Game machine

JP2023074789A5Active Publication Date: 2025-09-09SANYO BUSSAN KK
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Patent Information

Application Number
JP2021187911
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2021-11-18
Publication Date
2025-09-09
Estimated Expiration
2041-11-18

AI Technical Summary

Technical Problem

The b time-saving gaming state in gaming machines provides a more advantageous profit expectation for players, but the period leading up to this state has a lower expected value, creating an imbalance in game performance.

Method used

Incorporating a shooting mechanism, variable ball entry mechanism, display means for pattern variation, and notification control to enhance game states with specific profit generation and notification modes, along with determination means for jackpot lotteries and switching notification modes based on game ball entries.

Benefits of technology

Enhances game performance by improving player engagement and profit potential through dynamic game states and clear notifications, addressing the imbalance in expected value leading up to the b time-saving state.

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Abstract

To improve game properties in a game machine capable of shifting to a b-time-shortening game state.SOLUTION: A game machine executes a loss display when occurrence of a big win game based on a small win game is disadvantageous in an opening of the small win game, and executes a gain display when occurrence of a big win game based on a small win game becomes advantageous instead of being disadvantageous. After switching from the loss display to the gain display, the loss display is not executed until a big win game occurs. In an intermediate period when advantage / disadvantage for generating a big win game on the basis of a small win game cannot be determined easily, a border display for reporting that advantage / disadvantage cannot be easily determined in an opening of a small win game is executed. The border display is a mode for alternately executing, for example the loss display and the gain display, and a mode in which a movable accessory member is moved so as to overlap with a display surface of a pattern display part. The border display may be executed in a special pattern game executed during the intermediate period.SELECTED DRAWING: Figure 358
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko games machines and slot machines. [Background technology]

[0002] In recent years, when the number of special chart changes to a specified number, some games are moved to a time-saving game state (so-called b time-saving game state). [Prior Art Documents] [Patent Document]

[0003] [Patent Document 1] Japanese Unexamined Patent Publication No. 2021-74510 Summary of the invention [Problems to be solved by the invention]

[0004] Incidentally, the b-time-saving game state may be set to a state that is advantageous to the player in terms of the expected value of profits that can be obtained when a jackpot occurs compared to the normal game state. In this case, for a certain period just before the transition to the b-time-saving game state, the expected value of profits that the player can acquire is smaller than after the transition to the b-time-saving game state.

[0005] It is an object of the present invention to improve the gaming ability in a game machine that can transition to the b-time-saving game state. Means for solving the problem

[0006] The gaming machine according to the present invention is A fire means (32) that can fire game balls; A start-up ball area (314,315) that is provided in the game area where game balls can be flowed down; Display means (362, 363, 341) that change and displays a specified pattern (special pattern, decorative pattern) when a game ball enters the starting ball area; (316) is provided in the game area and is adapted to perform multiple opening and closing operations; It is a gaming machine equipped with an update means (41) for updating the specified information (remaining count counter) based on the establishment of a predetermined update condition (execution of special chart games) in the above-mentioned fluctuation display; A profit state generating means (41) that generates a predetermined profit state (b time-saving game state) at a predetermined timing after the specified information is in a specified update state (ceiling remaining number of times counter=0) in a specific game state (low probability mode), and Announcement control means (51) that performs a predetermined notification in a first notification mode (obtainable display) or a second notification mode (loss display) that is different from the first notification mode, and a determination means (41) for performing a predetermined judgment (special drawing jackpot lottery) based on the entry of the game ball into the starting ball area; A profit generating means (41) that generates a specific profit (jacket game) when the result of the predetermined judgment executed by the determining means becomes a specific judgment result, and when a specified game condition (V winning in a small win game) is achieved based on a specified game operation by the player, Equipped with The notification control means is characterized in that, when the result of the predetermined determination executed by the determination means becomes the specified determination result, the notification control means notifies that the specified determination result has been the specified determination result in the first notification mode up to a predetermined timing (break-even point) prior to the predetermined period before the specified update state, and that switches the notification mode to the second notification mode at a specific timing after the specified timing. [Brief description of the drawing]

