to change during the time-saving game mode, a visual effect is displayed to inform the player of the remaining number of times the second special symbol will change during the time-saving game mode (for example, the first time the second special symbol changes, the text "5 times remaining" is displayed).

[0183] Furthermore, in the shortened play mode, the "Last Chance" sequence, which is performed when the final second special symbol is displayed, will feature the same effects as the "Chance" sequence described above. This "Last Chance" sequence will include an effect (for example, the text "Last Chance!") that informs the player that this is the final display in the shortened play mode.

[0184] Also, in the non-time-saving game state after the end of the time-saving game state, in the "revenge effect" executed when the second hold number (U2) is not "0" at the time when the stop display after the last special symbol variation display in the previous time-saving game state ends, for example, an effect is performed where a friendly character battles an enemy character different from the enemy character in the "chance effect".

[0185] For example, when winning a big hit, a battle effect where a friendly character defeats an enemy character is executed, and the effect symbol 16a is stopped and displayed in a manner suggesting the winning of a big hit.

[0186] Also, for example, when winning a small hit, a victory effect where a friendly character gains the upper hand against an enemy character is executed, and the effect symbol 16a is stopped and displayed in a manner (for example, "3V3") suggesting the winning of a small hit. Then, in the subsequent small hit game, an operation effect (for example, display of a character image of "Aim for V!") that prompts the passage of a game ball through the specific area 14e (V winning) is executed.

[0187] When a game ball that wins in the second big winning port 14a in the small hit game passes through the specific area 14e, it becomes a second type big hit. After an effect image notifying that a big hit has occurred is displayed, an operation effect (for example, display of a character image of "Aim for the gate!" and an arrow image or only an arrow image) that prompts the passage of a game ball through the gate 12 in the right game area 4a2 is executed.

[0188] In this way, in the "chance effect", "last chance effect", and "revenge effect", in order to win a small hit and make the player expect a "second type big hit", effects are executed that make the player interested in whether a small hit has been won and whether a game ball that has won in the second big winning port 1 of the game has passed through the specific area 14e.

[0189] The characteristics of the special symbol variation pattern determination table shown in Figures 15 and 17 are that when the number of reserved first special symbols increases to 2 or 3 during a non-time-saving game state, a shortened variation is more likely to be determined as the variation pattern for the first special symbol. On the other hand, even when the number of reserved second special symbols increases to 2 or 3 during a non-time-saving game state, a shortened variation is not determined as the variation pattern for the second special symbol. In this way, the time efficiency (execution efficiency) of the special symbol variation display can be increased when playing left-handed compared to when playing right-handed during a non-time-saving state, thereby improving the enjoyment of the game.

[0190] The characteristics of the special symbol variation pattern determination table shown in Figures 15 and 17 include the fact that even if the number of reserved first special symbols increases to 1-3 during the time-saving game state, the (super) shortened variation is not determined as the variation pattern for the first special symbol. On the other hand, if the number of reserved second special symbols increases to 1-3 during the time-saving game state, the (super) shortened variation is more likely to be determined as the variation pattern for the second special symbol. In this way, the time efficiency (execution efficiency) of the special symbol variation display can be increased when playing to the right compared to when playing to the left during the time-saving game state, thereby improving the enjoyment of the game.

[0191] The special symbol variation pattern determination table shown in Figures 15 and 17 has the following characteristics: When a game ball enters the first start opening 10 during a non-time-saving game state and a jackpot is determined, one of several special symbol variation patterns with different variation times (variation time: 40 seconds, 70 seconds, 90 seconds, etc.) is determined. However, when a game ball enters the first start opening 10 during a time-saving game state and a jackpot is determined, one of a special symbol variation pattern with fewer variation time options than in a non-time-saving game state is determined. Therefore, it is possible to play the game appropriately according to the type of game state, thereby improving the enjoyment of the game.

[0192] The special symbol variation pattern determination table shown in Figure 17 has the following characteristics: If a game ball enters the first starting opening 10 during the time-saving game state and the result is a miss, regardless of the number of reserved balls, one of two special symbol variation patterns with different variation times (variation times: 8 seconds and 40 seconds) is determined. The variation pattern for the first special symbol with a shorter variation time (normal variation) is determined more often (more likely to be determined) than the variation pattern for the first special symbol with a longer variation time (with a special reach). Therefore, it is possible to play appropriately according to the type of game state, and the enjoyment of the game can be improved.

[0193] Figure 19 is a diagram showing a table relating to the normal pattern and the opening / closing member 11b of the second start port 11a. Figure 19(a) shows the winning determination table for regular symbols used in the lottery for regular symbols. Figure 19(b) is a diagram showing the stop symbol determination table for the regular symbols, corresponding to the winning lottery result (winning judgment result) for the regular symbols. Figure 19(c) shows a table for determining the variation pattern of regular symbols, used to determine the variation time of regular symbols. Figure 19(d) is a diagram showing a table for determining the opening mode of the second start gate, which determines the opening mode of the opening / closing member in the winning state (auxiliary game) that occurs when a winning lottery for a normal symbol is achieved.

[0194] (Winning detection table for regular symbols) As shown in Figure 19(a), the hit determination table associates whether or not the game is in a time-saving state, a random value for hit determination obtained when the game ball passes through gate 12, and the result of the hit lottery. The main CPU 110a refers to the hit determination table shown in Figure 19(a) and determines whether it is a "hit" or a "miss" based on the current time-saving game state and the acquired random value for hit determination.

[0195] For example, according to the hit determination table shown in Fig. 19(a), in the non-time-saving game state, only one hit determination random number value of "127" is determined as a hit, and in the time-saving game state, 128 hit determination random number values from "0" to "127" are determined as hits. Therefore, the probability of being determined as a hit in the non-time-saving game state is 1 / 128, and the probability of being determined as a hit in the time-saving game state is 127 / 128.

[0196] (Normal symbol stop symbol determination table) In the stop symbol determination table shown in Fig. 19(b), the presence or absence of the time-saving game state, the lottery result of the hit lottery (hit determination result), the random number value for the hit symbol obtained when the game ball passes through gate 12 (normal symbol selection rate), the type of the normal symbol (general symbol stop data), and the general symbol designation command transmitted to the effect control board 130 as information indicating the type of the normal symbol are associated with each other.

[0197] The main CPU 110a refers to the stop symbol determination table shown in Fig. 19(b) and determines the normal symbol and the general symbol stop data to be stopped and displayed on the normal symbol first display 19c based on the current time-saving game state, the lottery result of the hit lottery, and the obtained random number value for the hit symbol. Then, at the start of the variation of the normal symbol, based on the type of the determined normal symbol (general symbol stop data), a general symbol designation command as information indicating the type of the normal symbol is determined and transmitted to the effect control board 130.

[0198] (Normal symbol variation pattern determination table) In the variation pattern determination table shown in Fig. 19(c), the presence or absence of the time-saving game state, the lottery result of the hit lottery, the random number value for determining the general symbol variation pattern obtained when the game ball passes through gate 12, the variation time of the normal symbol, and the general symbol variation pattern designation command transmitted to the effect control board 130 as information indicating the variation time of the normal symbol are associated with each other.

[0199] The main CPU 110a refers to the variation pattern determination table shown in FIG. 19(c), and determines the variation time of the normal symbol based on the current time-saving game state, the lottery result of the winning lottery, and the random number value for determining the normal symbol variation pattern. At the start of the variation of the normal symbol, based on the determined variation time, a normal symbol variation pattern designation command as information indicating the variation time of the normal symbol is determined and transmitted to the effect control board 130.

[0200] According to the normal symbol variation pattern determination table shown in FIG. 19(c), the variation time (3 seconds or 5 seconds) in the time-saving game state is configured to be shorter than the variation time (30 seconds or 40 seconds) in the non-time-saving game state.

[0201] (Determination Table for the Opening Mode of the Second Start Port) In the opening mode determination table shown in FIG. 19(d), the normal symbol (normal symbol stop data), the maximum number of openings (s) of the second start port 11a (opening / closing member 11b), the first opening time and closing time of the second start port 11a (opening / closing 11b), the interval time between the first closing time and the second opening time, and the second opening time and closing time are associated with each other.

[0202] The main CPU 110a refers to the opening mode determination table shown in FIG. 19(d), and determines the opening time, the maximum number of openings of the second start port 11a (opening / closing 11b), and the first opening time and closing time based on the normal symbol stop data.

[0203] In the opening mode determination table shown in FIG. 19(d), the opening mode based on the normal symbol stop data = 03 (normal symbol 3) is more advantageous to the player than the opening mode based on the normal symbol stop data = 02 (normal symbol 2), and the opening mode based on the normal symbol stop data = 04 (normal symbol 4) is more advantageous to the player than the opening mode based on the normal symbol stop data = 03 (normal symbol 3).

[0204] Furthermore, in the table of Figure 19(d), the regular symbols related to a win in the time-saving game state may include other regular symbol stop data (regular symbols) besides the regular symbol stop data = 04 (regular symbol 4) which has an opening time (s) of 6 seconds. For example, it may also include regular symbol stop data (regular symbols) which have an opening time (s) shorter than 6 seconds.

[0205] Furthermore, according to the stop symbol determination table in Figure 19(b), when a win occurs in the time-saving game state, the most advantageous normal symbol stop data for the player is determined to be 04 (normal symbol 4). As a result, the second start opening 11a (opening / closing member 11b) operates in a way that is more advantageous to the player in the time-saving game state than in the non-time-saving game state. Specifically, when a win is achieved in the time-saving game state, the second start opening 11a remains open for a longer period of time than when a win is achieved in the non-time-saving game state.

[0206] (Explanation of game state) Next, we will explain the game state as the game progresses. The game states that the gaming machine 1 of this embodiment can take on include "non-time-saving game state" and "time-saving game state," which relate to the operation of the opening / closing member 11b that opens and closes the second start port 11a.

[0207] "Non-time-saving game state" refers to a game state in which, in a lottery for winning regular symbols that is conducted on the condition that a game ball passes through gate 12, the average fluctuation time of the regular symbols corresponding to the lottery result is set to be longer than in the "time-saving game state", and the opening time of the second start opening 11a when a win is achieved is more likely to be set to be shorter than in the "time-saving game state".

[0208] For example, when a game ball passes through gate 12, a lottery for a winning regular symbol is held, and the regular symbol is displayed in the regular symbol first display unit 19c. After that, the regular symbol is displayed in a stopped state 30 seconds after the start of the moving display. If the lottery result is a win, the second start opening 11a is controlled to be open for 0.2 seconds after the regular symbol is displayed in a stopped state.

[0209] In contrast, the "time-saving game state" is a game state in which the average variation time of the regular symbols corresponding to the lottery result of the regular symbol winning lottery, which is performed on the condition that the game ball passes through gate 12, is set to be shorter than in the "non-time-saving game state", and the opening time of the second start gate 11a when a win is achieved is set to be longer (for example, 2.5 seconds) than in the "non-time-saving game state".

[0210] Furthermore, in the "non-time-saving game state," the probability of winning in the regular symbol lottery is set to, for example, 1 / 128. In the "time-saving game state," the probability of winning in the regular symbol lottery is set higher than the probability in the non-time-saving game state, for example, 127 / 128. Therefore, in the "time-saving game state," when a game ball passes through gate 12, the second start opening 11a is more easily controlled to open than in the "non-time-saving game state." Thus, the "time-saving game state" is set to be more favorable than the "non-time-saving game state" in terms of the time it takes for the regular symbols to change, the time the second starting gate 11a is open, and the probability of winning the regular symbol jackpot lottery.

[0211] Next, we will explain the progression of the game in gaming machine 1 using a flowchart. (Main processing on the main control board) Figure 20 is a flowchart illustrating the main processing performed by the main CPU 110a of the main control board 110. This main processing starts when the power to the gaming machine 1 is turned on and continues to run while the main control board 110 is running.

[0212] First, in step S1, the main CPU 110a disables all interrupts, in step S2 it performs initial CPU settings such as configuring internal registers, and in step S3 it waits for other boards to start up. Specifically, to ensure that no commands from the main control board 110 are missed, it waits for 1 second for the payout control board 120 and the performance control board 130 to start up.

[0213] In step S4, the main CPU 110a grants access to the RWM area of ​​the main RAM 110c, and in step S5, it sends a launch permission command to the payout control board 120. This causes the payout control unit 121 to perform processing to grant permission for the launch of the game ball by the launcher 26.

[0214] In step S6, the main CPU 110a determines whether the backup flag in the game RWM area of ​​the main RAM 110c, which indicates that power has been restored, is "ON". If the backup flag is "ON" (step S6; Yes), the process moves to step S7 as it is a power restoration; if the backup flag is not "ON" (step S6; No), the process moves to step S8 as it is the first power-on.

[0215] In step S7, the main CPU 110a calculates the checksum (abnormality detection data) of the game RWM area (excluding the setting value area) of the main RAM 110c. In step S8, the main CPU 110a determines whether or not a setting change operation has occurred. Specifically, it determines whether the setting key switch 58d and the RWM clear switch 58c are "ON". If a setting change operation has occurred (step S8; Yes), the process moves to step S9 to enter setting change mode; if no setting change operation has occurred (step S8; No), the process moves to step S10.

[0216] In step S9, the main CPU 110a performs a setting change process. Specifically, it displays the current setting value saved in the setting value area of ​​the game RWM area of ​​the main RAM 110c on the performance indicator 111 and sends a setting change specification command to the performance control board 130.

[0217] Furthermore, every time there is an operation of the RWM clear switch 58c, the set value is changed (updated) within the range of "1" to "4", and the updated set value is displayed. When a setting confirmation operation is performed such that the setting key switch 58d changes from "ON" to "OFF", the set value is confirmed, and the changed (updated) set value is saved in the set value area, the display of the set value on the performance display 111 is ended, and a process for ending the setting change mode is performed.

[0218] In addition, in the effect control board 130 that has received the setting change designation command, a process for executing a setting change notification for notifying that the set value is being changed is performed. Specifically, a setting change in progress screen indicating that the set value is being changed is displayed on the image display device 16, or the panel lighting device 23 and the frame lighting device 27 are fully lit in a predetermined emission color (for example, white) throughout the setting change. In addition, a setting change notification sound ("The setting is being changed") indicating that the setting is being changed may be output from the audio output device 9.

[0219] In step S10, the main CPU 110a determines whether the checksum is normal. Specifically, it is determined whether the checksum saved in the game RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the game RWM area), the process proceeds to step S11. If the checksum is not normal (there is an abnormality in the data in the game RWM area), the process proceeds to step S34 on the assumption that the control state before power-off cannot be normally restored. In addition, when the backup flag is not "ON", that is, in the case of the first power-on, it is determined that the checksum is abnormal.

[0220] In step S11, the main CPU 110a determines whether the set value in the set value area is a proper determination (1 to 4). If it is determined that the set value in the set value area is within the proper range (step S11; Yes), the process proceeds to step S12. If it is determined that the set value in the set value area is not within the proper range (step S11; No), the process proceeds to step S34.

[0221] In step S34, the main CPU 110a performs recovery error (RWM abnormality) processing. Specifically, it displays error information "E" indicating a recovery error on an error indicator (not shown) provided on the power supply board 160, sends a recovery error designation command to the performance control board 130 indicating that a recovery error has occurred, sets an interrupt disable to disable timer interrupts, clears the output port, outputs a recovery error signal (security signal) indicating the occurrence of a recovery error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to announce the recovery error.

[0222] An "unrecoverable error (RWM abnormality)" indicates an abnormality in the data of the RWM area for gameplay in the main RAM 110c, as determined by the checksum result. This results in an RWM abnormality state where game control is disabled (the game control process is not initiated), and it will not be cleared unless a setting change process is performed. Therefore, if an unrecoverable error occurs, turning the power switch on the power supply board 160 to "OFF" and then to "ON" without performing a setting change operation will not clear the error. It will only be cleared when the power switch is turned to "ON" after performing a setting change operation. Furthermore, while the "unrecoverable error" was previously only resolved when a configuration change process was performed, it may be changed so that it is also resolved when an RWM clear is performed without any configuration change process.

[0223] "Unrecoverable Error Notification (RWM Abnormality Notification)" is a notification to recognize that an unrecoverable error has occurred. This notification may include displaying an unrecoverable error screen ("Unrecoverable error. Please change the settings") on the display screen of the image display device 16, fully illuminating the panel lighting device 23 and frame lighting device 27 in a predetermined light color (for example, red) until the power is cut off, or outputting an unrecoverable error sound ("Unrecoverable error" + buzzer sound) from the audio output device 9 until the power is cut off.

[0224] In step S12, the main CPU 110a determines whether the RWM clear switch 58c is "ON" or not. If the RWM clear switch 58c is "ON" (step S12; Yes), the process moves to step S13; if the RWM clear switch 58c is not "ON" (step S12; No), the process moves to step S16.

[0225] In step S13, the main CPU 110a performs RWM clearing. In step S14, the main CPU 110a sends a power-on command to the payout control board 120 and the performance control board 130, indicating that the game control state has been initialized (RWM cleared). Next, in step S15, the main CPU 110a sends a game state specification command to the performance control board 130 and proceeds to step S21. As a result, the performance control board 130 performs the processing necessary to announce the power-on state.

[0226] "Power-on notification" is a notification to recognize that the game control state has been initialized. This can be done by illuminating all the lamps of the panel lighting device 23 and the frame lighting device 27 with a predetermined color (e.g., red) for a predetermined period (e.g., 60 seconds), or by outputting a power-on notification sound ("RAM has been cleared" voice + buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the RWM area has been initialized. In addition, the power-on notification may also be configured to display an initialization image ("RAM cleared" text image) on the image display device 16 to indicate that the RWM has been cleared.

[0227] In step S16, the main CPU 110a determines whether a setting confirmation operation has been performed. Specifically, it determines whether the setting key switch 58d is "ON". If the setting key switch 58d is "ON" (step S16; Yes), the process moves to step S17 to transition to setting confirmation mode. If the setting key switch 58d is not "ON" (step S16; No), the process moves to step S18 to restore the game control state to the state before the power was cut off.

[0228] In step S17, the main CPU 110a performs a setting confirmation process. Specifically, it displays the current setting value stored in the setting value area of ​​the game RWM area on one of the 7-segment LEDs of the performance display unit 111, and sends a setting confirmation command to the performance control board 130. Furthermore, when the setting key switch 58d changes from "ON" to "OFF" as a confirmation completion operation, the display of the setting value on the performance indicator 111 ends, and a confirmation process is performed to terminate the setting confirmation mode.

[0229] Furthermore, upon receiving the setting confirmation command, the performance control board 130 performs processing to execute a setting confirmation notification to inform the system that setting confirmation is being performed. Specifically, it displays a setting confirmation screen on the image display device 16 to indicate that setting confirmation is in progress, or it illuminates all the lamp emitters of the panel lighting device 23 and the frame lighting device 27 with a predetermined light color (e.g., white) throughout the setting confirmation process. In addition, the audio output device 9 may output a setting confirmation notification sound ("Checking setting values") to indicate that setting confirmation is in progress.

[0230] In step S18, the main CPU 110a clears (sets to 0) the backup flag and checksum set in the RWM area for gameplay and configures the RWM area for gameplay when power is restored. As a result, the game's progress state (control state) returns to the state before the power outage, making it possible to resume gameplay from the state before the power outage.

[0231] In step S19, the main CPU 110a determines whether the complete function activation flag is "ON" when power is restored. If the complete function activation flag is "ON" (step S19; Yes), the process moves to step S12; if the complete function flag is not "ON" (step S19; No), the process moves to step S20.

[0232] Here, "Complete Function Activation" refers to a function that, when the maximum daily payout limit of a gaming machine reaches a predetermined value, stops the functions related to the progress of the game and also enables notification that the functions related to the progress of the game have stopped. Details of the Complete Function Activation will be described later.

[0233] In step S20, the main CPU 110a resets (initializes) the counter value of the reference value counter (C) to 0. As a result, the counter value of the reference value counter before the power was cut off is not carried over.

[0234] Here, the "reference value counter" is used to determine whether or not to activate the complete function. The decision to activate the complete function is made based on whether or not the updated reference value counter reaches a predetermined reference value. When the reference value counter reaches the predetermined reference value, it is determined that the conditions for activating the complete function have been met, and the complete function is activated. Further details about the reference value counter will be described later.

[0235] In step S21, the main CPU 110a sends a power recovery command to the performance control board 130 indicating that the game control state has been restored and the game state before the power outage occurred. As a result, the performance control board 130 terminates the setting confirmation notification and other processes described later and performs the power recovery notification.

[0236] "Power Restoration Notification" is a notification to recognize that the game control state is returning to the state it was in before the power outage. This notification may include displaying a power restoration image ("Power Restoration" text image) on the image display device 16, illuminating all the lamps of the panel lighting device 23 and the frame lighting device 27 in a predetermined color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that power has been restored (from the power outage).

[0237] In step S22, the main CPU 110a sends other commands (special symbol memory specification commands indicating the number of first special symbols to be held (U1) and the number of second special symbols to be held (U2), and a normal symbol memory specification command indicating the number of normal symbols to be held (G), etc.) to the performance control board 130. As a result, the performance control board 130 can grasp the number of special symbols and normal symbols to be held, and processes are performed to display the first and second hold icons on the image display device 16.

[0238] In step S23, the main CPU 110a sends a setting value specification command to the performance control board 130. This allows the performance control board 130 to know the current setting value. Note that this setting value specification command may be sent to the performance control board 130 before the power-on specification command or power-restoration specification command is sent. The setting value specification command may also be sent each time the special symbol variation display starts, or each time a jackpot game starts.

[0239] In step S24, the main CPU 110a activates the CTC (Counter Timer Circuit) to generate a timer interrupt (4 milliseconds), and in step S25, all interrupts are enabled. In step S26, the main CPU 110a performs a process to update the random values ​​for determining a reach and the random values ​​for determining the special symbols, which are used to determine the variation pattern (variation time) of the special symbols. In step S27, it performs an initial random value update process to update the initial random values ​​for determining the jackpot, the initial random values ​​for determining the special symbols, the initial random values ​​for determining the win, and the initial random values ​​for determining the normal symbols.

[0240] Next, in step S28, the main CPU 110a determines whether or not a power outage has occurred. Specifically, it determines whether or not a power outage detection signal has been input from the power outage detection circuit 162 of the power supply board 160. If no power outage detection signal has been input (step S28; No), the process proceeds to step S24. If a power outage detection signal has been input (step S28; Yes), the process proceeds to step S27.

[0241] In step S29, the main CPU 110a sets interrupt disable to disable timer interrupts. In step S30, the main CPU 110a performs a process to clear the output ports. Next, in step S31, the main CPU 110a calculates the checksum (abnormality detection data) of the game RWM area (excluding the setting value area) of the main RAM 110c and saves it to the game RWM area.

[0242] In step S32, the main CPU 110a performs a process to turn on the backup flag in the game RWM area of ​​the main RAM 110c. Next, in step S33, the main CPU 110a performs a process to disable RWM access and waits until the power supply voltage is completely cut off.

[0243] (RWM clearing process on the main control board) Figure 21 is a flowchart illustrating the RMW clearing process performed by the main control board 110. In step S40, the main CPU 110a initializes (clears to 0) all areas of the main RAM 110c except for the setting value area of ​​the RWM area for gameplay. As a result, the game progress is reset to its initial state (the state at the time of shipment of the game machine 1), and the data (other than the setting value) of the RWM area for gameplay before the RWM clear is not carried over.

[0244] In step S41, the main CPU 110a initializes (clears to 0) the counter value of the reference value counter (C). As a result, the counter value of the reference value counter (C) before the RWM clear is not carried over.

[0245] In step S42, the main CPU 110a determines whether the complete function activation flag is "ON". If the complete function activation flag is not "ON" (step S42; No), the process moves to step S44. If the complete function activation flag is "ON" (step S42; Yes), the process moves to step S41.

[0246] In step S43, the main CPU 110a turns the complete function activation flag to "OFF" and proceeds to step S44. In step S44, the main CPU 110a sends an RWM clear command to the performance control board 130.

[0247] In this embodiment, the execution of the process to turn off the complete function activation flag is determined by whether or not the complete function activation flag is ON during the RWM clearing process, but the system is not limited to this. For example, the system may be designed so that the process to turn off the complete function activation flag is always executed during the RWM clearing process, regardless of whether the complete function activation flag is ON or OFF. This eliminates the need to branch the process based on the state of the complete function activation flag, resulting in a reduction in control capacity.

[0248] (Timer interrupt processing on the main control board) Figure 22 is a flowchart illustrating the timer interrupt processing by the main control board 110. A reset clock pulse generation circuit provided on the main control board 110 generates a clock pulse at predetermined intervals (4ms), which triggers the timer interrupt processing described below.

[0249] In step S101, the main CPU 110a saves the information stored in its register to the stack area. In step S102, the main CPU 110a performs time control processing to update various timer counters, such as updating the special symbol time counter, updating the opening time of special game timer counters (such as the opening time of special electric mechanisms 13a, 14a), updating the normal symbol time counter, and updating the opening time counter of the normal electric mechanism (second start opening 11a). Specifically, the main CPU 110a performs the process of subtracting "1" from the special symbol time counter, special game timer counter, normal symbol time counter, and normal electric mechanism opening time counter.

[0250] In step S103, the main CPU 110a performs random number update processing for the random numbers used for jackpot determination, special symbol determination, special symbol variation pattern determination, win determination, normal symbol determination, and normal symbol variation pattern determination. Specifically, it updates the random number counters by adding "1" to each of them. If the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to "0", and when the random number counter completes one cycle, the random numbers are updated from the initial random number value at that time.

[0251] In step S104, the main CPU 110a performs an initial random value update process to update the initial random values ​​for determining a jackpot, the initial random values ​​for determining a special symbol, the initial random values ​​for determining a win, and the initial random values ​​for determining a normal symbol. In step S105, the main CPU 110a performs input control processing. In the input control processing, the main CPU 110a determines whether or not there is input to each of the switches: the first start gate detection switch 10a, the second start gate detection switch 11c, the gate detection switch 12a, the first major prize gate detection switch 13c, the second major prize gate detection switch 14c, the specific area detection switch 14f, and the general prize gate detection switch 14a. Details of the input control processing will be described later.

[0252] In step S106, the main CPU 110a performs a reference value counter update process, which calculates and updates the counter value of the reference value counter (C). Details of the reference value counter update process will be described later. In step S107, the main CPU 110a performs special symbol and special electrical control processing to determine special symbol judgment information (random value for jackpot determination, random value for special symbol determination, random value for reach determination, random value for variation pattern determination) acquired based on the entry of game balls into the first start opening 10 or the second start opening 11a, to display the variation of the first special symbol or the second special symbol, to open and close the first large prize opening 13a, to open and close the second large prize opening 14a, and to set the game state. Details of the special symbol and special electrical control processing will be described later.

[0253] In step S108, the main CPU 110a performs normal symbol determination information acquired based on the passage of the game ball through gate 12, displays the variation of the normal symbols, and performs normal symbol and electric control processing to open and close the opening / closing member 11b of the second start port 11a (auxiliary game).

[0254] In step S109, the main CPU 110a performs customer waiting control processing. Specifically, if a special game (jackpot game, minor jackpot game) or a variation effect is not executed (the start condition is not met with a hold memory of "0"), it performs processing such as sending a customer waiting designation command to the effect control board 130, assuming that the game has entered a customer waiting state.

[0255] In step S110, the main CPU 110a performs payout control processing. In the payout control processing, the main CPU 110a refers to various prize ball counters stored in the main RAM 110c and performs payout control processing to send a payout quantity specification command corresponding to each prize entry point to the payout control board 120. As a result, the payout control board 120 executes the process of dispensing prize balls from the payout device 100.

[0256] In step S112, the main CPU 110a performs an anomaly detection process. In the anomaly detection process, the main CPU 110a detects the occurrence of magnetic errors or radio wave errors based on input signals from the magnetic detection sensor 58a and the radio wave detection sensor 58b. If an error is detected, it sends a magnetic anomaly error detection command or a radio wave anomaly error detection command to the performance control board 130.

[0257] Furthermore, in the abnormality detection process, if the main CPU 110a determines that the counter value of the reference value counter (C) updated in the reference value counter update process of step S106 has reached a preset reference value, it sends a complete function activation command to the performance control board 130.

[0258] The main CPU 110a detects the door open state based on the detection signal from the open detection switch 31a, and if detected, sends a door open error detection command to the performance control board 130.

[0259] The main CPU 110a detects a jam of game balls in the passage from which game balls are dispensed from the game ball storage unit based on a detection signal from the tray full detection switch 32a, and if detected, sends a tray full error detection command to the performance control board 130.

[0260] If the main CPU 110a detects that the error state has been cleared based on the status of the input signal and detection signal, the main CPU 110a sends an error clear command to the performance control board 130. Furthermore, the performance control board 130 sends signals again to the image control unit 140 and the lamp control unit 150 to notify them of the error detection and error clearing.

[0261] The main CPU 110a will not send an error clearing signal depending on the type of error that occurs in the gaming machine 1. Specifically, it will send an error clearing signal for a full tray, an open door, and a ball jam, but will not send an error clearing signal for the detection of illegal radio waves.

[0262] In step S112, the main CPU 110a performs game ball counting processing (information program). Specifically, it performs processing to count (collect) the number of game balls dispensed (number of dispensed balls) due to game balls entering various prize slots, and the number of balls ejected from the game area 4a (number of balls launched into the game area).

[0263] In step S113, the main CPU 110a performs performance information calculation processing (information program). Specifically, it performs processing to calculate the performance information of the gaming machine from the number of payouts (number of balls dispensed) and the number of outs (number of balls out) counted (collected) in the gaming ball counting process. Details of the performance information calculation processing will be described later.

[0264] In step S114, the main CPU 110a performs performance display data setting processing (information program). Specifically, it performs processing to set performance display data for displaying the performance information calculated in the performance information calculation processing on the performance display unit 111.

[0265] In step S115, the main CPU 110a performs data creation processing. Specifically, it performs data creation processing for external output data (game information) output from the game information output terminal board 90, drive control data output to the second start gate opening / closing solenoid 11d, the first large prize gate opening / closing solenoid 13d, drive control data output to the second large prize gate opening / closing solenoid 14d, drive control data output to the distribution solenoid 22b, various display control data output to the first special symbol first indicator 19a, the second special symbol first indicator 19b, the normal symbol first indicator 19c, the first special symbol hold first indicator 19d, the second special symbol hold first indicator 19e, the normal symbol hold first indicator 19f, and the counter value of the reference value counter updated in the reference value counter update processing.

[0266] In step S116, the main CPU 110a performs port output processing to output signals such as external output data, drive control data, and reference value counter data created in step S114. The main CPU 110a also performs display output processing to output signals such as display control data created in step S114. Furthermore, the main CPU 110a performs command output processing to output commands set in the transmit buffer of the main RAM 110c to other boards.

[0267] In step S117, the main CPU 110a restores the information saved in step S101 to its registers and terminates the current timer interrupt processing.

[0268] (Input control processing) Figure 23 is a flowchart illustrating the input control process performed by the main control board 110. First, in step S121, the main CPU 110a determines whether it has received a detection signal from the general prize slot detection switch 14a, that is, whether a game ball has entered the general prize slot 14. If the main CPU 110a receives a detection signal from the general prize slot detection switch 14a, it adds predetermined data to the general prize slot counter used for prize balls and updates it.

[0269] In step S122, the main CPU 110a determines whether it has received a detection signal from the first large prize slot detection switch 13c, that is, whether a game ball has entered the first large prize slot 13a. If the main CPU 110a receives a detection signal from the first large prize slot detection switch 13c, it adds predetermined data to the large prize slot prize ball counter used for prize balls and updates it, as well as adding to the counter in the large prize slot ball entry counter (C) storage area for counting game balls that have entered the first large prize slot 13a and updating it.

[0270] In step S123, the main CPU 110a determines whether it has received a detection signal from the second large prize slot detection switch 14c, that is, whether a game ball has entered the second large prize slot 14a. If the main CPU 110a receives a detection signal from the second large prize slot detection switch 14c, it adds predetermined data to the large prize slot prize ball counter used for prize balls and updates it, as well as adding to and updating the counter in the large prize slot ball entry counter (C) storage area for counting game balls that have entered the second large prize slot 14a.

[0271] In step S124, the main CPU 110a determines whether it has received a detection signal from the first start port detection switch 10a, that is, whether a game ball has entered the first start port 10. In step S125, the main CPU 110a determines whether it has received a detection signal from the second start port detection switch 11c, that is, whether or not a game ball has entered the second start port 11b.

[0272] When the main CPU 110a receives a detection signal from the second start port detection switch 11c, it performs the second start port detection switch input process similar to the above step S124. However, in this second start port detection switch input process, "1" is added to the second special symbol retention count (U2) storage area, and the extracted jackpot determination random number value, special symbol determination random number value, and reach determination random number value are stored in the second special symbol storage area. That is, in the first start port detection switch input process and the second start port detection switch input process, only the storage areas for storing various data are different, and the other processes are all the same.

[0273] In step S126, the main CPU 110a determines whether it has received a detection signal from the gate detection switch 12a, that is, whether the game ball has passed through the gate 12. In step S127, the main CPU 110a determines whether it has received a detection signal from the specific area detection switch 14f, that is, whether the game ball that has entered the second big winning port 14a has passed through the specific area 14e.

[0274] In step S128, the main CPU 110a determines whether it has received a detection signal from an out ball detection switch (not shown) that detects an out ball that has been launched into the game area 4a and discharged from the game area 4a. When a detection signal from the out ball detection switch is received, "1" is added to the out ball counter and the counter value is updated.