[0007] [Figure 1] 1 is a perspective view showing an example of the structure of a gaming machine according to the first embodiment of the present invention. [Figure 2] 10 is a development diagram showing an example of the structure of the gaming machine shown in FIG. 1. FIG. [Figure 3] 10 is a development diagram showing an example of the structure of the gaming machine shown in FIG. 1. FIG. [Figure 4] 14 is a front view showing an example of a game board of the gaming machine shown in FIG. 1. FIG. [Figure 5] 14 is a front view showing an example of a game board of the gaming machine shown in FIG. 1. FIG. [Figure 6] 14 is a front view showing an example of a game board of the gaming machine shown in FIG. 1. FIG. [Figure 7] 1 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. 1. FIG. [Figure 8] 14 is a block diagram showing an example of a storage area of ​​the main control device of the gaming machine shown in FIG. 1; FIG. [Figure 9] 10 is a diagram showing an example of a table used in the main control device. [Figure 10] 10 is a diagram showing an example of a table used in the main control device. [Figure 11] 9 is a block diagram showing an example of a general diagram pending storage area in the storage area of ​​the main control device shown in FIG. 8; FIG. [Figure 12] 10 is a diagram showing an example of a table used in the main control device. [Figure 13] 14 is a block diagram showing an example of a game information storage area in the storage area of ​​the main control device. [Figure 14] 1 is a diagram schematically showing an example of a performance information display device of the main control device. [Figure 15] 14 is a diagram showing an example of a display on a performance display monitor of a performance information display device. [Figure 16] 14 is a diagram showing an example of display on the setting value display section of the performance information display device. [Figure 17] 10 is a flow chart showing an example of the procedure of the main timer interruption process executed by the main control device. [Figure 18] 18 is a flow chart showing an example of the procedure of the start-up winning process executed in the main timer interrupt process of FIG. 17; [Figure 19] 18 is a flow chart showing an example of the procedure of the first special chart hold command setting process executed in the start-up winning process of FIG. 18. FIG. [Figure 20] 18 is a flow chart showing an example of the procedure of a thru-gate processing executed in the main timer interrupt processing of FIG. 17; [Figure 21] 10 is a flow chart showing an example of the procedure of the main processing executed by the main control device. [Figure 22] 22 is a flow chart showing an example of the procedure of the general-picture game control process executed in the main process of FIG. 21. FIG. [Figure 23] 23 is a flow chart showing an example of the procedure of the general map data setting process executed in the general map game control process of FIG. 22. FIG. [Figure 24] 23 is a flow chart showing an example of the procedure of the general map fluctuation start processing executed in the general map game control processing of FIG. 22. FIG. [Figure 25] 22 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 21. FIG. [Figure 26] 22 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 21. FIG. [Figure 27] 31 is a flow chart showing an example of the procedure of the special chart data setting process executed in the special chart game control process of FIG. 26. FIG. [Figure 28] 31 is a flow chart showing an example of the procedure of the special chart fluctuation start processing executed in the special chart game control processing of FIG. 26. FIG. [Figure 29] 22 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 21. FIG. [Figure 30] 22 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 21. FIG. [Figure 31] 22 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 21. FIG. [Figure 32] 22 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 21. FIG. [Figure 33] 22 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. FIG. [Figure 34] 22 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. FIG. [Figure 35] 22 is a flow chart showing an example of the procedure for the game setting value change processing executed in the main process of FIG. 21. FIG. [Figure 36] 22 is a flow chart showing an example of the procedure of the specific performance information update process executed in the main process of FIG. 21. FIG. [Figure 37] 37 is a diagram showing an example of base information updated in the specific performance information update process of FIG. 36; [Figure 38] 22 is a flow chart showing an example of the procedure of the display control process of the performance display monitor executed in the main process of FIG. 21. FIG. [Figure 39] 22 is a flow chart showing an example of the procedure of the display control process of the performance display monitor executed in the main process of FIG. 21. FIG. [Figure 40] 22 is a flow chart showing an example of the procedure of the display control process of the performance display monitor executed in the main process of FIG. 21. FIG. [Figure 41] 22 is a flow chart showing an example of the procedure of the display control process of the performance display monitor executed in the main process of FIG. 21. FIG. [Figure 42] 10 is a flow chart showing an example of the procedure of a secondary timer interruption process executed by the audio lamp control device of the gaming machine shown in FIG. 1; [Figure 43] 43 is a flow chart showing an example of the procedure of the operation detection process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 44]44 is a flow chart showing an example of the procedure of the operation button operation detection process executed in the operation detection process of FIG. 43. FIG. [Figure 45] 44 is a flow chart showing an example of the procedure of the operation detection pattern determination process executed in the operation detection process of FIG. 43. FIG. [Figure 46] A table showing the relationship between detection patterns and operation status. [Figure 47] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 48] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 49] 48 is a diagram showing an example of a variation type table used to set the variation type (effect pattern type) executed when a variation pattern command is received in the command determination process of FIG. 47; [Figure 50] 48 is a diagram showing an example of a variation type table used to set the variation type (effect pattern type) executed when a variation pattern command is received in the command determination process of FIG. 47; [Figure 51] FIG. 51(A) shows an example of the color of the decorative pattern, and FIG. 51(B) shows an example of the first stop pattern selection table used when a variation pattern command is received in the command determination process of FIG. 47. [Figure 52] FIG. 52(A) shows an example of the first hold image display unit set in the pattern display unit in the normal game state, the variable image display unit and the existing change image display unit, and FIG. 52(B) shows an example of the second hold image display unit set in the pattern display unit in the special game state and the time-saving game state. [Figure 53] 10 is a diagram showing an example of changes in the hold image in the first hold image display unit; [Figure 54] 43 is a flow chart showing an example of the procedure of the jackpot game performance control process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 55] 10 is a diagram for explaining the conventional order of performing performances for the gaming machine according to the second embodiment of the present invention. [Figure 56] 10 is a diagram for explaining the order in which the performance is executed in the gaming machine according to the second embodiment of the present invention is performed. [Figure 57] 10 is a diagram showing an example of a distribution table used when jackpot types are allocated by the main control device of the gaming machine according to the second embodiment of the present invention. [Figure 58] 10 is a flow chart showing an example of the procedure of command determination processing executed by the audio lamp control device of the gaming machine according to the second embodiment of the present invention. [Figure 59] 10 is a flow chart showing an example of the procedure of the command determination process. [Figure 60] 10 is a flow chart showing an example of the procedure of the command determination process. [Figure 61] 10 is a diagram showing an example screen in the design display section of the gaming machine according to the second embodiment of the present invention. [Figure 62] 6 is a flow chart showing an example of the procedure of the pending continuous performance process executed in the command determination process of FIG. 59. FIG. [Figure 63] 10 is a flow chart showing an example of a procedure for a continuous hold performance processing. [Figure 64] 63 is a diagram showing an example of a table used in the pending continuous performance processing of FIG. 62; [Figure 65] 14 is a diagram showing an example of a stop pattern combination of decorative patterns that are displayed variablely in the design display section. [Figure 66] 59 is a flow chart showing an example of the procedure of the second special chart special performance process executed in the command determination process of FIG. 59. FIG. [Figure 67] 61 is a flow chart showing an example of the procedure for setting the variation type (effect pattern) executed in the command determination process of FIG. 60. FIG. [Figure 68] 10 is a flow chart showing an example of the procedure for setting the variation type (performance pattern); [Figure 69] 10 is a flow chart showing an example of the procedure for setting the variation type (performance pattern); [Figure 70] 10 is a flow chart showing an example of the procedure for setting the variation type (performance pattern); [Figure 71] 10 is a flow chart showing an example of the procedure for setting the variation type (performance pattern); [Figure 72] 61 is a flow chart showing an example of the procedure for setting the variation type (effect pattern) executed in the command determination process of FIG. 60. FIG. [Figure 73] 61 is a flow chart showing an example of the procedure for the stop pattern combination setting process executed in the command determination process of FIG. 60. FIG. [Figure 74] 10 is a flow chart showing an example of the procedure for setting a stop pattern combination. [Figure 75] 10 is a diagram for explaining the order in which the performance is executed in the gaming machine according to the third embodiment of the present invention is performed. [Figure 76] 10 is a flow chart for explaining differences in the command determination process of the third embodiment of the present invention from the second embodiment. [Figure 77] 10 is a flow chart for explaining differences in the command determination process of the third embodiment of the present invention from the second embodiment. [Figure 78] 10 is a flow chart for explaining differences between the second special chart special performance setting process of the third embodiment of the present invention and the second embodiment. [Figure 79] 10 is a flow chart for explaining differences between the variation type (performance pattern) setting processing of the third embodiment of the present invention and the second embodiment. [Figure 80] 10 is a flow chart for explaining differences in the variation type (performance pattern) setting process from the second embodiment. [Figure 81] 10 is a flow chart for explaining differences in the variation type (performance pattern) setting process from the second embodiment. [Figure 82] 1 is a front view showing an example of a game board of a game machine according to a fourth embodiment of the present invention. [Figure 83] 83 is a cross-sectional view showing the main parts of the feather-bearing device of the gaming machine shown in FIG. 82. FIG. [Figure 84] 1 is a cross-sectional view showing the main parts of the feather device. [Figure 85] 83 is a diagram showing an example of a table and the like used in the main control device of the gaming machine shown in FIG. 82. FIG. [Figure 86] 10 is a diagram showing an example of a table used in the main control device. [Figure 87] 10 is a diagram showing an example of a table used in the main control device. [Figure 88] 10 is a flow chart showing an example of the procedure of the main processing executed by the main control device. [Figure 89] 89 is a flow chart showing an example of the procedure of the general map fluctuation start process executed in the general map game control process in the main process of FIG. 88. [Figure 90] 89 is a flow chart showing an example of the procedure of the special chart change initiation process executed in the special chart game control process in the main process of FIG. 88. FIG. [Figure 91] 83 is a time chart showing an example of game progression in a small-hit game performed on the gaming machine shown in FIG. 82. [Figure 92] 89 is a flow chart showing an example of the procedure of the small hit game control process executed in the main process of FIG. 88. FIG. [Figure 93] 10 is a flow chart showing an example of the procedure of a small-hit game control process. [Figure 94] 10 is a flow chart showing an example of the procedure of a small-hit game control process. [Figure 95] 10 is a flow chart showing an example of the procedure of a small-hit game control process. [Figure 96] 83 is a diagram showing an example of a game flow (transition of game state) on the gaming machine shown in FIG. 82. FIG. [Figure 97] 89 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 88. FIG. [Figure 98] 10 is a flow chart showing an example of the procedure of the game state transition process. [Figure 99] 10 is a flow chart showing an example of the procedure of the game state transition process. [Figure 100] 10 is a flow chart showing an example of the procedure of the game state transition process. [Figure 101] 10 is a flow chart showing an example of the procedure of the game state transition process. [Figure 102] 10 is a flow chart showing an example of the procedure of the game state transition process. [Figure 103] 10 is a flow chart showing an example of the procedure of the game state transition process. [Figure 104] 83 is a flow chart showing an example of the procedure of command judgment processing executed by the audio lamp control device of the gaming machine shown in FIG. 82. FIG. 10 is a flow chart showing an example. [Figure 105] 104 is a flow chart showing an example of the procedure for setting the variation type (effect pattern) executed in the command determination process of FIG. 104. FIG. [Figure 106] 14 is a diagram showing an example of a performance pattern (second time-saving game state continuous performance pattern and third time-saving game state transition performance pattern) performed in a special chart game that is performed in a second time-saving game state. [Figure 107] 12 is a diagram showing an example screen of a pattern display section in a special chart game executed in a second time-saving game state. [Figure 108] 12 is a diagram showing an example screen of a pattern display section in a special chart game executed in a second time-saving game state. [Figure 109] 12 is a diagram showing an example screen of a pattern display section in a special chart game executed in a second time-saving game state. [Figure 110] 12 is a diagram showing an example screen of a pattern display section in a special chart game executed in a second time-saving game state. [Figure 111] 104 is a flow chart showing an example of the procedure of the stop pattern combination setting process executed in the command determination process of FIG. 104. FIG. [Figure 112] 14 is a diagram showing an example of the relationship between the number of times of time-saving games and the stop display combination of decoration designs. [Figure 113] 105 is a flow chart showing an example of the procedure for the time-saving count counter processing executed in the command determination process of FIG. 104; [Figure 114] 10 is a diagram showing an example of a table used in the main control device of the gaming machine according to the fifth embodiment of the present invention. [Figure 115] 83 is a flow chart showing an example of the procedure for setting the variation type (effect pattern) in the command determination process executed by the audio lamp control device of the gaming machine shown in FIG. 82. FIG. [Figure 116] 12 is a diagram showing an example of a performance pattern (first performance pattern and second performance pattern) in a second time-saving game state. [Figure 117] 10 is a flow chart showing an example of the procedure of the stop pattern combination setting process executed in the command determination process. [Figure 118] 10 is a diagram showing an example of setting the number of times of time-saving games when the third time-saving game state is shifted in the gaming machine according to the sixth embodiment of the present invention. [Figure 119] 10 is a flow chart showing an example of a procedure of a game state transition process in the main process executed by the main control device of the game machine according to the sixth embodiment of the present invention. [Figure 120] 10 is a diagram showing an example of a table used in the main control device of the gaming machine according to the seventh embodiment of the present invention. [Figure 121] 12 is a diagram showing an example screen of a pattern display section in a special chart game executed in a second time-saving game state. [Figure 122] 10 is a diagram showing an example of a table used in the audio lamp control device of a gaming machine according to the seventh embodiment of the present invention. [Figure 123] 12 is a diagram showing an example screen of a pattern display section in a special chart game executed in a second time-saving game state. [Figure 124] 1 is a diagram showing a game flow using the gaming machine according to the eighth embodiment of the present invention. [Figure 125] a timing chart showing an example of the end timing of the first special game that has been started in a time-saving game state. [Figure 126] 1 is a front view showing an example of a game board. [Figure 127] 14 is a block diagram showing an example of a special chart hold storage area provided in the RAM of the main control device. [Figure 128] 10 is a diagram showing an example of a table used in the main control device. [Figure 129] 10 is a diagram showing an example of a table used in the main control device. [Figure 130] 18 is a flow chart showing the procedure of the first special chart hold command setting process executed in the start-up winning process of FIG. 18. FIG. [Figure 131] 18 is a flow chart showing the procedure of a thru-gate process executed in the main timer interrupt process of FIG. 17; [Figure 132] 22 is a flow chart showing an example of the procedure of the general-picture game control process executed in the main process of FIG. 21. FIG. [Figure 133] 133 is a flow chart showing an example of the procedure of the general map data setting process executed in the general map game control process of FIG. 132. [Figure 134] 133 is a flow chart showing an example of the procedure of the general map fluctuation start processing executed in the general map game control processing of FIG. 132. FIG. [Figure 135] 22 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 21. FIG. [Figure 136] 22 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 21. FIG. [Figure 137] 136 is a flow chart showing an example of the procedure of the first special chart data setting process executed in the special chart game control process of FIG. 136. [Figure 138] 136 is a flow chart showing an example of the procedure of the first special chart game start process executed by the special chart game control process of FIG. 136. [Figure 139] 136 is a flow chart showing an example of the procedure of the first special chart game ending process executed by the special chart game control process of FIG. 136. [Figure 140] 136 is a flow chart showing an example of the procedure of the second special chart data setting process executed in the special chart game control process of FIG. 136. [Figure 141] 136 is a flow chart showing an example of the procedure of the second special chart game start process executed by the special chart game control process of FIG. 136. [Figure 142] 136 is a flow chart showing an example of the procedure of the second special chart game ending process executed by the special chart game control process of FIG. 136. [Figure 143] 22 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 21. FIG. [Figure 144] 22 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. FIG. [Figure 145] 22 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. FIG. [Figure 146] 22 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. FIG. [Figure 147] 22 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 21. FIG. [Figure 148] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 149] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 150] 149 is a flow chart showing an example of the procedure for the time-saving game count counter processing executed in the command determination process of FIG. 149. FIG. [Figure 151] 149 is a flow chart showing an example of the procedure of the first variation type (effect pattern) setting process executed in the command determination process of FIG. 149. FIG. [Figure 152] 14 is a diagram showing an example screen in the pattern display section. [Figure 