[0275] In step S129, the main CPU 110a performs a winning confirmation detection switch input process. In this winning confirmation detection switch input process, it determines whether it has received a detection signal from the winning confirmation detection switch 58e, subtracts "1" from the ball entry counter (D) and updates it (D ← D - 1), and determines whether the value of the ball entry counter (D) is within the range of a predetermined determination value (lower limit value < D < upper limit value). If it is outside the range of the determination value, an abnormal winning error designation command is set in the production transmission data storage area as if an abnormal winning has occurred. If it is within the range of the determination value, the winning confirmation detection switch input process ends.

[0276] As a result, an error designation command for abnormal prize winning is sent to the performance control board 130, and the sub-CPU 130a of the performance control board 130, upon receiving the error designation command for abnormal prize winning, performs an abnormal prize winning error notification to inform the system that an abnormal prize winning error has occurred.

[0277] (First start port detection switch input processing) Figure 24 is a flowchart illustrating the input processing of the first start port detection switch by the main control board 110. In step S131, the main CPU 110a determines whether or not it has received a detection signal from the first start port detection switch 10a. If it has received a detection signal from the first start port detection switch 10a (step S131; Yes), it proceeds to step S132. If it has not received a detection signal from the first start port detection switch 10a (step S131; No), it terminates the first start port detection switch input process. In step S132, the main CPU 110a performs a process to update the starting gate prize ball counter used for prize balls by adding predetermined data.

[0278] Next, in step S133, the main CPU 110a determines whether the number of reserved items set in the first reserved item (U1) storage area is less than 4. If the number of reserved items set in the first reserved item (U1) storage area is less than 4 (step S133; Yes), the process moves to step S134. If the number of reserved items set in the first reserved item (U1) storage area is not less than 4 (step S133; No), the first start port detection switch input process is terminated.

[0279] In step S134, the main CPU 110a adds "1" to the first reserved number (U1) memory area and stores it. In step S135, the main CPU 110a obtains a random value for determining a jackpot, searches for an available memory unit in the first special symbol memory area, starting from the first memory unit, and stores the obtained random value for determining a jackpot in an available memory unit. In step S136, the main CPU 110a obtains a random value for special symbol determination, searches for available memory units in the first special symbol memory area, starting from the first memory unit, and stores the obtained random value for special symbols in an available memory unit.

[0280] In step S137, the main CPU 110a obtains random values ​​for gameplay (random values ​​for determining a reach and random values ​​for determining a variation pattern), searches for available memory units in order from the first memory unit in the first special symbol memory area, and stores the obtained random values ​​for gameplay (random values ​​for determining a reach and random values ​​for determining a variation pattern) in an available memory unit.

[0281] In step S138, the main CPU 110a performs a first pre-determination process. Referring to a pre-determination table (not shown) corresponding to the current game state, the CPU determines the first start entry information to show the determination information for entry into the first start opening 10 in advance, based on the random values ​​obtained in steps S135 to S137. In step S139, the main CPU 110a sets a command to specify the first start-up entry, based on the first pre-determination process in step S138, into the transmission data storage area for the performance.

[0282] This allows the first start winning information to be transmitted to the performance control board 130 as a first start winning designation command. Upon receiving the first start winning designation command, the sub-CPU 130a of the performance control board 130 analyzes the first start winning designation command and can execute pre-announcement effects such as a continuous announcement that performs a predetermined effect over one or more previously executed fluctuation displays, or a hold change announcement that changes the display pattern of the hold icon, even before the fluctuation display of the special symbol corresponding to the first start winning designation command begins.

[0283] However, the first pre-determination process is determined solely based on the game state at the time the game ball enters the first start opening 10. Therefore, if the game state changes before the first reserve ball, which is held in reserve by the ball's entry, is processed, the result of the jackpot determination process described later may differ from the result of the first pre-determination process.

[0284] In step S140, the main CPU 110a refers to the value stored in the first reserve number (U1) storage area and sets the first special symbol storage specification command corresponding to the first reserve number (U1) updated in step S134 in the performance transmission data storage area.

[0285] In step S141, the main CPU 110a sets the first special symbol hold display data for displaying the first hold number on the first special symbol hold indicator 19d (by lighting or blinking the LED) into a predetermined processing area, and then terminates the first start port detection switch input processing. As a result, if the first special symbol hold display data is set in the predetermined processing area, display control data is created in step S114, and the created data is output in step S115, so that the first hold number is displayed on the first special symbol hold indicator 19d.

[0286] (Second start port detection switch input processing) Figure 25 is a flowchart illustrating the input processing of the second start port detection switch by the main control board 110. In step S151, the main CPU 110a determines whether or not it has received a detection signal from the second start port detection switch 11c. If it has received a detection signal from the second start port detection switch 11c (step S151; Yes), it proceeds to step S152. If it has not received a detection signal from the second start port detection switch 11c (step S151; No), it terminates the second start port detection switch input process.

[0287] In step S152, the main CPU 110a performs a process to update the starting gate prize ball counter used for prize balls by adding predetermined data. Next, in step S153, the main CPU 110a updates the ball entry counter (D), which indicates the number of game balls that have entered the second starting port 11a, by adding "1" (D←D+1).

[0288] In step S154, the main CPU 110a determines whether or not auxiliary gameplay is in progress. If auxiliary gameplay is in progress (step S154; Yes), the process moves to step S159; if auxiliary gameplay is not in progress (step S154; No), the process moves to step S155.

[0289] In step S155, the main CPU 110a updates the illegal ball entry counter (E), which monitors illegal ball entry into the second starting gate 11a, by adding "1" (E←E+1). In step S156, the main CPU 110a determines whether the value of the illegal ball entry counter is greater than the specified number (10). If it is greater than the specified number (step S156; Yes), the process moves to step S157; if it is less than the specified number (step S156; No), the process moves to step S160.

[0290] In step S157, the main CPU 110a sets an illegal ball entry error designation command in the performance transmission data storage area, assuming that an illegal ball entry has occurred. As a result, the illegal ball entry error designation command is sent to the performance control board 130, and the sub-CPU 130a of the performance control board 130, upon receiving the illegal ball entry error designation command, performs an illegal ball entry error notification to inform the system that an illegal ball entry error has occurred.

[0291] In step S158, the main CPU 110a clears the value of the illegal ball entry counter (E) to "0". In step S159, the main CPU 110a updates the second starting gate ball entry counter (L) by adding "1" to it (L←L+1).

[0292] Next, in step S160, the main CPU 110a determines whether the number of reserved items set in the second reserved item (U2) storage area is less than 4. If the number of reserved items set in the second reserved item (U2) storage area is less than 4 (step S160; Yes), the process moves to step S154. If the number of reserved items set in the second reserved item (U2) storage area is not less than 4 (step S160; No), the second start port detection switch input process is terminated.

[0293] In step S161, the main CPU 110a adds "1" to the second special symbol retention count (U2) memory area and stores it. In step S162, the main CPU 110a obtains a random value for determining a jackpot, searches for an available memory unit in the second special symbol memory area, starting from the first memory unit, and stores the obtained random value for determining a jackpot in an available memory unit.

[0294] In step S163, the main CPU 110a obtains a random value for special symbol determination, searches for available memory units in the second special symbol memory area, starting from the first memory unit, and stores the obtained random value for special symbols in an available memory unit. In step S164, the main CPU 110a obtains random values ​​for gameplay (random values ​​for determining a reach and random values ​​for determining the variation pattern), searches for available memory units in the second special symbol memory area, starting from the first memory unit, and stores the obtained random values ​​for gameplay (random values ​​for determining a reach and random values ​​for determining the variation pattern) in the available memory unit.

[0295] In step S165, the main CPU 110a performs a second pre-determination process. Referring to a pre-determination table (not shown) corresponding to the current game state, the CPU determines second start winning information to show the determination information for the second start opening 11a in advance, based on the random values ​​obtained in steps S162 to S164. In step S166, the main CPU 110a sets a command to specify the second start-up entry, based on the second start-up entry information determined in the second pre-determination process in step S165, into the transmission data storage area for performance.

[0296] This allows the second start winning information to be transmitted to the performance control board 130 as a second start winning designation command. Upon receiving the second start winning designation command, the sub-CPU 130a of the performance control board 130 analyzes the second start winning designation command and can execute pre-announcement effects such as a continuous announcement that performs a predetermined effect over one or more previously executed fluctuation displays, or a hold change announcement that changes the display pattern of the hold icon, even before the fluctuation display of the special symbol corresponding to the second start winning designation command begins.

[0297] However, the second pre-determination process is determined solely based on the game state at the time the game ball enters the second start opening 11a. Therefore, if the game state changes before the second reserve, which is held in reserve by the entry of the game ball, is processed, the result of the jackpot determination process described later may differ from the result of the second pre-determination process.

[0298] In step S167, the main CPU 110a refers to the value stored in the second reserve number (U2) storage area and sets the second special symbol storage specification command corresponding to the second reserve number (U2) updated in step S161 in the performance transmission data storage area.

[0299] In step S168, the main CPU 110a sets the second special symbol hold display data for displaying the second hold number on the second special symbol hold first indicator 19e (by lighting or blinking the LED) into a predetermined processing area, and then terminates the current second start port detection switch input processing. As a result, if the second special symbol hold display data is set in the predetermined processing area, display control data is created in step S114, and the created data is output in step S115, so that the second hold number is displayed on the second special symbol hold first indicator 19e.

[0300] (Gate detection switch input processing) Figure 26 is a flowchart illustrating the gate detection switch input processing by the main control board 110.

[0301] In step S171, the main CPU 110a determines whether or not it has received a detection signal from the gate detection switch 12a. If the main CPU 110a determines that it has received a detection signal from the gate detection switch 12a (step S171; Yes), it proceeds to step S172. If it determines that it has not received a detection signal from the gate detection switch 12a (step S171; No), the main CPU 110a terminates the gate detection switch input process.

[0302] In step S172, the main CPUa determines whether the jackpot game flag is ON or OFF. If the main CPU110a determines that the jackpot game flag is ON (step S172; Yes), it moves to step S178. If it determines that the jackpot game flag is NOT ON (step S172; No), it moves to step S173.

[0303] In step S173, the main CPU 110a determines whether the number of reserved regular symbols (G) is less than 4. If the main CPU 10a determines that the number of reserved regular symbols (G) is less than 4 (step S173; Yes), it adds "1" to the number of reserved regular symbols (G) stored in the reserved regular symbol (G) memory area and stores this value as the new number of reserved regular symbols (G). In step S173, if the main CPU 110a determines that the number of reserved regular symbols (G) is not less than 4 (step S173; No), it terminates the gate detection switch input process.

[0304] In step S174, the main CPU 110a obtains a random value for hit detection, searches for an available memory unit in the normal symbol hold memory area, starting from the first memory unit, and stores the obtained random value for hit detection in an available memory unit. In step S175, the main CPU 110a obtains a random value for symbol determination, searches for available memory units in order from the first memory unit in the normal symbol hold memory area, and stores the obtained random value for symbol determination in an available memory unit.

[0305] In step S176, the main CPU 110a obtains a random value for determining the normal symbol variation pattern, searches for available memory units in the normal symbol hold memory area, starting from the first memory unit, and stores the obtained random value for determining the normal symbol variation pattern in an available memory unit. The predetermined memory units in the normal symbol hold memory area will store the random value for determining the win, the random value for determining the symbol, and the random value for determining the normal symbol variation pattern.

[0306] In step S177, the main CPU 110a refers to the value stored in the normal symbol retention count (G) storage area and sets a normal symbol storage specification command corresponding to the normal symbol retention count (G) updated in step S174 in the performance transmission data storage area.

[0307] In step S178, the main CPU 110a sets the normal symbol hold display data for displaying the normal symbol hold number on the normal symbol hold first indicator 19f (by lighting or blinking the LED) into a predetermined processing area, and then terminates the gate detection switch input processing. As a result, if the normal symbol hold display data is set in the predetermined processing area, display control data is created in step S114, and the created data is output in step S115, so that the normal symbol hold number is displayed on the normal symbol hold first indicator 19f.

[0308] If it is determined in step S172 that the jackpot game flag is ON, then in step S179 the main CPU 110a executes the round start flag determination process (Figure 35) described later. In step S180, the main CPU 110a executes the round start process described later, and terminates the gate detection switch input process for this time. Thus, even when a detection signal is input from the gate detection switch 12a, if the jackpot game flag is ON, the calculation of the number of reserved regular symbols and the acquisition of random values ​​are not performed.

[0309] (Specific area detection switch input processing) Figure 27 is a flowchart illustrating the input processing of a specific area detection switch by the main control board 110. In step S142, the main CPU 110a determines whether or not it has received a detection signal from the specific area detection switch 14f. If the main CPU 110a determines that it has received a detection signal from the specific area detection switch 14f (step S142; Yes), it proceeds to step S143. If it determines that it has not received a detection signal (step S142; No), it terminates the current specific area detection switch input process.

[0310] In step S143, the main CPU 110a turns on the specific area entry flag. This specific area entry flag indicates that the game ball has passed through the specific area 14e.

[0311] In step S144, the main CPU 110a sets a command to specify a winning entry into a specific area, indicating that the game ball has passed through the specific area 14e, in the data storage area for performance transmission, and terminates the current specific area detection switch input process.

[0312] (Reference value counter update process) Figure 28 is a flowchart illustrating the reference value counter update process performed by the main control board 110. In step S145, the main CPU 110a determines whether the counter value of the out-of-bounds ball counter has been updated by the out-of-bounds ball detection switch input processing in step S128. If the main CPU 110a determines that the counter value of the out-of-bounds ball counter has been updated (step S145; Yes), it moves to step S147. If the main CPU 110a determines that the counter value of the out-of-bounds ball counter has not been updated (step S145; No), it moves to step S146.

[0313] In step S146, the main CPU 110a determines whether any of the prize ball counters for the various prize winning slots (first starting slot 10, second starting slot 11a, first major prize winning slot 13a, second major prize winning slot 14a, general prize winning slot 21) have been updated. If the main CPU 110a determines that none of the prize ball counters have been updated (step S146; No), it terminates the current reference value counter update process. If it determines that any of the prize ball counters have been updated (step S146; Yes), it proceeds to step S147.

[0314] In step S147, the main CPU 110a calculates the reference value counter based on the updated out ball counter value and the updated prize ball counter value, and updates the reference value counter value. Details of the reference value counter will be described later.

[0315] In step S148, the main CPU 110a sets a reference value counter update command, which indicates the updated counter value of the reference value counter, in the performance transmission data storage area, and terminates the current reference value counter update process. If the reference value counter update command is set in the performance transmission data storage area, data for the counter value of the reference value counter is created in step S114, and the created data is output in step S115.

[0316] (Special Electrical Control Processing) Figure 29 is a flowchart illustrating the special electrical control processing performed by the main control board 110. In step S181, the main CPU 110a loads the values ​​of the special drawing and special electrical processing data, and in step S182, it references the branch address from the loaded special drawing and special electrical processing data.

[0317] In step S183, if the special symbol special electrical processing data is 0 (step S183; Yes), the main CPU 110a moves to the special symbol memory determination process in step S184, and if the special symbol special electrical processing data is not 0 (step S183; No), it moves to step S185.

[0318] In step S185, if the special symbol special electrical processing data = 1 (step S185; Yes), the main CPU 110a moves to the special symbol variation processing in step S186. If the special symbol special electrical processing data is not 1 (step S185; No), in step S187, it determines whether the special symbol special electrical processing data = 2.

[0319] In step S187, if the special symbol special power processing data = 2 (step S187; Yes), the main CPU 110a moves to the special symbol stop processing in step S188, and if the special symbol special power processing data = 2 (step S187; No), it moves to step S189.

[0320] In step S189, if the special symbol special electric processing data = 3 (step S189; Yes), the main CPU 110a moves to the jackpot game processing in step S190, and if the special symbol special electric processing data = 3 (step S189; No), it moves to step S191.

[0321] In step S191, if the special symbol special electric processing data = 4 (step S191; Yes), the main CPU 110a moves to the minor win game processing in step S192, and if the special symbol special electric processing data = 4 (step S191; No), it moves to step S193.

[0322] In step S193, if the special symbol special power processing data = 5 (step S193; Yes), the main CPU 110a moves to the jackpot game termination process in step S194. If the special symbol special power processing data is not 5 (step S193; No), the main CPU 110a terminates the current special symbol special power control process.

[0323] (Special pattern memory judgment process) Figure 30 is a flowchart illustrating the special pattern memory determination process performed by the main control board 110. In step S202, the main CPU 110a determines whether or not the special symbol is currently being displayed in a variable state. If the special symbol is currently being displayed in a variable state, i.e., the special symbol time counter is not "0" (step S202; Yes), the special symbol memory determination process ends. If the special symbol is not currently being displayed in a variable state, i.e., the special symbol time counter is "0" (step S202; No), the main CPU 110a moves to step S203 and determines whether the second reserve number (U2) memory area is "1" or greater.