153] 14 is a diagram showing an example screen in the pattern display section. [Figure 154] 149 is a flow chart showing an example of the procedure of the second variation type (effect pattern) setting process executed in the command determination process of FIG. 149. FIG. [Figure 155] FIG. 155(A) is a flow chart showing an example of the procedure for the first time attack effect ending process executed in the command determination process of FIG. 149, and FIG. 155(B) is a flow chart showing an example of the procedure for the second time attack effect ending process executed in step S4432 in the command determination process of FIG. 149. [Figure 156] 10 is a diagram showing an example of a table used in the main control device of the gaming machine according to the ninth embodiment of the present invention. [Figure 157] 1 is a front view showing an example of a game board of a game machine according to the tenth embodiment of the present invention. [Figure 158] 1 is a front view showing an example of a game board of a game machine according to the tenth embodiment of the present invention. [Figure 159] 1 is a front view showing an example of a game board of a game machine according to the tenth embodiment of the present invention. [Figure 160] 14 is a front view showing an example of operation of the first rotating member provided in the game board. [Figure 161] 14 is a side view showing a partially cut through the periphery of the first rotating member. [Figure 162] 12 is a diagram showing an example of visualization when the first rotating member performs a performance alone. [Figure 163] 1 is a front view showing an example of a game board of a game machine according to the tenth embodiment of the present invention. [Figure 164] 14 is a front view showing an example of operation of the second left rotating member and the second right rotating member provided on the game board. [Figure 165] 1 is a front view showing an example of a game board of a game machine according to the tenth embodiment of the present invention. [Figure 166] 14 is a side view showing partially cut through the periphery of the first rotating member and the second rotating member on the left (second rotating member on the right). [Figure 167] 14 is a front view showing an example of operation of the first rotating member, the second rotating member on the left and the second rotating member on the right. FIG. [Figure 168] 10 is a table showing the type of notification mode by the first rotating member, the second rotating member on the left and second rotating member on the right. [Figure 169] 1 is a block diagram showing an example of the system configuration of a gaming machine according to the tenth embodiment of the present invention. [Figure 170] 10 is a time chart showing examples of operation of rotating role components in special chart games. [Figure 171] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 172] 171 is a flow chart showing an example of the procedure for setting the rotational role member operation performance, executed in the command determination process of FIG. 171. FIG. [Figure 173] 43 is a flow chart showing an example of the procedure of the special chart game performance control process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 174] 43 is a flow chart showing an example of the procedure of the special chart game performance control process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 175] 14 is a diagram showing an example of a main part of a gaming machine system including a gaming machine according to the 11th embodiment of the present invention. [Figure 176] 11 is a time chart showing an example of output of a jackpot signal output from a gaming machine according to the 11th embodiment of the present invention to a hall computer. [Figure 177]10 is a diagram showing an example of a table used in the main control device. [Figure 178] 10 is a flow chart showing an example of the procedure of the main processing executed by the main control device. [Figure 179] 178 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 178. FIG. [Figure 180] 178 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 178. FIG. [Figure 181] 178 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 178. FIG. [Figure 182] 178 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 178. FIG. [Figure 183] 178 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 178. FIG. [Figure 184] 178 is a flow chart showing an example of the procedure for the jackpot signal output processing executed in the main process of FIG. 178. FIG. [Figure 185] 178 is a flow chart showing an example of the procedure for the jackpot signal output processing executed in the main process of FIG. 178. FIG. [Figure 186] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 187] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 188] 12 is a diagram for explaining an example of an image such as a background image on the pattern display section in various game states. [Figure 189] 12 is a diagram for explaining an example of an image such as a background image on the pattern display section in various game states. [Figure 190] 10 is a time chart showing another example of the jackpot signal output to a hall computer. [Figure 191] 10 is a time chart showing another example of the jackpot signal output to a hall computer. [Figure 192] 1 is a front view showing an example of a game board of a game machine according to the twelfth embodiment of the present invention. [Figure 193] 193 is a cross-sectional view showing the main parts of the feather-bearing device of the gaming machine shown in FIG. 192. FIG. [Figure 194] 1 is a cross-sectional view showing the main parts of the feather device. [Figure 195] 10 is a diagram showing an example of a table used in the main control device. [Figure 196] 10 is a diagram showing an example of a table used in the main control device. [Figure 197] 10 is a diagram showing an example of a table used in the main control device. [Figure 198] 10 is a diagram showing an example of a table used in the main control device. [Figure 199] 10 is a diagram showing an example of a table used in the main control device. [Figure 200] 18 is a flow chart showing an example of the procedure of the start-up winning process executed in the main timer interrupt process of FIG. 17; [Figure 201] 200 is a flow chart showing an example of the procedure of the first special chart hold command setting process executed in the start-up winning process of FIG. 200. [Figure 202] 200 is a flow chart showing an example of the procedure of the second special chart hold command setting process executed in the start-up winning process of FIG. 200. FIG. [Figure 203] 10 is a flow chart showing an example of the procedure of the main processing executed by the main control device. [Figure 204] 203 is a flow chart showing an example of the procedure of the general map fluctuation start process executed in the general map game control process in the main process of FIG. 203. [Figure 205] 203 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 203. [Figure 206] 203 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 203. [Figure 207] 203 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 203. [Figure 208] 203 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 203. [Figure 209] 208 is a flow chart showing an example of the procedure of the special chart data setting process executed in the special chart game control process of FIG. 208. FIG. [Figure 210] 208 is a flow chart showing an example of the procedure of the special chart fluctuation start processing executed in the special chart game control processing of FIG. 208. FIG. [Figure 211] 210 is a flow chart showing an example of the procedure of the second special chart fluctuation pattern setting process B, which is executed in the special chart fluctuation start process of FIG. 210. [Figure 212] 210 is a flow chart showing an example of the procedure of the second special chart fluctuation pattern setting process B, which is executed in the special chart fluctuation start process of FIG. 210. [Figure 213] 210 is a flow chart showing an example of the procedure of the second special chart fluctuation pattern setting process B, which is executed in the special chart fluctuation start process of FIG. 210. [Figure 214] 203 is a flow chart showing an example of the procedure of the small hit game control process executed in the main process of FIG. 203. [Figure 215] 203 is a flow chart showing an example of the procedure of the small hit game control process executed in the main process of FIG. 203. [Figure 216] 203 is a flow chart showing an example of the procedure of the small hit game control process executed in the main process of FIG. 203. [Figure 217] 203 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 203. FIG. [Figure 218] 203 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 203. FIG. [Figure 219] 203 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 203. FIG. [Figure 220] 203 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 203. FIG. [Figure 221] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 222] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 223] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 224] 223 is a flow chart showing an example of the procedure of the variation type (variation pattern) setting process executed in the command determination process of FIG. 223. FIG. [Figure 225] 12 is a diagram showing an example screen of a pattern display unit in various games. [Figure 226] 10 is a diagram showing an example of a one-official RUSH performance. [Figure 227] FIG. 10 is a diagram showing an example of a battle performance in the RUSH performance. [Figure 228] FIG. 10 is a diagram showing an example of a battle performance in the RUSH performance. [Figure 229] 12 is a diagram showing an example of a result effect and a branch effect. [Figure 230] 14 is a front view showing an example of a game board of a game machine according to a 13th embodiment of the present invention. [Figure 231] 14 is a front view showing an example of a game board of a game machine according to a 13th embodiment of the present invention. [Figure 232] 14 is a front view showing an example of a game board of a game machine according to a 13th embodiment of the present invention. [Figure 233] 14 is a front view showing an example of the operation of a movable rotary member provided in the game board. [Figure 234] 14 is a side view showing a partial cut-off of the periphery of the movable rotary member. [Figure 235] 230 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. 230. FIG. [Figure 236] 230 is a block diagram showing an example of a storage area of ​​the main control device of the gaming machine shown in FIG. 230. FIG. [Figure 237] 10 is a diagram showing an example of a table used in the main control device. [Figure 238] 10 is a diagram showing an example of a table used in the main control device. [Figure 239] 14 is a block diagram showing an example of a general diagram pending storage area in the storage area of ​​the main control device. [Figure 240] 10 is a diagram showing an example of a table used in the main control device. [Figure 241] 10 is a flow chart showing an example of the procedure of the main processing executed by the main control device. [Figure 242] 241 is a flow chart showing an example of the procedure of the general-picture game control process executed in the main process of FIG. 241. FIG. [Figure 243] 242 is a flow chart showing an example of the procedure of the general map data setting process executed in the general map game control process of FIG. 242. FIG. [Figure 244] 242 is a flow chart showing an example of the procedure of the general map fluctuation start processing executed in the general map game control processing of FIG. 242. FIG. [Figure 245] 241 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 241. FIG. [Figure 246] 241 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 241. FIG. [Figure 247] 246 is a flow chart showing an example of the procedure of the special chart data setting process executed in the special chart game control process of FIG. 246. FIG. [Figure 248] 246 is a flow chart showing an example of the procedure of the special chart fluctuation start processing executed in the special chart game control processing of FIG. 246. FIG. [Figure 249] 241 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 241. FIG. [Figure 250] 241 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 241. FIG. [Figure 251] 241 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 241. FIG. [Figure 252] 241 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 241. FIG. [Figure 253] 10 is a flow chart showing an example of the procedure of the secondary timer interruption process executed by the audio lamp control device. [Figure 254] 244 is a flow chart showing an example of the procedure of the operation detection process executed in the secondary timer interrupt process of FIG. 243. FIG. [Figure 255] 254 is a flow chart showing an example of the procedure of the operation button operation detection process executed in the operation detection process of FIG. 254. FIG. [Figure 256] 254 is a flow chart showing an example of the procedure of the operation detection pattern determination process executed in the operation detection process of FIG. 254. [Figure 257] A table showing the relationship between detection patterns and operation status. [Figure 258] 244 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 243. FIG. [Figure 259] 244 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 243. FIG. [Figure 260] 3 is a diagram showing an example of the first stop pattern selection table used when a variation pattern command is received in the command determination process of FIG. 259. FIG. [Figure 261] 3 is a flow chart showing an example of the procedure of the stop pattern combination setting process executed in the command determination process of FIG. 259. FIG. [Figure 262] 3 is a flow chart showing an example of the procedure of the special chart game performance setting process executed in the command determination process of FIG. 259. FIG. [Figure 263] 3 is a diagram showing an example of a variation type table used to set the variation type (effect pattern type) executed when a variation pattern command is received in the command determination process of FIG. 259; FIG. [Figure 264] 3 is a diagram showing an example of a variation type table used to set the variation type (effect pattern type) executed when a variation pattern command is received in the command determination process of FIG. 259; FIG. [Figure 265] 12 is a diagram for explaining the timing of moving the movable rotary member. [Figure 266] 12 is a diagram for explaining the movable manner of the movable rotary member. [Figure 267] 12 is a diagram for explaining the driving pattern of the movable rotary member. [Figure 268] 12 is a diagram for explaining the driving pattern of the movable rotary member. [Figure 269] 12 is a diagram for explaining driving data for driving the movable rotary member. [Figure 270] 12 is a diagram for explaining the drive pattern and drive data of the movable rotary member. [Figure 271] 12 is a diagram for explaining the drive pattern and drive data of the movable rotary member. [Figure 272] 12 is a diagram for explaining the driving pattern of the movable rotary member. [Figure 273] 12 is a diagram for explaining driving data for driving the movable rotary member. [Figure 274] 12 is a diagram for explaining the drive pattern and drive data of the movable rotary member. [Figure 275] 262 is a flow chart showing an example of the procedure of the role-actuation performance setting process executed in the special chart game performance setting process of FIG. 262. [Figure 276] 262 is a flow chart showing an example of the procedure of the button performance setting process executed in the special chart game performance setting process of FIG. 262. [Figure 277] A diagram for explaining the button presentation. [Figure 278] 244 is a flow chart showing an example of the procedure of the special chart game performance control process executed in the secondary timer interrupt process of FIG. 243. FIG. [Figure 279] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 280] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 281] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 282] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 283] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 284] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 285] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 286] 28 is a flow chart showing an example of the procedure of the movable rotating role control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 287] 278 is a flow chart showing an example of the procedure of the button performance control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 288] 278 is a flow chart showing an example of the procedure of the button performance control process executed in the special chart game performance control process of FIG. 278. FIG. [Figure 289] 243 is a flow chart showing an example of the procedure of the jackpot game performance control process executed in the secondary timer interrupt process of FIG. 243. [Figure 290] 12 is a diagram for explaining driving data for driving the movable rotary member. [Figure 291] 14 is a front view showing an example of a game board of a game machine according to the 14th embodiment of the present invention. [Figure 292] 3 is a diagram for explaining the gaming machine shown in FIG. 291, a diagram for explaining the gaming machine that is a major electric prize winning device. [Figure 293] 3 is a diagram for explaining the gaming machine shown in FIG. 291, a diagram for explaining the gaming machine that is a major electric prize winning device. [Figure 294] FIG. 294(A) is a block diagram showing an example of a part of the system configuration of the gaming machine shown in FIG. 291, FIG. 294(B) is a diagram showing prize balls at various prize openings, and FIG. 294(C) is a diagram showing the types of signals output to the outside of the gaming machine. [Figure 295] 10 is a diagram showing the output form of various signals output to the outside of the gaming machine. [Figure 296] 10 is a diagram showing the output form of various signals output to the outside of the gaming machine. [Figure 297] 18 is a flow chart showing an example of the procedure of a thru-gate processing executed in the main timer interrupt processing of FIG. 17; [Figure 298] 10 is a diagram showing an example of transitioning a game state. [Figure 299] 10 is a diagram showing an example of a table used in the main control device. [Figure 300] 10 is a flow chart showing an example of the procedure of the main processing executed by the main control device. [Figure 301] 30 is a flow chart showing an example of the procedure of the general-picture game control process executed in the main process of FIG. 300. FIG. [Figure 302] 301 is a flow chart showing an example of the procedure of the general map data setting process executed in the general map game control process of FIG. 301. FIG. [Figure 303] 30 is a flow chart showing an example of the procedure of the general map fluctuation start processing executed in the general map game control processing of FIG. 301. FIG. [Figure 304] 30 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 300. [Figure 305] 30 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 300. FIG. [Figure 306] 30 is a flow chart showing an example of the procedure of the special chart data setting process executed in the special chart game control process of FIG. 305. FIG. [Figure 307] 30 is a flow chart showing an example of the procedure of the special chart fluctuation start processing executed in the special chart game control processing of FIG. 305. FIG. [Figure 308] 30 is a flow chart showing an example of the procedure of the special chart game count management process executed in the main process of FIG. 300. FIG. [Figure 309] 30 is a flow chart showing an example of the procedure of the special chart game count management process executed in the main process of FIG. 300. FIG. [Figure 310] 30 is a flow chart showing an example of the procedure of the special chart jackpot game control process executed in the main process of FIG. 300. [Figure 311] 30 is a flow chart showing an example of the procedure of the special chart jackpot game control process executed in the main process of FIG. 300. [Figure 312] 30 is a flow chart showing an example of the procedure of the special chart jackpot game control process executed in the main process of FIG. 300. [Figure 313] 30 is a flow chart showing an example of the procedure of the special chart jackpot game control process executed in the main process of FIG. 300. [Figure 314] 30 is a flow chart showing an example of the procedure of the special power start control process executed in the main process of FIG. 300. FIG. [Figure 315] 30 is a flow chart showing an example of the procedure of the V-winning jackpot game control process executed in the main process of FIG. 300. [Figure 316] 30 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 300. FIG. [Figure 317] 30 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 300. FIG. [Figure 318] 30 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 300. FIG. [Figure 319] 30 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 300. FIG. [Figure 320] 30 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 300. FIG. [Figure 321] 30 is a flow chart showing an example of the procedure of signal output processing executed in the main process of FIG. 300. FIG. [Figure 322] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 323] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 324] 43 is a flow chart showing an example of the procedure of the command determination process executed in the secondary timer interrupt process of FIG. 42. FIG. [Figure 325] 14 is a diagram showing an example screen in the pattern display section. [Figure 326] 14 is a diagram showing an example screen in the pattern display section. [Figure 327] 14 is a diagram showing an example screen in the pattern display section. 