[0324] In step S203, if the main CPU 110a determines that the second reserve number (U2) memory area is not "1" or greater (step S203; No), it moves to step S204. If it determines that the second reserve number (U2) memory area is "1" or greater (step S203; Yes), it moves to step S206. As a result, the second special symbol memory area is processed with priority over the first special symbol memory area.

[0325] In step S204, the main CPU 110a subtracts "1" from the value stored in the second reserved number (U2) memory area and stores it. In step S205, the main CPU 110a determines whether the first reserved number (U1) memory area is "1" or greater. If the main CPU 110a determines that the first reserved number (U1) memory area is not "1" or greater (step S205; No), it terminates the special symbol memory determination process. If the main CPU 110a determines that the first reserved number (U1) memory area is "1" or greater (step S205; Yes), it proceeds to step S206.

[0326] In step S206, the main CPU 110a subtracts "1" from the value stored in the first reserved number (U1) memory area and stores it. In step S207, the main CPU 110a performs a shift operation on the data stored in the special symbol hold memory area corresponding to the hold count (U) memory area that was subtracted in steps S203 to S206. Specifically, it shifts the data stored in the first to fourth memory units in the first special symbol memory area or the second special symbol memory area to the previous memory unit.

[0327] Here, the data stored in the first memory unit is shifted to the judgment memory area (zero memory unit). At this time, the data stored in the first memory unit is written to the judgment memory area (zero memory unit), and the data that was already written to the judgment memory area (zero memory unit) is erased from the special symbol hold memory area.

[0328] In step S208, the main CPU 110a executes a jackpot determination process based on the data (random value for jackpot determination, random value for special symbol determination) written to the determination memory area (0th memory unit) of the special symbol hold memory area in step S206.

[0329] In step S209, the main CPU 110a sets a performance symbol specification command corresponding to the special symbol stop data determined in step S208 into the performance transmission data storage area. In step S210, the main CPU 110a performs a variation pattern determination process. In the variation pattern determination process, it refers to the game RWM area of ​​the main RAM 110c and determines a variation pattern determination table based on the current game state. The main CPU 110a sets a variation pattern specification command corresponding to the determined variation pattern in the performance transmission data storage area.

[0330] In step S211, the game state at the start of the variation is checked, and a game state specification command corresponding to the current game state is set in the performance transmission data storage area. In step S212, the main CPU 110a starts displaying the variation of the special symbols on the first special symbol display unit 19a or the second special symbol display unit 19b. In other words, it sets the variation of the special symbols display data into the processing area. As a result, when the variation of the special symbols display data is set in the processing area, display control data is created in step S114, and the created data is output in step S115, thereby starting the variation of the special symbols on the first special symbol display unit 19a or the second special symbol display unit 19b.

[0331] In step S213, once the main CPU 110a starts displaying the variation of the special symbol, it sets the variation time (counter value) based on the determined variation pattern in the special symbol time counter and terminates the special symbol memory determination process. The special symbol time counter is decremented every 4ms in step S102.

[0332] (Big win determination process) Figure 31 is a flowchart illustrating the jackpot determination process performed by the main control board 110. In step S221, the main CPU 110a determines whether the random value for jackpot determination written in step S207 to the judgment memory area (0th memory unit) of the special symbol hold memory area is a random value for "jackpot".

[0333] If the special symbol hold memory area shifted in step S207 is the first special symbol determination random value memory area, the main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 7(a), and if the special symbol hold memory area shifted in step S207 is the second special symbol memory area, it refers to the jackpot determination table for the second special symbol shown in Figure 7(b), and determines whether the jackpot determination random value is a "jackpot".

[0334] If the main CPU 110a determines that it is a jackpot (step S221; Yes), it moves to step S222; otherwise, it moves to step S225.

[0335] In step S222, the main CPU 110a determines the random value for the jackpot special symbol written in the determination memory area (0th memory unit) of the special symbol hold memory area in step S207, determines the type of special symbol (special symbol stop data), and performs a jackpot special symbol determination process to set the determined special symbol stop data in the special symbol stop data memory area.

[0336] The main CPU 110a refers to the jackpot special symbol determination table shown in Figure 8(a), and based on the random values ​​for special symbols written in the determination memory area (0th memory unit), determines special symbol stop data indicating the type of special symbol to stop on, and sets the determined special symbol stop data in the special symbol stop data memory area.

[0337] Furthermore, the determined special symbols are used to determine whether or not it is a "jackpot" in the special symbol stop process shown in Figure 34 below, as well as to determine the operation mode of the first jackpot entry point 13a in the jackpot game process shown in Figure 37 below, and to determine the game state after the jackpot ends in the jackpot game termination process shown in Figure 40 below.

[0338] In step S223, the main CPU 110a determines a special symbol specification command based on the special symbol stop data for the jackpot determined in step S222, and sets the determined special symbol specification command in the transmission data storage area for the performance.

[0339] In step S224, the main CPU 110a determines the game state at the time of winning a jackpot from the information set in the game state memory area, sets the game state information indicating the game state at the time of winning a jackpot in the game state buffer, and ends the jackpot determination process. Specifically, the main CPU 110a sets 00H if the time-saving game flag is not set, and sets 01H if the time-saving game flag is set.

[0340] The reason for setting the game state at the time of a jackpot win in the game state buffer, separate from the game state memory area, is that the time-saving game flag in the game state memory area is reset during a jackpot game. Therefore, when determining the game state at the end of a jackpot game based on the game state at the time of the jackpot win after the jackpot game has ended, it is not possible to refer to the game state memory area.

[0341] In addition to the game state memory area, a game state buffer is provided to store game information indicating the game state at the time of a jackpot win. By referring to the game information in the game state buffer after the jackpot ends, a new game state after the jackpot (such as a time-saving game state or the number of time-saving game rounds) can be set based on the game state at the time of the jackpot win.

[0342] In step S225, the main CPU 110a determines whether the random value for jackpot determination written in step S207 to the judgment memory area (0th memory unit) of the special symbol hold memory area is a random value for a "minor win". Specifically, if the special symbol hold memory area shifted in step S207 is the first special symbol judgment random value memory area, the main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 7(a), and if the special symbol hold memory area shifted in step S207 is the second special symbol memory area, the main CPU 110a refers to the jackpot determination table for the second special symbol shown in Figure 7(b) to determine whether the random value for jackpot determination is a "minor win".

[0343] If the main CPU 110a determines that it is a minor win (step S225; Yes), it moves to step S226; otherwise, it moves to step S228.

[0344] In step S226, the main CPU 110a determines the special symbols for the minor win by referring to the minor win special symbol determination table shown in Figure 8(b), and sets the determined minor win special symbol stop data in the special symbol stop data storage area.

[0345] Furthermore, the determined special symbols are used to determine whether or not it is a "minor win" in the special symbol stop process shown in Figure 34 below, to determine the operation mode of the second major prize slot 14a in the minor win game process shown in Figure 38 below, and to determine the game state after the end of the big win in the big win game end process shown in Figure 40 below.

[0346] In step S227, the main CPU 110a determines a special symbol specification command based on the special symbol stop data for the minor win determined in step S226, sets the determined special symbol specification command in the transmission data storage area for the performance, and ends the big win determination process for this time.

[0347] In step S228, the main CPU 110a determines the special symbols for losing by referring to the losing special symbol determination table in Figure 8(c), and sets the determined special symbol stop data for losing in the special symbol stop data storage area.

[0348] In step S229, the main CPU 110a determines a special symbol specification command based on the non-winning special symbol stop data determined in step S228, sets the determined special symbol specification command in the transmission data storage area for the special effects, and ends the jackpot determination process for this time.

[0349] (Special pattern variation determination process) Figure 32 is a flowchart illustrating the special pattern variation pattern determination process by the main control board 110. In step S231, the main CPU 110a checks the current (start of variation) game state from the information set in the game state memory area. If the main CPU 110a confirms that the current game state is a time-saving game state (step S231; Yes), it moves to step S232. If it confirms that the current game state is not a time-saving game state (step S231; No), it moves to step S233.

[0350] In step S232, the main CPU 110a selects the special symbol variation pattern determination table for the time-saving game state shown in Figure 17 when determining the variation pattern of the special symbols in the last variation display in the time-saving game state, and selects the special symbol variation pattern determination table for the time-saving game state shown in Figure 18 when determining the variation pattern of the special symbols in the last variation display in the time-saving game state.

[0351] In step S233, the main CPU 110a selects the special symbol variation pattern determination table for the non-time-saving game state shown in Figure 15 when determining the variation pattern of the special symbols in the variation display other than the remaining reserve of the second special symbols after transitioning to the non-time-saving game state, and selects the special symbol variation pattern determination table for the non-time-saving game state shown in Figure 16 when determining the variation pattern of the special symbols in the variation display related to the remaining reserve of the second special symbols after transitioning to the non-time-saving game state.

[0352] In step S234, the main CPU 110a compares the type of starting gate at the time of winning, the result of the jackpot determination based on that win, the type of special symbol (special symbol stop symbol data), the random value for reach determination and the random value for special symbol variation stored in the 0th memory section of the special symbol memory area, the current number of reserved balls, and the selected variation pattern determination table to determine the variation pattern of the special symbol (special symbol variation pattern).

[0353] In step S235, the main CPU 110a sets the variation time corresponding to the variation pattern of the special symbol determined in step S234 into the special symbol time counter. The special symbol time counter is decremented by 1 every 4ms in step S102.

[0354] In step S236, the main CPU 110a sets a variation pattern specification command corresponding to the variation pattern of the special symbol determined in step S234 into the performance transmission data storage area. As a result, the variation pattern specification command is transmitted to the performance control board 130.

[0355] (Special symbol variation processing) Figure 33 is a flowchart illustrating the special pattern variation processing performed by the main control board 110. In step S242, the main CPU 110a determines whether the variation time set in step S213 has ended (elapsed) (whether the special symbol time counter = 0). If it determines that the variation time has not ended (elapsed) (step S242; No), the special symbol variation process is terminated. If it determines that the variation time has ended (elapsed) (step S242; Yes), the process moves to step S243.

[0356] In step S243, the main CPU 110a clears the set variable display data and sets special symbol stop data in a predetermined processing area to stop and display the special symbols set in steps S222, S226, and S228 on the first special symbol display unit 19a or the second special symbol display unit 19b. As a result, the special symbols are stopped and displayed on the first special symbol display unit 19a or the second special symbol display unit 19b, and the player is notified of the jackpot result.

[0357] In step S244, the main CPU 110a determines whether the flag in the time-saving flag storage area is ON or OFF. If the flag in the time-saving flag storage area is ON, the current game state is the time-saving game state. If the main CPU 110a determines that the time-saving game flag is ON (step S244; Yes), it moves to step S245. If the main CPU 110a determines that the time-saving game flag is OFF (step S244; No), it moves to step S250.

[0358] In step S245, the main CPU 110a determines whether the stopped display is a display related to the first special symbol based on a game ball entering the first start opening 10. If the main CPU 110a determines that it is a display related to the first special symbol (step S245; Yes), it proceeds to step S246. If it determines that it is not a display related to the first special symbol (the display has stopped due to a game ball entering the second start opening 11a) (step S245; No), it proceeds to step S247.

[0359] In step S246, the main CPU 110a updates the second time-saving game count (J2) stored in the second time-saving game count (J2) memory area by subtracting "1" (J2←J2-1). In step S247, the main CPU 110a updates the first number of time-saving game plays (J1) stored in the first time-saving game play count (J1) memory area and the second number of time-saving game plays (J2) stored in the second time-saving game play count (J2) memory area by subtracting "1" (J1←J1-1&J2←J2-1).

[0360] In step S248, the main CPU 110a determines whether either the first time-saving game count (J1) or the second time-saving game count (J2) is "0". If the main CPU 110a determines that either the first time-saving game count (J1) or the second time-saving game count (J2) is "0" (step S248; Yes), it proceeds to step S249. If the main CPU 110a determines that either the first time-saving game count (J1) or the second time-saving game count (J2) is not "0" (step S248; No), it proceeds to step S250.

[0361] In step S249, the main CPU 110a turns OFF the time-saving game flag stored in the time-saving flag memory area. If either the first time-saving game count (J1) or the second time-saving game count (J2) is "0", the special symbol variation display is performed the number of times possible in the time-saving game state, and the special symbol variation display in the time-saving game state ends.

[0362] In step S250, the main CPU 110a checks the current game conditions and sets a game state specification command indicating that game state in the performance transmission data storage area. In step S251, the main CPU 110a sets a special symbol confirmation command in the data storage area for performance transmission. The special symbol confirmation command also includes the information on the second time-saving game count (J2) updated in step S246, or the information on the first time-saving game count (J1) and the second time-saving game count (J2) updated in step S247.

[0363] In step S252, the main CPU 110a sets the symbol stop time for the special symbol in the special symbol time counter based on the variation pattern related to the special symbol. The special symbol time counter is updated by decrementing by 1 every 4ms in step S102.

[0364] In step S253, the main CPU 110a sets the special symbol special electrical processing data to "2" and terminates the special symbol variation processing for this time.

[0365] (Special symbol stop processing) Figure 34 is a flowchart illustrating the special symbol stopping process performed by the main control board 110. In step S261, the main CPU 110a determines whether the symbol stop time set in step S252 has ended (elapsed) (whether the special symbol time counter = 0). If the main CPU 110a determines that the symbol stop time has ended (elapsed) (step S261; Yes), it proceeds to step S262. If it determines that the symbol stop time has not ended (elapsed) (step S261; No), it terminates the special symbol stop process.

[0366] In step S262, the main CPU 110a determines whether the special symbol stop data stored in the special symbol stop data storage area relates to a jackpot special symbol (special symbol stop data = 01 to 06). If the main CPU 110a determines that it is a jackpot special symbol (step S262; Yes), it moves to step S267; if it determines that it is not a jackpot special symbol (step S262; No), it moves to step S263.

[0367] In step S263, the main CPU 110a determines whether the special symbol stop data stored in the special symbol stop data storage area relates to a minor win special symbol (special symbol stop data = 07, 08). If the main CPU 110a determines that it is a minor win special symbol (step S263; Yes), it moves to step S265; if it determines that it is not a minor win special symbol (step S263; No), it moves to step S264. In step S264, the main CPU 110a sets the special symbol special electrical processing data to "0" and terminates the special symbol stop processing for this time.

[0368] In step S265, the main CPU 110a sets "4" to the special feature special electrical processing data and prepares to move to the minor win game processing shown in Figure 38. In step S266, the main CPU 110a performs a minor win game preparation process. In this minor win game preparation process, the main CPU 110a refers to the minor win game control table shown in Figure 11(a) and, based on the special symbol stop data, determines the minor win game big prize opening opening control table "TBL.No4" as the minor win game big prize opening opening control table shown in Figure 11(b).

[0369] In step S267, the main CPU 110a sets "3" to the special feature special electrical processing data and prepares to proceed to the jackpot game processing shown in Figure 37. In step S268, the main CPU 110a clears the data stored in the time-saving game flag storage area, the first time-saving game count (J1) storage area, and the second time-saving game count (J2) storage area.

[0370] In step S269, the main CPU 110a performs a Type 1 jackpot game preparation process. In this Type 1 jackpot game preparation process, the main CPU 110a refers to the Type 1 jackpot game control table shown in Figure 9 and, based on the special symbol stop data, determines one of the Type 1 jackpot game big prize slot opening / closing control tables "TBL.No1", "TBL.No2", or "TBL.No3" shown in Figure 10, and sets it in the game RWM area of ​​the main RAM 110c.

[0371] In step S270, the main CPU 110a indicates that the condition device has been activated and sets a condition device command (condition device activation start command) for performing the effects after the condition device has been activated in the effect transmission data storage area, and then terminates the special symbol stop process.

[0372] The conditional device is comprised of the main CPU 110a, and more specifically, it is comprised of the main prize opening operation control unit of the main CPU 110a. The conditional device is activated when a specific combination of symbols (jackpot symbols) is displayed, or when a game ball that has entered the second large prize entry point 14a during a minor prize game passes through a specific area 14e.

[0373] (Round start flag determination process) Figure 35 is a flowchart illustrating the round start flag determination process performed by the main control board 110. In step S295, the main CPU 110a determines whether the round start flag is ON or OFF. If the main CPU 110a determines that the round start flag is ON (step S295; Yes), it terminates the current round start flag determination process. If it determines that the round start flag is NOT ON (step S295; No), it proceeds to step S296.

[0374] In step S296, the main CPU 110a performs the process of setting the round start flag to ON. Next, in step S297, the main CPU 110a sets a command to start the operation of the linked device in the main RAM 110c's transmission data storage area for performance. In step S298, the main CPU 110a performs the process of setting the trigger device activation start flag to ON, and then terminates the round start flag determination process.

[0375] The "round start flag" is a flag set to determine whether or not it is necessary to control the timing of starting the round game in a jackpot game. In other words, the round start flag is used to set the gate detection switch 12a to ON as a condition for activating the continuous bonus device (bonus device) when the condition device is activated.