10 is a flow chart showing: [Figure 328] 1 is a front view showing an example of a game board of a game machine according to the 15th embodiment of the present invention. [Figure 329] 328 is a cross-sectional view showing the main parts of the feather-bearing device of the gaming machine shown in FIG. 328. FIG. [Figure 330] 1 is a cross-sectional view showing the main parts of the feather device. [Figure 331] 328 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. 328. FIG. [Figure 332] 328 is a block diagram showing an example of the system configuration of the display control device of the gaming machine shown in FIG. 328. FIG. [Figure 333] 14 is an explanatory diagram for explaining images when the power is turned on. [Figure 334] (A) is an explanatory diagram for explaining the back surface A, and (B) is an explanatory diagram for explaining the back surface B. [Figure 335] 1 is an explanatory diagram explaining the back surface C. [Figure 336] 1 is a schematic diagram schematically showing an example of a display data table. [Figure 337] 14 is a schematic diagram showing an example of an additional data table. [Figure 338] 14 is a schematic diagram schematically showing an example of a transfer data table. [Figure 339] 1 is a schematic diagram showing an example of a drawing list. [Figure 340] 10 is a diagram showing an example of a table used in the main control device. [Figure 341] 10 is a diagram showing an example of a table used in the main control device. [Figure 342] 328 (A) and 328) are diagrams showing an example of a table used in the main control device of the gaming machine, and (C) is diagrams showing an example of the performance flow of a special chart game performance. [Figure 343] 10 is a diagram showing an example of a re-lottery performance of a special chart game performance. [Figure 344] 10 is a diagram showing an example of a re-lottery performance of a special chart game performance. [Figure 345] 18 is a flow chart showing an example of the procedure of the start-up winning process executed in the main timer interrupt process of FIG. 17; [Figure 346] 10 is a flow chart showing an example of the procedure of the main processing executed by the main control device. [Figure 347] 346 is a flow chart showing an example of the procedure of the general-picture game control process executed in the main process of FIG. 346. FIG. [Figure 348] 347 is a flow chart showing an example of the procedure of the general map data setting process executed in the general map game control process of FIG. 347. [Figure 349] 347 is a flow chart showing an example of the procedure of the general map fluctuation start processing executed in the general map game control processing of FIG. 347. [Figure 350] 346 is a flow chart showing an example of the procedure of the game control process for a popular game that is executed in the main process of FIG. 346. [Figure 351] 346 is a flow chart showing an example of the procedure of the special chart game control process executed in the main process of FIG. 346. [Figure 352] 351 is a flow chart showing an example of the procedure of the special chart data setting process executed in the special chart game control process of FIG. 351. FIG. [Figure 353] 351 is a flow chart showing an example of the procedure of the special chart fluctuation start processing executed in the special chart game control processing of FIG. 351. FIG. [Figure 354] 346 is a flow chart showing an example of the procedure of the special chart game count management process executed in the main process of FIG. 346. [Figure 355] 346 is a flow chart showing an example of the procedure of the special chart game count management process executed in the main process of FIG. 346. [Figure 356] 346 is a flow chart showing an example of the procedure of the small hit game control process executed in the main process of FIG. 346. [Figure 357] 346 is a flow chart showing an example of the procedure of the small hit game control process executed in the main process of FIG. 346. [Figure 358] (A) is a diagram showing an example of a break-even calculation, and (B) is a diagram showing an example of an opening performance of a small hit game. [Figure 359] 14 is a diagram showing an example image of the opening performance of a small hit game. [Figure 360] 1A and 1B are diagrams showing a modified example of the opening performance of a small hit game (border notification), and (B) and (C) are diagrams showing an example of the image of the variation of the opening performance of a small hit game (border notification). [Figure 361] (A) shows an example of an image of a border announcement in a special chart game, and (B) shows an example of an image of a V winning display in a small hit game. [Figure 362] 346 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 346. [Figure 363] 346 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 346. [Figure 364] 346 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 346. [Figure 365] 346 is a flow chart showing an example of the procedure of the jackpot game control process executed in the main process of FIG. 346. [Figure 366] 346 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 346. FIG. [Figure 367] 346 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 346. FIG. [Figure 368] 346 is a flow chart showing an example of the procedure of the game state transition process executed in the main process of FIG. 346. FIG. [Figure 369] 328 is a flow chart showing an example of the procedure of the main process executed by the audio lamp control device of the gaming machine shown in FIG. 328. FIG. [Figure 370] 369 is a flow chart showing an example of the procedure for vibration sensor input monitoring and performance processing executed in the main process of FIG. 369. [Figure 371] 369 is a flow chart showing an example of the procedure of the command determination process executed in the main process of FIG. 369. [Figure 372] 369 is a flow chart showing an example of the procedure of the command determination process executed in the main process of FIG. 369. [Figure 373] 369 is a flow chart showing an example of the procedure of the command determination process executed in the main process of FIG. 369. [Figure 374] 369 is a flow chart showing an example of the procedure of the command determination process executed in the main process of FIG. 369. [Figure 375] 369 is a flow chart showing an example of the procedure of the command determination process executed in the main process of FIG. 369. [Figure 376] 328 is a flow chart showing an example of the procedure of the secondary timer interruption process executed by the audio lamp control device of the gaming machine shown in FIG. 328. FIG. [Figure 377] 329 is a flow chart showing an example of the procedure of the main process executed by the display control device of the gaming machine shown in FIG. 328. FIG. [Figure 378] 1. (A) is a flow chart showing an example of the procedure of the command interruption process executed by the display control device, and (B) is a flow chart showing an example of the procedure of the V interruption process executed by the display control device. [Figure 379] 378 is a flow chart showing an example of the procedure of the command determination process executed in the V interrupt process of FIG. 378(B). [Figure 380] 379, (B) is a flow chart showing an example of the procedure for the number of pending balls commands executed in the command determination process of FIG. 379, (B) is a flow chart showing an example of the procedure for the definitive commands executed in the command determination process of FIG. 379, and (C) is a flow chart showing an example of the procedure for the demo commands executed in the command determination process of FIG. 379. [Figure 381] 379 is a flow chart showing an example of the procedure of the variation pattern command processing executed in the command determination process of FIG. 379, and (B) is a flow chart showing an example of the procedure of the suspension type command processing executed in the command determination process of FIG. 379. [Figure 382]379 is a flow chart showing an example of the procedure of the continuous preview command processing executed in the command determination process of FIG. 379, and (B) is a flow chart showing an example of the procedure of the rear image change command processing executed in the command determination process of FIG. 379. [Figure 383] 379 is a flow chart showing an example of the procedure of the operation button operation command processing executed in the command determination process of FIG. 379, and (B) is a flow chart showing an example of the procedure of the error command processing executed in the command determination process of FIG. 379. [Figure 384] 378 is a flow chart showing an example of the display setting process executed in the V interrupt process of FIG. 378(B). [Figure 385] 378 is a flow chart showing an example of the display setting process executed in the V interrupt process of FIG. 378(B). [Figure 386] 385 is a flow chart showing an example of the procedure of the pending image setting process executed in the display setting process of FIG. 385; (B) is a flow chart showing an example of the procedure of the warning image setting process executed in the display setting process of FIG. 385; and (C) is a flow chart showing an example of the procedure of the operation button operation process executed in the display setting process of FIG. 385. [Figure 387] 38 is a flow chart showing an example of the comparison process executed in the display setting process of FIG. 385. FIG. [Figure 388] 38 is a flow chart showing an example of the procedure of the button update process executed in the display setting process of FIG. 385. FIG. [Figure 389] 389 is a flow chart showing an example of the procedure of the transfer setting process executed in the V interrupt process of FIG. 378(B), and (B) is a flow chart showing an example of the procedure of the resident image transfer setting process executed in the transfer setting process of FIG. 389(A). [Figure 390] FIG. 389 (A) A flow chart showing an example of the procedure of the normal image transfer setting process executed in the transfer setting process. [Figure 391] 378 is a flow chart showing an example of the drawing process executed in the V interrupt process of FIG. 378(B). [Form for implementing the invention]

[0008] 可以上这然可以上这然可以上这然可以上这然可以上这然可以上这然可以上这然可以上这然可以 Furthermore, the following embodiments are examples of embodying the present invention and do not limit the technical scope of the present invention.

[0009] [First embodiment] First, a gaming machine 10 according to the first embodiment of the present invention will be described with reference to FIG. 1 to FIG. 55.

[0010] [Simple structure of gaming machine 10] Here, FIG. 1 is a perspective view of the exterior of the gaming machine 10, FIG. 2 and FIG. 3 are developmental views of the gaming machine 10, and FIG. 4 to FIG. 6 are front views of the gaming board 31 of the gaming machine 10. Hereafter, the front and back left and right and top and bottom expressions used in this embodiment are defined by the front and back direction D1, vertical direction D2, and horizontal direction D3 shown in FIGS.

[0011] As shown in Figures 1 to 3, the gaming machine 10 is a pachinko game machine equipped with a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in the gaming hall by fixing the outer frame 14 to an island facility (not shown) of the gaming hall. In this embodiment, although the explanation will be given by using a pachinko game machine as an example as an example of a gaming machine, the present invention can be applied to other gaming machines, such as, for example, a circumference game machine (slot machines), an arrangement ball game machine, and a jiyan ball game machine.

[0012] [Configuration of front frame 11] The front frame 11 can be opened and closed with respect to the outer frame 14 by the left end portion being rotatably supported by the outer frame 14 . Furthermore, the inner frame 12 can be opened and closed with respect to the front frame 11 because the left end portion is rotatably supported by the front frame 11. Furthermore, the back pack unit 13 can be opened and closed with respect to the inner frame 12 by the left end portion being rotatably supported by the inner frame 12 .

[0013] The front frame 11 includes an operation button 20, a selection determining unit 21, a firing handle 22, an upper plate 23, a lower plate 24, a panel 25, a speaker 26, and an electric display unit 27.