[0376] The continuous mechanism operation device is partly composed of the main CPU 110a, specifically the main prize opening operation control unit of the main CPU 110a. The continuous mechanism operation device operates when the gate detection switch is turned ON after the condition device has been activated.

[0377] (Round start process) Figure 36 is a flowchart illustrating the round start process performed by the main control board 110. First, in step S271, the main CPU 110a determines whether the linkage device operation start flag is ON or not. In step S272, if the trigger linking device activation start flag is ON (step S271; Yes), the main CPU 110a proceeds to step S272; otherwise, if the trigger linking device activation start flag is not ON (step S271; No), it terminates the current opening process.

[0378] In step S272, the main CPU 110a sets the round specification command in the transmission data storage area for performance. In step S273, the main CPU 110a turns OFF the flag for starting the combination device, and terminates the round start process.

[0379] (Handling of jackpot wins) Figure 37 is a flowchart illustrating the jackpot game processing performed by the main control board 110. First, in step S275, the main CPU 110a determines whether the jackpot game flag is ON or OFF. If the main CPU 110a determines that the jackpot game flag is ON (step S275; Yes), it proceeds to step S276. If it determines that the jackpot game flag is NOT ON (step S275; No), it terminates the current jackpot game process.

[0380] In step S276, the main CPU 110a determines whether or not the opening is in progress. If the main CPU 110a determines that the opening is in progress (step S276; Yes), it proceeds to step S277; otherwise, it proceeds to step S281. The opening (opening game) is the period from the start of the jackpot game until the start of the first round game (the first opening of the first jackpot entry point 13a).

[0381] In step S277, the main CPU 110a determines whether a preset opening time has elapsed. That is, the main CPU 110a determines whether the special game timer counter is 0, and if the special game timer counter is 0, it determines that the opening time has elapsed.

[0382] If the main CPU 110a determines that the set opening time has elapsed (step S277; Yes), it proceeds to step S278. If it determines that the set opening time has not elapsed (step S277; No), it terminates the current jackpot game process.

[0383] In step S278, the main CPU 110a determines whether the round start flag is ON or OFF. If the main CPU 110a determines that the round start flag is not ON (step S278; No), it terminates the current jackpot game processing. If the main CPU 110a determines that the round start flag is ON (step S278; Yes), it proceeds to step S279.

[0384] In step S279, the main CPU 110a performs the round game start process. Specifically, the main CPU 110a adds "1" to the value (round number (R)) stored in the round game count memory area and stores it. Note that at the time of step S279, no round games have been executed yet, so the main CPU 110a stores "1" in the round game count memory area.

[0385] In step S280, the main CPU 110a performs the process of opening the main prize opening. Specifically, the main CPU 110a adds "1" to the value (special electric operation number (K)) stored in the special electric operation number storage area and stores it. Then, in order to energize the first main prize opening opening solenoid 13d and open the first main prize opening 13a, the main CPU 110a sets the first main prize opening opening solenoid energization start data in the game RWM area of ​​the main RAM 110c.

[0386] Here, the main CPU 110a refers to the large prize opening / closing control table and sets the opening time of the first large prize opening 13a (operating time of the first large prize opening control device 13) in the special game timer counter based on the round number (R) and special electric operation number (K). The special game timer counter is decremented every 4ms in step S102 above.

[0387] For example, when the first round of a jackpot game is opened, "1" is set in the round game count memory area and "1" is set in the special operation number memory area, so a round designation command indicating the first round of gameplay is set in the performance transmission data storage area.

[0388] On the other hand, if "1" is not set in the special operation number storage area, the round specification command is not set in the performance transmission data storage area, and the jackpot game processing for this time is terminated. In other words, when K=1, it means the start of a round game, so the main CPU 110a sends the round specification command only at the start of a round. When the performance control board 130 receives the round specification command, a display for the performance, such as "Round 1," is shown on the screen of the image display device 16.

[0389] In step S281, the main CPU 110a determines whether or not the game is in the ending phase. If the main CPU 110a determines that the game is in the ending phase (step S281; Yes), it proceeds to step S291. If it determines that the game is not in the ending phase (step S281; No), it proceeds to step S282. The ending phase (ending game) is the period from when all pre-set rounds of gameplay have finished (when the first large prize slot 13a has finished opening) until the jackpot game in question has ended.

[0390] In step S282, the main CPU 110a determines whether the first large prize opening 13a is open, that is, whether the first large prize opening control device 13 is operating. If the main CPU 110a determines that the first large prize opening 13a is open (step S282; Yes), it proceeds to step S283. If the main CPU 110a determines that the first large prize opening 13a is not open (step S282; No), it proceeds to step S293.

[0391] In step S293, the main CPU 110a determines whether a predetermined closing time has elapsed. If the main CPU 110 determines that the closing time has elapsed (step S293; Yes), it proceeds to step S280. If it determines that the closing time has not elapsed (step S293; No), it terminates the current jackpot game process.

[0392] In step S283, the main CPU 110a determines whether the "opening termination condition" for ending the opening of the first jackpot opening 13a has been met. If the main CPU 110a determines that the "opening termination condition" has been met (step S283; Yes), it proceeds to step 284. If the main CPU 110a determines that the "opening termination condition" has not been met (step S283; No), it terminates the jackpot game process for this round.

[0393] The "conditions for ending the opening" are when the round winning counter reaches a predetermined number of rounds (for example, 10) or when the maximum opening time has elapsed (special game timer counter = 0).

[0394] In step S284, the main CPU 110a performs a big prize opening closure process. This big prize opening closure process involves setting data to stop the power supply to the first big prize opening solenoid 16d in the game RWM area of ​​the main RAM 110c in order to close the open first big prize opening 13a, and also referring to the big prize opening control table to set the closing time for the first big prize opening 13a in the special game timer counter based on the current round number (R) and special operation number (K). As a result, the first big prize opening 13a is closed.

[0395] In step S285, the main CPU 110a determines whether a round of gameplay has ended. Specifically, a round of gameplay ends when the special electric activation number (K) reaches the number of openings set for that round of gameplay, or when the counter value of the round winning counter reaches a predetermined number (for example, 10). The CPU determines whether these conditions have been met.

[0396] If the main CPU 110a determines that one round of gameplay has ended (step S285; Yes), it proceeds to step S286. If it determines that one round has not ended (step S285; No), it terminates the processing for this jackpot game.

[0397] In step S286, the main CPU 110a performs a reset process. Specifically, the main CPU 110a clears the special operation number memory area and clears the counter value of the round winning counter.

[0398] In step S287, the main CPU 110a determines whether the jackpot game has ended or not, that is, whether the value stored in the round game count storage area (round number (R)) is the number of round games to be played in that jackpot game. If the main CPU 110a determines that the jackpot game has ended (step S287; Yes), it moves to step S288; if it determines that the jackpot game has not ended (step S287; No), it moves to step S294.

[0399] In step S294, the main CPU 110a adds "1" to the current round number (R) stored in the round game count memory area and stores it, then terminates the jackpot game processing for this round.

[0400] In step S288, the main CPU 110a turns off the jackpot game flag. In step S289, the main CPU 110a turns off the round start flag.

[0401] In step S290, the main CPU 110a performs the ending process. Specifically, the main CPU 110a checks the type of jackpot according to the special symbol stop data and sets an ending specification command corresponding to the type of jackpot to be sent to the performance control board 130 in the performance transmission data storage area. Next, the main CPU 110a sets the ending time according to the type of jackpot in the special game timer counter.

[0402] In step S291, the main CPU 110a determines whether the set ending time has elapsed. If the main CPU 110a determines that the ending time has elapsed (step S291; Yes), it proceeds to step S292. If it determines that the ending time has not elapsed (step S291; No), it terminates the current jackpot game process. In step S292, the main CPU 110a sets "5" to the special feature special electrical processing data and ends the processing for this jackpot game.

[0403] (Handling of minor wins) Figure 38 is a flowchart illustrating the processing of minor wins by the main control board 110. In step S299, the main CPU 110a determines whether or not it is in the process of opening. If the main CPU 110a determines that it is in the process of opening (step S299; Yes), it moves to step S300; otherwise, it moves to step S303.

[0404] In step S300, the main CPU 110a determines whether a pre-set opening time has elapsed. That is, the main CPU 110a determines whether the special game timer counter is 0, and if the special game timer counter becomes 0, it determines that the opening time has elapsed. If the main CPU 110a determines that the opening time has elapsed (step S300; Yes), it moves the process to step S301. If it determines that the opening time has not elapsed (step S300; No), it terminates the current small win game process.

[0405] In step S301, the main CPU 110a performs the process of opening the main prize slot. Specifically, the main CPU 110a first adds "1" to the value stored in the special electric operation number storage area (special electric operation number (K)) and stores it. Then, in order to open the second main prize slot 14a, the main CPU 110a sets the power start data for the second main prize slot opening / closing solenoid 14d, and, referring to the main prize slot opening / closing control table for minor prize games determined in step S266 above, sets the opening time for the second main prize slot 14a based on the current special electric operation number (K) in the special game timer counter.

[0406] In step S302, the main CPU 110a performs specific area opening / closing control processing. Specifically, the main CPU 110a controls the energization of the distribution solenoid 22b based on the specific area opening / closing control table for small prize games shown in Figure 11(c). In this embodiment, 1.0 second after the second large prize opening 14a begins to open, the specific area 14e is opened for 0.8 seconds.

[0407] In step S303, the main CPU 110a determines whether the flag for winning a specific area is ON or OFF. If the main CPU 110a determines that the flag for winning a specific area is ON (step S303; Yes), it moves to step S314. If the main CPU 110a determines that the flag for winning a specific area is NOT ON (step S303; No), it moves to step S304.

[0408] In step S314, the main CPU 110a indicates that the condition device has been activated and sets a condition device command (condition device activation start command) for performing the effects after the condition device has been activated in the effect transmission data storage area. In step S315, the main CPU 110a performs the transition process to the second type of jackpot game.

[0409] In step S304, the main CPU 110a determines whether or not the game is in the ending phase. If the main CPU 110a determines that the game is in the ending phase (step S304; Yes), it proceeds to step S311. If it determines that the game is not in the ending phase (step S304; No), it proceeds to step S305. The ending phase is the period from when the last second prize slot 14a is opened until the end of the small win game.

[0410] In step S305, the main CPU 110a determines whether the second large prize slot 14a is open or not. If the main CPU 110a determines that the second large prize slot 14a is open (step S305; Yes), it proceeds to step S306. If the main CPU 110a determines that the second large prize slot 14a is not open (S305; No), it proceeds to step S313.

[0411] In step S306, the main CPU 110a determines whether the "opening termination condition" for ending the opening of the second large prize slot 14a has been met. If the main CPU 110a determines that the "opening termination condition" for ending the opening of the second large prize slot 14a has been met (step S306; Yes), it proceeds to step S307. If the main CPU 110a determines that the "opening termination condition" for ending the opening of the second large prize slot 14a has not been met (step S306; No), it terminates the current small prize game process. The "opening termination condition" is determined to be either the round prize counter reaching a specified number (for example, 10) or the time for one opening of the second large prize slot 14a elapsed (special game timer counter = 0).

[0412] In step S307, the main CPU 110a performs the process of closing the main prize opening. Specifically, in order to close the second main prize opening 14a, the main CPU 110a sets the power deactivation data for the second main prize opening opening / closing solenoid 14d in the game RWM area of ​​the main RAM 110c, and also refers to the small prize game main prize opening / closing control table determined in step S266 above, and sets the closing time for the second main prize opening 14a in the special game timer counter based on the current special electric operation number (K). As a result, the second main prize opening 14a is closed.

[0413] In step S308, the main CPU 110a determines whether the conditions for ending the minor win game have been met. If the main CPU 110a determines that the conditions for ending the minor win game have been met (step S308; Yes), it proceeds to step S309. If the main CPU 110a determines that the conditions for ending the minor win game have not been met (step S308; No), it terminates the current minor win game process. The conditions for ending a minor win game are when the special electric activation number (K) reaches the number of times the pre-set second major prize entry opening 14a is opened, or when the counter value of the round entry counter reaches a predetermined number (for example, 10).

[0414] In step S309, the main CPU 110a performs the minor win game termination process. Specifically, the main CPU 110a sets "0" in the special electric activation number memory area and sets "0" in the round entry counter's counter value. In other words, it clears the special electric activation number memory area and the round entry counter.

[0415] In step S310, the main CPU 110a performs the ending process. Specifically, based on the special symbol stop data, the main CPU 110a sets an ending specification command corresponding to the type of minor win in the performance transmission data storage area, and also sets the ending time corresponding to the type of minor win in the special game timer counter.

[0416] In step S311, the main CPU 110a determines whether the ending time set in step S310 has elapsed. If the main CPU 110a determines that the ending time has elapsed (step S311; Yes), it proceeds to step S312. If it determines that the ending time has not elapsed (step S311; No), it terminates the current minor win game process. The ending time is determined by whether the special game timer counter is 0, similar to the opening time. In step S312, the main CPU 110a sets the special feature special electric processing data to "0" and terminates the processing for this minor win game.

[0417] If the main CPU 110a determines in step S305 that the second large prize slot 14a is not open, it determines in step S313 whether a predetermined closing time has elapsed. If the main CPU 110 determines that the closing time has elapsed (step S313; Yes), it moves to step S301. If it determines that the closing time has not elapsed (step S313; No), it terminates the current small prize game process.

[0418] (Transition process to Type 2 jackpot game) Figure 39 is a flowchart illustrating the process of transitioning to a Type 2 jackpot game by the main control board 110. In step S316, the main CPU 110a determines whether or not the game is in the middle of the ending sequence. If the main CPU 110a determines that the game is in the middle of the ending sequence (step S316; Yes), it proceeds to step S321. If it determines that the game is not in the middle of the ending sequence (step S316; No), it proceeds to step S317.

[0419] In step S317, the main CPU 110a determines whether the second large prize slot 14a is open or not. If the main CPU 110a determines that the second large prize slot 14a is open (step S317; Yes), it proceeds to step S318. If the main CPU 110a determines that the second large prize slot 14a is not open (step S317; No), it proceeds to step S319.

[0420] In step S318, the main CPU 110a sets data to stop the power supply to the second large prize opening solenoid 14d in the game RWM area of ​​the main RAM 110c in order to close the second large prize opening 14a. In step S319, the main CPU 110a performs the minor win game termination process. Specifically, the main CPU 110a sets "0" in the special electric operation number memory area and sets "0" in the counter value (C) of the round entry counter. In other words, it clears the special electric operation number memory area and the round entry counter.

[0421] In step S320, the main CPU 110a performs ending processing. Specifically, based on the special symbol stop data, the main CPU 110a sets an ending specification command corresponding to the type of minor win in the performance transmission data storage area, and also sets the ending time corresponding to the type of minor win in the special game timer counter.

[0422] In step S321, the main CPU 110a determines whether the ending time has elapsed. If the main CPU 110a determines that the ending time has elapsed (step S321; Yes), it proceeds to step S322. If it determines that the ending time has not elapsed (step S321; No), it terminates the current Type 2 jackpot game transition process.

[0423] In step S322, the main CPU 110a sets "3" to the special drawing special electrical processing data. In step S323, the main CPU 110a performs the Type 2 jackpot game preparation process. In the Type 2 jackpot game preparation process, the main CPU 110a refers to the Type 2 jackpot game control table shown in Figure 12 and, based on the special symbol stop data, determines the Type 2 jackpot game big prize slot opening and closing control table "TBL.No4" as the Type 2 jackpot game big prize slot opening and closing control table shown in Figure 13, sets it in the game RWM area of ​​the main RAM 110c, and also adds "1" to the value (round number (R)) stored in the round game count storage area and stores it.

[0424] The second type of jackpot game is triggered when a game ball that entered the second large prize slot 14a during a minor win game passes through a specific area 14e (it must always be triggered by passing through a minor win game). Therefore, the minor win game is considered the first round of the second type of jackpot game. In this way, by setting the number of rounds played to "1" before the second type of jackpot game begins, the minor jackpot game is treated the same as the first round of play. In step S324, the main CPU 110a turns off the flag for winning in a specific area, and terminates the transition process for the current Type 2 jackpot game.

[0425] (End of jackpot game) Figure 40 is a flowchart illustrating the jackpot game termination process performed by the main control board 110. In step S325, the main CPU 110a loads the special symbol stop data set in the special symbol stop data storage area and the game information in the game state buffer.

[0426] In step S326, the main CPU 110a performs the time-saving game flag setting process. Specifically, the main CPU 110a refers to the game state setting table shown in Figure 14, and if the special symbol stop data sets the time-saving game flag, it sets the time-saving game flag in the time-saving game flag storage area. If the special symbol stop data does not set the time-saving game flag, it either does not set the time-saving game flag in the time-saving game flag storage area or clears the time-saving game flag storage area.

[0427] In step S327, the main CPU 110a performs a process to determine the number of time-saving game rounds. Specifically, the main CPU 110a refers to the game state setting table shown in Figure 14 and sets a predetermined number of rounds in the first time-saving game round (J1) storage area and the second time-saving game round (J2) storage area based on the special symbol stop data. In this case, if the special symbol stop data is any of 01 to 08, "5" is set as the first time-saving game count (J1) in the first time-saving game count (J1) memory area, and "99" is set as the second time-saving game count (J2) in the second time-saving game count (J2) memory area.

[0428] In step S328, the main CPU 110a checks the game state and sets the game state specification command in the data storage area for performance transmission. In step S329, the main CPU 110a prepares to move to the special symbol memory determination process shown in Figure 30, and terminates the process for ending this jackpot game.

[0429] (Normal power control processing) Figure 41 is a flowchart illustrating the general power control process performed by the main control board 110. First, in step S331, the main CPU 110a loads the values ​​of the general diagram and general power processing data, and in step S332, it calculates the branch address from the loaded general diagram and general power processing data.

[0430] In step S333, if the normal symbol normal power processing data = 0 (step S333; Yes), the main CPU 110a performs normal symbol variation processing in step S334 and terminates the current normal symbol normal power control processing. If the normal symbol normal power processing data = 0 (step S333; No), it determines that the normal symbol normal power processing data = 1, performs auxiliary game processing in step S335, and terminates the current normal symbol normal power control processing.

[0431] (Normal pattern variation processing) Figure 42 is a flowchart illustrating the normal pattern variation processing performed by the main control board 110. First, in step S341, the main CPU 110a determines whether or not the normal symbols are currently being displayed in a variable state. If the normal symbols are currently being displayed in a variable state (the normal symbol time counter is not "0") (step S341; Yes), the process moves to step S358; if the normal symbols are not currently being displayed in a variable state (step S341; No), the process moves to step S342.

[0432] In step S342, the main CPU 110a determines whether the value of the normal symbol reserve count (G) storage area, which stores the number of normal symbols to be held, is 1 or greater. If it determines that the value of the normal symbol reserve count (G) storage area is 1 or greater (S342; Yes), the process moves to step S343. If it determines that the value of the normal symbol reserve count (G) storage area is not 1 or greater (S342; No), the normal symbol variation process for this time is terminated. In step S343, the main CPU 110a updates the value stored in the normal symbol retention count (G) memory area by subtracting "1" (G←G+1).

[0433] In step S344, the main CPU 110a performs a shift operation on the data stored in the normal symbol hold memory area corresponding to the normal symbol hold number (G) memory area that was subtracted in step S343. Specifically, it shifts each piece of data stored in the first to fourth memory areas in the normal symbol memory area to the previous memory area. Here, the data stored in the first memory area is shifted to the judgment memory area (0th memory area). At this time, the data stored in the first memory area is written to the judgment memory area (0th memory area), and the data that had already been written to the judgment memory area (0th memory area) is erased from the normal symbol hold memory area. As a result, the random values ​​for hit determination, hit symbol determination, and normal symbol variation pattern determination used in the previous game are erased.

[0434] In step S345, the main CPU 110a performs a hit determination process. Specifically, it compares the current time-saving game state and the random value for hit determination stored in the 0th memory section of the normal symbol reserve memory area with the normal symbol hit determination table shown in Figure 19(a) to determine whether or not it is a hit.

[0435] In step S346, the main CPU 110a performs a normal symbol determination process. Specifically, it determines the type of normal symbol (normal symbol stop symbol data) by comparing whether the current state is a time-saving game state, the result of the hit determination in step S345, and the normal symbol stop random value stored in the 0th storage unit of the normal symbol hold memory area with the normal symbol stop symbol determination table shown in Figure 19(b). This data is then set in the normal symbol stop symbol memory area.

[0436] In step S347, the main CPU 110a sets a regular symbol designation command corresponding to the regular symbol stop pattern data determined in step S346 into the performance transmission data storage area. This transmits the regular symbol designation command to the performance control board 130.

[0437] In step S348, the main CPU 110a performs a normal symbol variation pattern determination process. Specifically, it determines the variation time (variation pattern) of the normal symbols by comparing whether the current game state is a time-saving game state, the result of the hit determination in step S345, and the normal symbol variation pattern random value stored in the 0th storage unit of the normal symbol hold memory area with the normal symbol variation pattern determination table shown in Figure 19(c).

[0438] In step S349, the main CPU 110a sets a regular symbol variation pattern specification command corresponding to the variation time (variation pattern) of the regular symbol determined in step S348 into the performance transmission data storage area. As a result, the regular symbol variation pattern specification command is transmitted to the performance control board 130.

[0439] In step S350, the main CPU 110a sets the variation time of the normal symbols determined in step S349 into the normal symbol time counter. The normal symbol time counter is decremented by 1 every 4ms in step S102.

[0440] In step S351, the main CPU 110a sets the normal symbol variation display data for causing the normal symbol first display unit 19c to perform a variation display of the normal symbol (flashing of the LED) into a predetermined processing area of ​​the main RAM 110c. As a result, when the normal symbol variation display data is set in the predetermined processing area, display control data is created in step S110, and the created data is output in step S111, thereby starting the variation display of the normal symbol first display unit 19c.

[0441] In step S352, the main CPU 110a sets a normal symbol storage specification command corresponding to the number of normal symbols held (G) in the performance transmission data storage area. As a result, the normal symbol storage specification command is transmitted to the performance control board 130.

[0442] In step S353, the main CPU 110a sets the above-mentioned normal symbol hold display data into a predetermined processing area of ​​the main RAM 110c, and terminates the normal symbol variation process. As a result, if the normal symbol hold display data is set in the predetermined processing area, display control data is created in step S114, and the created data is output in step S115, so that the number of normal symbols held is displayed on the normal symbol hold first display unit 19f.

[0443] In step S354, the main CPU 110a determines whether the time for the normal symbol change has elapsed. Specifically, it determines whether the normal symbol time counter set in step S350 has become "0". If it determines that the time for the normal symbol change has elapsed (S354; Yes), the process moves to step S355. If it determines that the time for the normal symbol change has not elapsed (S354; No), the normal symbol change process ends.

[0444] In step S355, the main CPU 110a sets normal symbol stop display data in a predetermined processing area to stop and display the normal symbol determined in step S346 on the normal symbol first display unit 19c. As a result, when the normal symbol stop display data is set in the predetermined processing area, display control data is created in step S110, and the created data is output in step S111, causing the normal symbol to stop and be displayed on the normal symbol first display unit 19c, and the result of the normal symbol winning lottery is notified to the player.

[0445] In step S356, the main CPU 110a sets a normal symbol confirmation command, which indicates the stopping of a normal symbol, in the performance transmission data storage area. As a result, the normal symbol confirmation command is transmitted to the performance control board 130. In step S357, the main CPU 110a determines whether the stopping symbol data for the normal symbols is a winning stopping symbol. If it is a winning stopping symbol (S357; Yes), the process moves to step S358; otherwise, if it is not a winning stopping symbol (S357; No), the normal symbol variation process ends.

[0446] In step S358, the main CPU 110a sets the general data processing data to "1" and prepares to move to the auxiliary game processing shown in Figure 43, which will be described later. In step S359, the main CPU 110a performs auxiliary game start processing. In auxiliary game start processing, the main CPU 110a first sets the opening mode determination table for the second start port 11a in the main RAM 110c and updates the opening count (S) stored in the opening count (S) storage area by adding "1" (S←S+1). At this point, the second start port 11a has not been opened even once, so "1" is stored in the opening count (S) storage area. Then, it sets the energization data to energize the second start port opening / closing solenoid 11d in order to open the opening / closing member 11b of the second start port 11a.

[0447] As a result, the opening / closing member 11b is converted from the closed state to the open state, and the second start port 11a is opened. Furthermore, by referring to the second start port opening mode determination table, the opening time of the second start port 11a is set in the auxiliary game timer counter based on the current number of openings (S), and the current normal symbol variation process is terminated. Note that in step S102, the auxiliary game timer counter is decremented by 1 every 4ms.

[0448] (Auxiliary game processing) Figure 43 is a flowchart illustrating the auxiliary game processing performed by the main control board 110. In step S361, the main CPU 110a determines whether the second start port 11a is open or not. Specifically, it determines whether energizing data for energizing the second start port opening / closing solenoid 11d is set or not. If it is determined that the second start port 11a is open (step S361; Yes), the process moves to step S362. If it is determined that the second start port 11a is not open (step S361; No), the process moves to step S367.

[0449] In step S362, the main CPU 110a determines whether the conditions for ending the opening of the second start gate 11a have been met. Specifically, this applies when the value of the second start gate ball entry counter (L) reaches a specified number (10 balls) or when the opening time for the current opening count (S) has elapsed (the auxiliary game timer counter is "0"). If it is determined that the conditions for ending the opening have been met (step S362; Yes), the process moves to step S363. If it is determined that the conditions for ending the opening have not been met (step S362; No), the auxiliary game process for this time is terminated.

[0450] In step S363, the main CPU 110a performs the second start port closing process. Specifically, it sets data to deactivate the second start port opening / closing solenoid in order to convert the opening / closing member 11b of the second start port 11a to the closed state. As a result, the opening / closing member 11b is converted from the open state to the closed state and the second start port 11a is closed. In addition, by referring to the opening mode determination table of the second start port set in step S359, the closing time of the second start port 11a is set in the auxiliary game timer counter based on the current number of openings (S).

[0451] In step S364, the main CPU 110a determines whether the auxiliary game termination condition has been met. The auxiliary game termination condition is that the normal operation number (D) reaches the number of times the second start port 11a has been opened as set in advance, or that the value of the second start port ball entry counter (L) reaches a specified number (10 balls). If the main CPU 110a determines that the auxiliary game termination condition has been met (step S364; Yes), it proceeds to step S365. If it determines that the auxiliary game termination condition has not been met (step S364; No), it terminates the current auxiliary game process.

[0452] In step S365, the main CPU 110a performs auxiliary game termination processing. Specifically, it clears the values ​​in the memory area for the number of times the second start opening 11a is opened (S) and the memory area for the ball entry counter (L) of the second start opening by setting them to "0".

[0453] In step S366, the main CPU 110a sets the general diagram and general power processing data to "0" and terminates the current auxiliary game processing. In step S367, the main CPU 110a determines whether the closing time for the second start gate 11a has elapsed. Specifically, it determines whether the auxiliary game timer counter has become "0". If it determines that the closing time for the second start gate 11a has ended (step S367; Yes), the process moves to step S368. If it determines that the closing time for the second start gate 11a has not ended (step S367; No), the auxiliary game process for this time is terminated.

[0454] In step S368, the main CPU 110a performs the second start port opening process. Specifically, it sets the second start port opening solenoid energization start data to energize the second start port opening solenoid 11d in order to open the opening / closing member 11b of the second start port 11a. As a result, the opening / closing member 11b is converted from the closed state to the open state and the second start port 11a is opened. In addition, by referring to the second start port opening mode determination table set in step S359, the opening time of the second start port 11a is set in the auxiliary game timer counter based on the current number of openings (S).

[0455] (Customer waiting control process) Figure 44 is a flowchart showing the special electrical control processing in the main control board 110. In step S371, the main CPU 110a determines whether the game is currently in a jackpot or minor win state. If the game is in a jackpot or minor win state (step S371; Yes), the process moves to step S380; if the game is not in a jackpot or minor win state (step S371; No), the process moves to step S372.

[0456] In step S372, the main CPU 110a determines whether or not the special symbols are currently being displayed in a variable state. If the special symbols are currently being displayed in a variable state (step S372; Yes), the process moves to step S380; otherwise, the process moves to step S373.

[0457] In step S374, the main CPU 110a determines whether both the first reserved memory (U1) and the second reserved memory (U2) are "0". If they are not "0" (step S374; No), the process moves to step S380; if they are "0" (step S374; Yes), the process moves to step S374.

[0458] In step S374, the main CPU 110a determines whether the machine is currently in a normal game state. If it is in a normal game state (step S374; Yes), it proceeds to step S377 as it is in a waiting state. If it is not in a normal game state but in a time-saving game state (step S374; No), it proceeds to step S375.

[0459] In step S375, the main CPU 110a determines whether or not the display of a regular symbol is in progress. If the display of a regular symbol is in progress (step S375; Yes), the process moves to step S380; if the display of a regular symbol is not in progress (step S375; No), the process moves to step S376.

[0460] In step S376, the main CPU 110a determines whether the regular data hold memory (G) is "0". If it is "0" (step S376; Yes), the process moves to step S377, assuming it is in a waiting state. If it is not "0" (step S376; No), the process moves to step S380.

[0461] In step S377, the main CPU 110a determines whether a customer waiting status flag, which indicates that the system is in a customer waiting state, is ON in a predetermined area of ​​the main RAM 110c. If the customer waiting status flag is ON (step S377), the current customer waiting control process is terminated. If the customer waiting status flag is not present (step S377; No), the process moves to step S378.

[0462] In step S378, the main CPU 110a turns on a customer waiting status flag in a predetermined area of ​​the main RAM 110c. In step S379, the main CPU 110a sets a customer waiting state specification command, indicating that the machine is in a customer waiting state, in the main RAM 110c's transmission data storage area for performances, and terminates the current customer waiting control process. As a result, the customer waiting state specification command is sent to the performance control board 130, and processing is performed to execute customer waiting demo performances to appeal to players (such as customer waiting demo performances to encourage players to play, and adjustment guidance performances to guide players in adjusting volume and brightness using the directional keys 19).

[0463] In addition, if the game enters a waiting state during normal gameplay, an adjustment guidance animation (waiting demo animation) will be executed after 5 seconds, and a waiting demo animation will be executed after 60 seconds. However, if the game enters a waiting state during time-saving gameplay, an adjustment guidance animation (waiting demo animation) will be executed after 5 seconds, and a waiting demo animation will be executed after 120 seconds.

[0464] In step S380, the main CPU 110a clears the customer waiting state flag to terminate the customer waiting state, and ends the current customer waiting control process.

[0465] Thus, even when the game is in a normal game state, if the display of regular symbols is showing or the number of regular symbols held is not "0", it is possible to execute customer-waiting demo effects (effects to encourage players to play, effects to guide players on adjusting volume and brightness, etc.) to appeal to players. Therefore, customer-waiting effects can be executed at the appropriate timing according to the game situation, making it possible to achieve the desired appeal effect on players.

[0466] Furthermore, when in a shortened play state, if the regular symbol fluctuation display is being executed or the number of regular symbol reserves is not "0", the customer-waiting demo performance intended to appeal to the player (performances to encourage the player to play, adjustment guidance performances to guide the player in adjusting the volume and brightness, etc.) will not be executed. However, if the regular symbol fluctuation display is not being executed and the number of regular symbol reserves is "0", the customer-waiting demo performance can be executed. Therefore, the customer-waiting demo performance can be executed at an appropriate timing according to the game situation (when the regular symbol fluctuation display, which is important in shortened play state, is not being executed), making it possible to achieve the intended appeal effect on the player.

[0467] Furthermore, the execution of the waiting demo is more restricted when the waiting state occurs during a time-saving game mode than when it occurs during normal gameplay (the time until the waiting demo is executed is longer). Therefore, it is possible to execute the waiting demo appropriately in a time-saving game mode, which is advantageous to the player and a situation in which the player is likely to have secured a game machine.

[0468] Furthermore, even during normal gameplay, the customer waiting demo may be disabled if the regular symbols are changing or if the number of reserved regular symbols is not "0". Similarly, the customer waiting demo may be disabled during time-saving gameplay.

[0469] Furthermore, during normal gameplay, the execution of the customer waiting demo performance may be restricted when the special symbol variation display is being executed, while during time-saving gameplay, the customer waiting demo performance may be executed even when the first special symbol variation display is being executed.

[0470] (Performance display data setting process) Figure 45 is a flowchart illustrating the performance display data setting process (information program) performed by the main control board 110. First, in step S470, the main CPU 110a determines whether the display switching time counter, which is used to determine whether or not to switch the performance information displayed on the performance indicator 111, is at the display switching value (0). If the main CPU 110a determines that it is at the display switching value (step S470; Yes), it proceeds to step S471 to switch the performance information (normal base value) displayed on the performance indicator 111. If it does not determine that it is at the display switching value (step S470; No), it proceeds to step S475 to not switch the performance information (normal base value) displayed on the performance indicator 111.

[0471] In step S471, the main CPU 110a determines whether a "lighting confirmed" flag for determining whether the performance indicator 111 has been confirmed to be lit is saved in the information RWM area. If the main CPU 110a determines that the "lighting confirmed" flag is saved (step S471; Yes), it proceeds to step S473 to display the normal base value on the performance indicator 111. If the main CPU 110a determines that the "lighting confirmed" flag is not saved (step S471; No), it proceeds to step S472 to perform a lighting confirmation of the performance indicator 111.

[0472] In step S472, the main CPU 110a determines the display data for lighting up all segments (including digital points) of the four 7-segment displays that make up the performance indicator 111, and then proceeds to step S475.

[0473] In step S473, the main CPU 110a obtains a normal base value from the base memory area according to the data selection counter value. Specifically, if the data selection counter value is "0", it obtains the normal base value saved in the first area of ​​the base memory area; if the data selection counter value is "1", it obtains the normal base value saved in the second area of ​​the base memory area; if the data selection counter value is "2", it obtains the normal base value saved in the third area of ​​the base memory area; and if the data selection counter value is "3", it obtains the normal base value saved in the fourth area of ​​the base memory area.

[0474] In step S474, the main CPU 110a refers to the display data determination table (not shown) and determines the display data for the normal base value to be displayed on the performance indicator 111 based on the interval counter value, the normal number of outs indicated by the normal outs counter, and the acquired normal base value, and then proceeds to step S475.

[0475] In step S475, the main CPU 110a sets the determined display data as display information for the performance indicator 111 in the output data area of ​​the information RWM region. As a result, the output control process (game control program) in step S114 references the display data set in the output data area of ​​the information RWM region, and the normal base value corresponding to the display data is displayed on the performance indicator 111.

[0476] In step S476, the main CPU 110a adds "1" to the display switching time counter. In step S477, the main CPU 110a determines whether the display switching time counter is greater than an upper limit (for example, 5 seconds). If the main CPU 110a determines that it is greater than the upper limit (step S477; Yes), it proceeds to step S478, assuming that the time to switch the performance information displayed on the performance indicator 111 has elapsed. If the main CPU 110a determines that it is not greater than the upper limit (step S477; No), it proceeds to step S484, assuming that the time to switch the performance information displayed on the performance indicator 111 has not elapsed.

[0477] In step S478, the main CPU 110a resets (initializes) the display switching time counter to 0. In step S479, the main CPU 110a determines whether or not the "lit-up confirmed flag" is set in the information RWM area. If the main CPU 110a determines that the "lit-up confirmed flag" is saved (step S479; Yes), it moves to step S481; if it determines that the "lit-up confirmed flag" is not saved (step S479; No), it moves to step S480.

[0478] In step S480, the main CPU 110a sets a "lighting confirmed" flag in the information RWM area and then proceeds to step S482. In step S481, the main CPU 110a adds "1" to the data selection counter.

[0479] In step S482, the main CPU 110a determines whether the data selection counter is greater than an upper limit (e.g., 3). If the main CPU 110a determines that it is greater than the upper limit (step S482; Yes), it proceeds to step S483. If it determines that it is not greater than the upper limit (step S482; No), it terminates the performance display data setting process.

[0480] In step S483, the main CPU 110a clears (initializes) the data selection counter to 0. In step S484, the main CPU 110a restores the registers. In step S485, the main CPU 110a restores the game stack pointer that was saved in the information RWM area, and terminates the performance display data setting process.

[0481] In this way, after the power is turned on to the gaming machine 1 but before the performance information (normal base value) is displayed, all of the four 7-segment displays of the performance display unit 111 light up, making it possible to check whether the performance display unit 111 is malfunctioning and which segment is malfunctioning.

[0482] Furthermore, every 5 seconds the display switches, the performance information (normal base value) for the current game session and the three previous game sessions (a total of four game sessions) is displayed sequentially. This allows for a comparison of the performance information (normal base value) for the four most recent game sessions, enabling verification of the actual performance of the gaming machine and identification of any potential fraudulent activity.

[0483] (Anomaly detection process) Figure 46 is a flowchart illustrating the abnormality detection process performed by the main control board 110. First, in step S401, the main CPU 110a saves the game stack pointer to the RWM area for information. In step S402, the main CPU 110a sets the information stack pointer. In step S403, the main CPU 110a saves the registers to the RWM area for information.

[0484] In step S404, the main CPU 110a performs an invalid entry error detection process. Specifically, if a game ball enters the second start opening 11a when not in auxiliary play mode, or if a game ball enters the large entry openings 13a and 14a when not in special play mode (jackpot game, small jackpot game), an invalid entry error is considered to have occurred, and an invalid entry error designation command is set in the transmission buffer of the main RAM 110c. As a result, the invalid entry error designation command is sent to the performance control board 130, and processing is performed to announce the invalid entry error (display of an invalid entry error image on the image display device 16, output of an invalid entry error sound, and illumination of an invalid entry error lamp).

[0485] In step S405, the main CPU 110a performs abnormal prize entry error detection processing. Specifically, if the number of game balls that enter the various prize entry points (first start point 10, second start point 11a, first large prize entry point 13a, second large prize entry point 14a, general prize entry point 21) does not match the number of game balls discharged from the prize entry ball channel that allows the entered balls to flow down, an abnormal prize entry error is considered to have occurred, and an abnormal prize entry error designation command is set in the transmission buffer of the main RAM 110c. As a result, the abnormal prize entry error designation command is sent to the performance control board 130, and processing is performed to execute abnormal prize entry error notification (display of an abnormal prize entry error image on the image display device, output of an abnormal prize entry error sound, and illumination of an abnormal prize entry error lamp).

[0486] In step S406, the main CPU 110a performs magnetic error detection processing. Specifically, if the magnetic detection sensor 58a detects abnormal magnetism over a predetermined period of time, it determines that a magnetic error has occurred and sets a magnetic error designation command in the transmission buffer of the main RAM 110c. As a result, the magnetic error designation command is sent to the performance control board 130, and processing is performed to execute magnetic error notification (display of a magnetic error image on the image display device 16, output of a magnetic error sound, and illumination of a magnetic error lamp).

[0487] In step S407, the main CPU 110a performs radio wave error detection processing. Specifically, if the radio wave detection sensor 58b detects abnormal radio waves over a predetermined period, it determines that a radio wave error has occurred and sets a radio wave error designation command in the transmission buffer of the main RAM 110c. As a result, the radio wave error designation command is sent to the performance control board 130, and processing is performed to announce the radio wave error (display of a radio wave error image on the image display device 16, output of a radio wave error sound, and illumination of a radio wave error lamp).

[0488] In step S408, the main CPU 110a performs vibration error detection processing. Specifically, if the vibration detection switch 58f detects that the gaming machine 1 is subjected to strong vibration for a predetermined period of time, a vibration error is determined to have occurred, and a vibration error designation command is sent to the transmission buffer of the main RAM 110c. Processing is then performed to announce the vibration error (displaying a vibration error image on the image display device 16, outputting a vibration error sound, and lighting a vibration error lamp).

[0489] In step S409, the main CPU 110a performs a complete function activation determination process. "Complete function activation" refers to a feature that, when predetermined conditions for the activation of the complete function are met during gameplay, notifies the player that the functions related to the progress of the game will stop, and allows the player to actually stop those functions. "The conditions for the completion function to be activated" means that the counter value of the aforementioned reference value counter has reached the predetermined maximum daily payout limit for the gaming machine. "Functions related to the progress of the game" refer to the various processes (input control processing, special symbol special electrical control processing, etc.) that are performed in response to the entry of game balls into the starting openings 10 and 11a and the big prize openings 13a and 14a, and the passage of game balls through the gate 12. "Stopping functions related to the progress of the game" means closing the second starting opening 11a, the first major prize opening 13a, and the second major prize opening 14a to make it impossible for game balls to enter, invalidating any prizes that enter the first starting opening 10a or the general prize opening 21, and invalidating any passage of game balls that pass through gate 12. Further details regarding the activation of the complete function will be explained later in Figure 49, under the section on the complete function activation determination process.

[0490] In step S410, the main CPU 110a performs door open error detection processing. Specifically, when the open detection switch 31a changes from the OFF state to the ON state, a door open error is considered to have occurred, and a door open error start command is set in the transmit buffer of the main RAM 110c. When the open detection switch 31a changes from the ON state to the OFF state, the door open error is considered to have been cleared, and a door open error end command is set in the transmit buffer of the main RAM 110c. As a result, the door open error start command and the door open error end command are sent to the performance control board 130, and processing is performed to execute door open error notification (display of a door open error image on the image display device 16, output of a door open error sound, and illumination of a door open error lamp).

[0491] In step S411, the main CPU 110a performs a tray full error detection process. Specifically, when the tray full detection switch 32a changes from the OFF state to the ON state, it is determined that a tray full error has occurred, and a tray full error start command is set in the transmit buffer of the main RAM 110c. When the tray full detection switch 32a changes from the ON state to the OFF state, it is determined that the tray full error has been cleared, and a tray full error end command is set in the transmit buffer of the main RAM 110c. This enables the processing to perform tray full error notification (display of a tray full error image on the image display device 16, output of a tray full error sound).

[0492] In step S412, the main CPU 110a performs a dispensing status error determination process. Specifically, if the dispensing ball detection switch 100a detects that more balls have been dispensed than the planned number, or if a ball jam occurs in the dispensing device 100, or if the ball presence detection switch 101a changes from OFF to ON, a dispensing status error is determined to have occurred, and a dispensing status error specification command is set in the transmission buffer of the main RAM 110c. This triggers the execution of a dispensing status error notification process (display of a dispensing status error image on the image display device 16, output of a dispensing status error sound, and illumination of a dispensing status error lamp).

[0493] In step S413, the main CPU 110a performs an operation error detection process and terminates the current abnormality detection process. Specifically, if the RWM clear switch 58c or the setting key switch 58d is operated while game progress control is being performed (after the initial setup process is completed), an operation error is considered to have occurred, and an operation error specification command is set in the transmit buffer of the main RAM 110c. As a result, the operation error specification command is sent to the performance control board 130, and processing is performed to execute operation error notification (display of an operation error image, output of an operation error sound, and illumination of an operation error lamp).

[0494] In this way, while the game progress is being controlled (after the initial setup process is completed), it is determined whether or not various errors (abnormalities) have occurred, and if an error occurs, a process is performed to notify the error, thereby ensuring the security of the gaming machine 1.

[0495] Furthermore, by executing the abnormality detection process in an information program, it becomes possible to further separate the functions of the game program (a program related to controlling the progress of the game) and the information program (a program not related to controlling the progress of the game), simplifying program design and contributing to the creation of more engaging game programs.

[0496] (Magnetic error detection process) Figure 47 is a flowchart illustrating the magnetic error detection process performed by the main control board 110. First, in step S460, the main CPU 110a determines whether or not a detection signal has been input from the magnetic detection sensor 58a. If the main CPU 110a determines that a detection signal has been input from the magnetic detection sensor 58a (step S460; Yes), it proceeds to step S461. If it determines that no detection signal has been input (step S460; No), it terminates the current magnetic error determination process.

[0497] In step S461, the main CPU 110a updates the counter value (M←M+1) by adding "1" to the magnetic detection counter (M) which measures the time (number of times) that a magnetic field exceeding a predetermined magnetic force is continuously detected.

[0498] In step S462, the main CPU 110a determines whether the value of the magnetic detection counter (M) is greater than the specified value (50). If it determines that the value of the magnetic detection counter (M) is greater than the specified value (50) (step S462; Yes), the process moves to step S463. If it determines that the magnetic detection counter (M) is less than or equal to the specified value (50) (step S462; No), the magnetic error detection process ends. Since the magnetic error detection process is executed within a timer interrupt process that runs every 4ms, if the counter value of the magnetic detection counter (M) reaches the specified value, it means that a magnetism exceeding a predetermined magnetic force has been detected for 0.2 seconds.

[0499] In step S463, the main CPU 110a sets a magnetic anomaly error designation command in the performance transmission data storage area, assuming that a magnetic anomaly has occurred in which a magnetic field exceeding a predetermined magnetic force is continuously detected. Upon receiving the magnetic anomaly error designation command, the sub-CPU 130a of the performance control board 130 issues a magnetic anomaly notification to inform the system that a magnetic anomaly has occurred.

[0500] In step S464, the main CPU 110a sets external information data (output data) to output a security signal indicating that a security anomaly has occurred. As a result, the security signal is output from the 7th terminal of the game information output terminal board 112, and the external device (hall computer) can recognize (identify) that a security anomaly has occurred.

[0501] In step S465, the main CPU 110a clears the value of the magnetic detection counter (M), which measures the time for which a magnetic field exceeding a predetermined magnetic force is continuously detected, to 0, and terminates the current magnetic error determination process. By clearing the value of the magnetic detection counter (M) to 0 in this way, even if the magnetic error determination process is executed again, the magnetic anomaly error designation command and security signals will not be sent immediately.

[0502] (Radio error detection process) Figure 48 is a flowchart illustrating the radio wave error detection process performed by the main control board 110. First, in step S450, the main CPU 110a determines whether or not a detection signal has been input from the radio wave detection sensor 58b. If the main CPU 110a determines that a detection signal has been input from the radio wave detection sensor 58b (step S450; Yes), it proceeds to step S451. If it determines that no detection signal has been input (step S450; No), it terminates the radio wave error detection process.

[0503] In step S451, the main CPU 110a updates the counter value (N←N+1) by adding "1" to the radio wave detection counter (N) which measures the duration (number of times) that radio waves of a predetermined frequency are continuously detected.

[0504] In step S452, the main CPU 110a determines whether the value of the radio wave detection counter (N) is greater than the specified value (50). If the main CPU 110a determines that the value of the radio wave detection counter (N) is greater than the specified value (50) (step S452; Yes), it proceeds to step S453. If the main CPU 110a determines that the value of the radio wave detection counter (N) is less than or equal to the specified value (50) (step S452; No), it terminates the radio wave error detection process. Since the radio wave error detection process is executed within a timer interrupt process that runs every 4ms, if the radio wave detection counter (N) reaches the specified value, it means that a radio wave of a predetermined frequency has been detected for 0.2 seconds.

[0505] In step S453, the main CPU 110a sets a radio wave anomaly error designation command in the performance transmission data storage area, assuming that a radio wave anomaly has occurred in which radio waves of a predetermined frequency are continuously detected. As a result, the sub-CPU 130a of the performance control board 130, which has received the radio wave anomaly error designation command, performs a radio wave anomaly notification to inform the system that a radio wave anomaly has occurred.

[0506] In step S454, the main CPU 110a sets external information data (output data) to output a security signal indicating that a security anomaly has occurred. As a result, the security signal is output from the 7th terminal of the game information output terminal board 112, and the external device (hall computer) can recognize (identify) that a security anomaly has occurred.

[0507] In step S455, the main CPU 110a clears the value of the radio wave detection counter (N), which measures the time for which a radio wave of a predetermined frequency is continuously detected, to 0, and terminates the radio wave error detection process. By clearing the value of the radio wave detection counter (N) to 0 in this way, even if the radio wave error detection process is executed again, the radio wave anomaly error designation command and security signal will not be sent immediately.

[0508] (Complete function activation determination process) Figure 49 is a flowchart illustrating the complete function activation determination process performed by the main control board 110. The complete function activation determination process is a process that determines whether or not to activate the complete function based on whether or not the counter value of the reference value counter, which has been updated by the calculation in the reference value counter update process in step S106 above, has reached a predetermined reference value (first reference value (C1), second reference value (C2)).

[0509] The "Reference Value Counter" calculates the difference in the number of balls between the maximum and minimum payout values ​​of the gaming machine from the time the power is turned on until the present. Specifically, it represents the maximum value of the gaming experience gained by the player, which is the maximum difference between the minimum payout value at the time of the update and the maximum payout value updated thereafter (i.e., the increase from the lowest point where the minimum value is reached to the highest point where the maximum value is reached), and calculates the upper limit of the number of balls that can be paid out by the gaming machine in a day.

[0510] Specifically, as shown in Figure 50(1), at timing T1, after power-on, for example, since the start of the game, 10,000 game balls have been launched, while 2,000 game balls have been dispensed through various prize slots (first start slot 10, second start slot 11a, general prize slot 21, etc.). Therefore, the difference in balls is -10,000, and the minimum value of balls dispensed is updated to -10,000. This updated minimum value of balls dispensed becomes the lowest point, which is the reference point for the increase in balls. Therefore, at timing T1, the increase from the lowest point to the highest point is "0", so the counter value of the reference counter is "0".

[0511] As shown in Figure 50(2), at timing T2, a winning streak occurs from timing T1, resulting in a continuous winning state. For example, if 5,000 game balls are launched from timing T1, while 25,000 game balls are dispensed through various prize slots (first starting slot 10, second starting slot 11a, first major prize slot 13a, second major prize slot 14a, general prize slot 21, etc.), the net gain is +10,000 balls, and the maximum value of the balls dispensed is updated to +10,000 balls. This maximum value of balls dispensed is the highest value because it was updated after the minimum value of balls dispensed at timing T1. Therefore, at timing T2, the increase from the lowest point to the highest point is "20000", so the counter value of the reference value counter is "20000".

[0512] As shown in Figure 50(3), at timing T3, if no jackpot occurs from timing T2, for example, 23,000 game balls are launched from timing T2, while 3,000 game balls are dispensed through various prize slots (first starting slot 10, second starting slot 11a, general prize slot 21, etc.). Furthermore, 10,000 game balls are launched afterward (after all held balls have been used), while 5,000 game balls are dispensed through various prize slots (first starting slot 10, second starting slot 11a, general prize slot 21, etc.). As a result, the net difference is -15,000 balls, and the lowest point of the minimum number of balls dispensed is updated to -15,000 balls. This updated minimum number of balls dispensed becomes the lowest point, which is the reference point for the increase. Therefore, at timing T3, the increase from the lowest point to the highest point is "0", so the counter value of the reference value counter is "0".

[0513] As shown in Figure 51(4), at timing T4, a winning streak occurs from timing T3, resulting in, for example, 7,000 game balls being launched from timing T3, while 47,000 game balls are dispensed through various prize slots (first starting slot 10, second starting slot 11a, first major prize slot 13a, second major prize slot 14a, general prize slot 21, etc.). Therefore, the net gain is +25,000 balls, and the maximum payout is updated to +25,000 balls. This maximum payout is the highest point because it was updated after the minimum payout updated at timing T3. Therefore, at the T4 timing, the increase from the lowest point to the highest point is "40000", so the counter value of the reference value counter is "40000".

[0514] As shown in Figure 51(5), at timing T5, the game balls are launched from timing T4, and the minimum value of the number of balls dispensed is not updated, resulting in another winning streak. For example, 21,000 game balls are launched from timing T4, while 76,000 game balls are dispensed through various prize slots (first starting slot 10, second starting slot 11a, first major prize slot 13a, second major prize slot 14a, general prize slot 21, etc.). As a result, the difference in balls is +80,000, and the maximum value of the number of balls dispensed is updated to +80,000. This maximum value of the number of balls dispensed is the highest point because it is updated after the minimum value of the number of balls dispensed at timing T3. Therefore, at timing T5, the increase from the lowest point to the highest point is "95000", so the counter value of the reference value counter is "95000".

[0515] As shown in Figure 49, in the complete function activation determination process, in step S421, the main CPU 110a determines whether the complete function activation flag is ON or OFF. If the main CPU 110a determines that the complete function activation flag is ON (step S421; Yes), the complete function activation has already been performed, so the complete function determination process is terminated. If the main CPU 110a determines that the complete function activation flag is OFF (step S421; No), the process moves to step S422.

[0516] In step S422, the main CPU 110a determines whether the counter value of the reference value counter calculated and updated from the time the gaming machine 1 was powered on until the present time is equal to or greater than a preset first reference value (C1) (for example, C1 = 90000).

[0517] If the main CPU 110a determines that the value is not equal to or greater than the first reference value (C1) (step S422; No), it terminates the current complete function determination process. If it determines that the value is equal to or greater than the first reference value (C1) (step S422; Yes), it proceeds to step S423.

[0518] In step S423, the main CPU 110a determines whether the counter value of the reference value counter calculated and updated from the time the gaming machine 1 was powered on until the present time is equal to or greater than a preset second reference value (C2) (for example, C2 = 95000).

[0519] If the main CPU 110a determines that the value is equal to or greater than the second reference value (C2) (step S423; Yes), it proceeds to step S425, indicating that the conditions for activating the complete function have been met. If it determines that the value is not equal to or greater than the second reference value (C2) (step S423; No), it proceeds to step S424.

[0520] In step S424, the main CPU 110a sets external information data (output data) to output a security signal indicating that a security anomaly has occurred. As a result, the security signal is output from the 7th terminal of the game information output terminal board 112, and the external device (hall computer) can recognize (identify) that a security anomaly has occurred.

[0521] In step S425, the main CPU 110a sets the complete function activation flag to ON in order to activate the complete function. Therefore, if the conditions for activating the complete function are met, the complete function activation flag is set to ON even if there is a hold memory (the number of special symbol holds is "1" or more) or if the special symbol is being displayed in a variation state. In step S426, the main CPU 110a sets a command to specify the activation of the complete function in the data storage area for performance transmission. As a result, when the command to specify the activation of the complete function is set in the data storage area for performance transmission, the complete function activation control data is created in step S114, and the created data is output in step S115, so that the performance control board 130 performs processing to announce the activation of the complete function.

[0522] In step S427, the main CPU 110a determines whether the current game state is a minor win game or a major win game. If it determines that the game state is a minor win game or a major win game (step S427; Yes), the process in step S427 is repeated. If it determines that the game state is neither a minor win game nor a major win game (step S427; Yes), the process moves to step S428.

[0523] In step S428, the main CPU 110a performs a game stop process to stop functions related to the progress of the game. The game stop process involves closing the second start port 11a, the first large prize port 13a, and the second large prize port 14a. Specifically, the process involves setting the second start port opening / closing solenoid power stop data to close the opening / closing member 11b of the second start port 11a, setting the first large prize port opening / closing solenoid power stop data to close the opening / closing member 13b of the first large prize port 13a, and setting the second large prize port opening / closing solenoid power stop data to close the opening / closing member 14b of the second large prize port 14a.

[0524] During the game stop process, if the right-hand first indicator 19j of the first game information display device 19 is lit, it is forcibly turned off. Furthermore, during the game stop process, even if a game ball enters the first start opening 10 or the general prize opening 21, a prize invalidation process is performed to invalidate the prize. Specifically, even if the first start opening detection switch 10a detects that a game ball has entered the first start opening 10, a restrictive (prohibitive) process is performed to prevent the first start opening detection switch input process (Figure 24) from being performed. Therefore, even if a game ball enters the first start opening 10, a jackpot determination is not made, the number of special symbol reserves does not increase, and no prize balls are paid out.

[0525] Furthermore, during the game stop process, even if the general prize slot detection switch 14a detects that a game ball has entered the general prize slot 21, a restrictive (prohibitive) process is performed that prevents the general prize slot detection switch input process from being executed. Therefore, even if a game ball enters the general prize slot 21, no prize balls are dispensed. Furthermore, during the game stop process, even if the gate detection switch 12a detects the passage of a game ball through gate 12, a restrictive (prohibitive) process is performed that prevents the gate detection switch input process (Figure 26) from being executed. Therefore, even if a game ball passes through gate 21, no normal win determination is performed, and the number of normal balls held does not increase. Furthermore, during the game stop process, a launch stop process is performed to stop the launch of game balls. Therefore, if the conditions for activating the complete function are met, no game balls will be launched into the game area 4a even if the launch handle 7 is operated.

[0526] On the other hand, if a jackpot or minor jackpot is in progress, the game stop process is not executed. If the jackpot detection switches 13c and 14c detect that a game ball has entered the jackpots 13a and 14a, a predetermined number of prize balls will be dispensed. If the general jackpot detection switch 14a detects that a game ball has entered the general jackpot 21, or if the first start jackpot detection switch 10a detects that a game ball has entered the first start jackpot 10, a jackpot determination is made, the number of special symbol reserves increases, and a predetermined number of prize balls are dispensed. After the jackpot game ends, no variation effects based on the reserve memory are executed, and the reserve icons are not displayed.

[0527] Furthermore, in the case of a managed gaming machine in which gaming balls are sealed inside the machine, circulate internally, and play and counting can be performed without players or hall employees touching the gaming balls at all, the payout of a predetermined number of prize balls means that when a gaming ball is detected to have entered the starting prize slot or general prize slot, the number of balls displayed on the gaming ball counter is increased. Therefore, if the conditions for activating the complete function are met during the symbol variation animation, and a gaming ball is detected to have entered the starting prize slot or general prize slot, the number of balls displayed on the gaming ball counter will not be increased. On the other hand, if the conditions for activating the complete function are met during a minor win or a major win, and if a game ball is detected entering the starting prize slot or general prize slot, the number of game balls displayed on the game ball count indicator will be increased.

[0528] (Signal output from the game information output terminal board) Figure 52 shows an example of the types of signals transmitted from a game information output terminal board, which is equipped with multiple terminals, to external devices (hall computer, ball dispenser, etc.). Specifically, nine types of signals—"start slot entry signal," "symbol confirmation signal," "jackpot signal," "minor win signal," "time-saving status signal," "unique information signal," "security signal," "prize ball schedule signal," and "prize ball completion signal"—are output via the game information output terminal board 112.

[0529] The "start-up slot entry signal" is output continuously from the first terminal of the game information output terminal board 112 for a predetermined period (for example, 128ms) each time a game ball enters the first start-up slot 10 or the second start-up slot 11a. The "symbol confirmation signal" is output continuously from the second terminal of the game information output terminal board 112 for a predetermined period (for example, 128ms) each time the display of the first special symbol or the second special symbol stops changing.

[0530] The "jackpot signal" is output continuously from the third terminal of the game information output terminal board 112 for the duration of the jackpot game, each time a jackpot game occurs. The "minor win signal" is output continuously from the fourth terminal of the game information output terminal board 112 for the duration of each minor win game.

[0531] The "time-saving game state signal" is output from the 5th terminal of the game information output terminal board 112 for the duration of the time-saving game state whenever it occurs. The "unique information signal" is output continuously from the 6th terminal of the game information output terminal board 112 for a predetermined time (for example, 3000ms) each time the game machine 1 is powered on or power restored.

[0532] The "security signal" is continuously output from the 7th terminal of the game information output terminal board 112 each time an error occurs (RWM abnormality, magnetic abnormality, radio wave abnormality, fraudulent prize entry abnormality, abnormal prize entry) until the error clearing condition is met. Furthermore, the "security signal" is continuously output from the 7th terminal of the game information output terminal board 112 each time the complete function activation warning notification is executed, until the conditions for the complete function to be activated are met (the 2nd reference value is reached). The "Complete Function Activation Warning Notification" is issued before the complete function is activated, informing the user that the complete function is about to be activated (that game control may be stopped).

[0533] Thus, regardless of the type of error (RWM abnormal signal, magnetic abnormal signal, radio wave abnormal signal, fraudulent winning signal, abnormal winning signal), a security signal is output from the same terminal on the game information output terminal board.

[0534] Furthermore, when the complete function activation warning notification is issued, a security signal is output from the 7th terminal of the game information output terminal board 112, which is used when an error occurs. Furthermore, the game information output terminal board may be configured to output different types of signals corresponding to various errors from separate terminals. For example, in the case of an RWM abnormality, security signal 1 corresponding to the RWM abnormality is output, and in the case of a magnetic abnormality, security signal 2 corresponding to the magnetic abnormality is output.

[0535] Alternatively, a security signal may be output from the 7th terminal of the game information output terminal board 112 until the power to the game machine is cut off, or a special signal indicating that the complete function has been activated may be output from the other terminals of the game information output terminal board 112 until the power to the game machine is cut off, triggered by the activation of the complete function.

[0536] (Main processing of the production control unit) Figure 53 is a flowchart illustrating the main processing performed by the performance control unit 130m. When power voltage is supplied from the power supply board 160, a system reset occurs in the sub-CPU 130a of the performance control unit 130m, and the sub-CPU 130a performs the following main processing.

[0537] First, in step S510, the sub-CPU 130a sets an interrupt disable to disable timer interrupt processing. Next, in step S520, the sub-CPU 130a performs initialization processing. In this process, upon power-up, the sub-CPU 130a reads the main processing program from the sub-ROM 130b and initializes and sets flags and other items stored in the sub-RAM 130c.

[0538] At this time, the sub-CPU 130a controls the image display device 16, the sound output device 9, the performance button device 6A (button drive motor 6c, button vibration motor 6d), the control panel drive device 17 (movable performance members 17A~17C, stepping motor), the control panel lighting device 23 (including movable performance member LEDs 17a~17c, light guide plate LED 23A), the frame lighting device 27 (including button light-emitting LED 6e), etc. After receiving an initialization OK signal in response to the initialization instruction signal from both the image control unit 140 and the lamp control unit 150, the process moves to step S530.

[0539] In step S530, the sub-CPU 130a sets the interrupt enable to allow timer interrupts. In step S540, the sub-CPU 130a performs a random number update process for the animation. In this process, the sub-CPU 130a updates various random values ​​stored in the sub-RAM 130c. Thereafter, the process in step S540 is repeated until a predetermined interrupt is performed.

[0540] (Timer interrupt handling) Figure 54 is a flowchart illustrating the timer interrupt processing by the performance control unit 130m. A reset clock pulse generation circuit (not shown) provided in the performance control unit 130m generates a clock pulse at predetermined intervals (2ms), reads the timer interrupt processing program, and executes the timer interrupt processing of the performance control unit 130m.

[0541] First, in step S601, the sub-CPU 130a saves the information stored in its registers to the stack area. In step S602, the sub-CPU 130a performs update processing for various timer counters used by the performance control unit 130m.

[0542] In step S603, the sub-CPU 130a performs command analysis processing. In this process, the sub-CPU 130a analyzes the commands stored in the receive buffer of the sub-RAM 130c. When the performance control unit 130m receives a command transmitted from the main control board 110, a command reception interrupt process (not shown) occurs in the performance control unit 130m, and after storing the received command in the receive buffer, the analysis process of the received command is performed.

[0543] In step S604, the sub-CPU 130a checks the detection signal of the performance button detection switch 6b and performs performance input control processing related to the performance button 6a. In step S605, the sub-CPU 130a performs data creation processing for various display control data to be output to the second game information display device 20, which has special symbol second display units 20a, 20b, normal symbol second display unit 20c, special symbol hold second display units 20d, 20e, normal symbol hold second display unit 20f, and right-hand play second display unit 20g.

[0544] In step S606, the sub-CPU 130a performs command output processing to send various data set in the transmit buffer of the sub-RAM 130c to the liquid crystal control unit 140 and the lamp control unit 150. It also performs display output processing to output the display control data signal created in step S605. In step S607, the sub-CPU 130a restores the information saved in step S601 to its own registers.

[0545] (Command parsing process) Figures 55 to 57 are flowcharts illustrating the command analysis process performed by the performance control unit 130m. As shown in Figure 55, first, in step S610, the sub-CPU 130a determines whether or not a command has been received. If the sub-CPU 130a determines that no command has been received (step S610; No), it terminates the command analysis process. If it determines that a command has been received (step S610; Yes), it proceeds to step S611.

[0546] In step S611, the sub-CPU 130a determines whether the received command is a setting change command. If the sub-CPU 130a determines that it is not a setting change command (step S611; No), it moves to step S613. If it determines that it is a setting change command (step S611; Yes), it moves to step S612.

[0547] In step S612, the sub-CPU 130a performs a setting change notification process. This setting change notification process sets a notification instruction command to start the setting change notification in the transmission buffer of the sub-RAM 130c. As a result, the notification instruction command is sent to the image control unit 140 and the lamp control unit 150, and the process to execute the setting change notification is performed. Once this process is completed, the command analysis process for this time is terminated.

[0548] In step S613, the sub-CPU 130a determines whether the received command is an RWM clear command. If the sub-CPU 130a determines that it is not an RWM clear command (step S613; No), it moves to step S615. If it determines that it is an RWM clear command (step S613; Yes), it moves to step S614.

[0549] In step S614, the sub-CPU 130a performs RWM clear notification processing. This RWM clear notification processing sets a notification instruction command to start RWM clear preparation notification in the transmit buffer of the sub-RAM 130c. As a result, the notification instruction command is sent to the image control unit 140 and the lamp control unit 150, and processing to execute RWM clear preparation notification is performed. Once this processing is comp...

Claims

[Claim 1] A game control means capable of controlling the progress of a special game, A performance control means that controls the performance using performance means, A means for stopping the progress of the game that can stop the control of the game's progress in accordance with the fulfillment of predetermined conditions, It includes an operating means that can be operated by the player, When the starting conditions are met, judgment information is obtained. Based on the aforementioned judgment information, it is possible to perform a variation effect that changes the pattern. It is possible to perform a rainbow-like illumination effect by emitting light in a rainbow pattern using a specific light color. A specific effect can be executed if the aforementioned variation effect has not been executed after a predetermined period has elapsed since power-on. The aforementioned specific performance is, It is possible to display first specific information and second specific information in a display manner that includes characters different from those of the first specific information. When the aforementioned first specific information is displayed, The aforementioned rainbow light effect can be performed, When the aforementioned second specific information is displayed, The execution of the aforementioned rainbow light effect can be restricted, The aforementioned performance means includes: There are display means and light-emitting means. The state in which the special game is being played offers more playable rainbow light effect patterns than the state in which the first specific information is being displayed. The state in which the variation effect is performed offers more possible rainbow light effect patterns than the state in which the special game is performed. The display means can display an operation instruction animation that instructs the operation of the aforementioned operating means. The aforementioned operation instruction display is, There is a first operation instruction display and a second operation instruction display that has a different display mode from the first operation instruction display. When the first operation instruction animation is being executed, The display means restricts the execution of the rainbow light emission effect, When the second operation instruction animation is executed but the first operation instruction animation is not executed, The display means is capable of performing the rainbow light effect, If the gaming machine is powered off and then restored to operation while the aforementioned predetermined conditions are not met, the display of the second specific information can be performed after the predetermined period has elapsed. A gaming machine characterized in that, when the gaming machine is powered off and then restored and restarted while the aforementioned predetermined conditions are met, the display of the second specific information is restricted after the aforementioned predetermined period has elapsed.