[0014] The operation button 20 is provided in front of the upper plate 23 . The operation button 20 includes an operation switch 20a (see FIG. 7) that switches an input signal to the audio lamp control device 5, which will be described later, depending on whether or not a pressing operation is performed. This allows the voice lamp control device 5 to determine the operating state (operational and no operation) of the operation button 20. This operation button 20 is operated to cause the player to perform operation button performance, etc., to be executed as a trigger when the player operates the operation button 20 during a predetermined operation acceptance period in a special chart game that is executed in a special chart game in which the lottery results of the jackpot lottery are clearly indicated to the player.

[0015] The position of the operation button 20 is not limited to the front of the upper plate 23, but may be any position on the front frame 11 as long as the player can operate it. Furthermore, the number of operation buttons 20 may be two or more, not just one. Furthermore, the operation button 20 may include a jog dial. In this case, when setting various games by operating the jog dial, it is possible to temporarily select the desired item from the game settings, such as the performance stage (background performance), characters and songs during the jackpot game, as well as game settings such as the frequency of selection of a given performance and the expected jackpot expectation, by operating the operation button 20, and the temporary selection option (item) can be selected.

[0016] Furthermore, one or more operation means may be provided for accepting operations by the player such as the operation buttons 20. In addition to the operation buttons 20, the above-mentioned operating means include, for example, a rotatable handle, a rotary lever, a pushing member that can move forward and backward (rear-trip) forward or backward, up and down, a touch panel provided on the pattern display section 341 and the sub-movable display section 38 described below, or a combination of two or more of these operating means (for example, an operating means that can rotate and advance and retract), and the operation means may be provided with an operating button 20 (for example, an operating means in which the operation button 20 and a touch panel are provided on the handle or lever).

[0017] The selection determining unit 21 is operated by the player, and is a push button used when, for example, when the player accepts a push operation when the player is in a standby state where no game is being executed, and performs various game settings by the player. Various game settings include, for example, setting the characters that appear in game performances, setting the frequency of execution of various effects such as button performances, and setting the expected level of jackpots for various effects. The selection determining unit 21 includes a plurality of selection buttons 21A and a decision button 21B.

[0018] The multiple selection buttons 21A are operated by the player to temporarily select the desired item from the options (items) on the various settings screen, for example when performing various game settings, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Here, the term "temporary selection" means that the temporary selection contents are confirmed (stored in RAM 512) when the decision button 21B is operated. Each of these selection buttons 211 to 214 includes an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d, as shown in FIG. 7. These switches 211a to 211d are connected to the input / output I / F of the audio lamp control device 5. Therefore, the audio lamp control device 5 can determine whether or not the operation of each of the selection buttons 211 to 214 has been performed based on the input signals of the switches 211a to 211d.

[0019] Furthermore, in this embodiment, when it is detected that operations for each of the selection buttons 211 to 214 have been started, it is determined that operations for each of the selection buttons 211 to 214 have been performed. Of course, when it is detected that operations on each of the selection buttons 211-214 are continuing or that the operation has been completed, it may be determined that operations on each of the selection buttons 211-214 have been performed.

[0020] On the other hand, the decision button 21B is operated by the player to determine the provisionally selected item. The decision button 21B also includes a decision operation switch 21Ba that switches the input signal to the audio lamp control device 5, which will be described later. The decision operation switch 21Ba is connected to the input / output I / F of the audio lamp control device 5. Therefore, the voice lamp control device 5 can determine whether an operation has been performed on the decision operation switch 21Ba based on the input signal of the decision operation switch 21Ba.

[0021] In addition, in place of the multiple selection buttons 21A (211-214) and the decision button 21B, a touch panel is provided that accepts operations by the player with the symbol display unit 341 and the sub-movable display unit 38 described later, and it is also conceivable that the touch panel may be provided as the operating means. It is also possible to provide a rotating member such as a jog dial in place of the multiple selection buttons 21A (211-214). The selection switches 211a to 211d and the decision operation switch 21Ba (see FIG. 7) are contact-type switches, but may be, for example, piezoelectric elements, etc., if they can be used to detect whether or not the player has been operated.

[0022] The firing handle 22 is a rotary handle that the player operates to fire a game ball. In the gaming machine 10, basic games are performed by firing the game ball from the game ball firing mechanism 32, which will be described later, with a strength corresponding to the amount of rotation of the launch handle 22 by the player. In the gaming machine 10, when the firing handle 22 is operated by the player, the game ball firing mechanism 32 is driven and controlled so that one game ball is fired in 0.6 sec in the game area.

[0023] The upper plate 23 is disposed below the panel 25 and is used to store game balls that have been fed out from the dispensing device 132 of the dispensing mechanism 130 described later, and to guide the stored game balls to the game ball firing mechanism 32 in a state in which they are aligned in a single row. The lower plate 24 is also provided further below the upper plate 23 and is used to store the game balls that have been surplus in the upper plate 23 .

[0024] The panel 25 is a colorless, transparent or colored, or transparent glass or synthetic resin that allows the player to visually see the game board 31 of the inner frame 12 from the front of the game machine 10 . The speaker 26 is a pair of speakers provided on the left and right sides of the upper end of the front frame 11, and performs an audio output performance that outputs audio. The speaker 26 is not limited to the upper end of the front frame 11. The electric display unit 27 also has a light source such as an indicator lamp and an LED, and performs a lamp effect in a flashing manner such as a light color, a light on or off.

[0025] [Configuration of inner frame 12] As shown in FIG. 2 and FIG. 3, the inner frame 12 includes a game board 31, a game ball firing mechanism 32, and a control unit 33. As mentioned above, the inner frame 12 can be opened and closed with respect to the front frame 11 by the left end portion being rotatably supported by the front frame 11. Therefore, the game board 31, the game ball firing mechanism 32, and the control unit 33 can be opened and closed with respect to the front frame 11. Note that in FIG. 2, the description on the board of the game board 31 is omitted for simplification.

[0026] The control unit 33 is provided on the rear side of the game board 31 and includes a main control unit 331 and a sub control unit 332 . In addition, in the gaming machine 10, the main control unit 331 transmits a command (control signal) for instructing the content of the control is one direction from the sub-control unit 332. Details of the main control unit 331 and the sub control unit 332 will be described later in detail.

[0027] As shown in FIG. 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general prize entry port 313, a first prize entry port 314, a second prize entry port 315, a variable prize entry port 316, through gates 317L, 317R, an out port 318, a variable display unit 34, a main display unit 36, a sub-movable display unit 38, and a movable vehicle member 39.

[0028] The inner rail 311 and the outer rail 312 are transport paths for sending out the game balls fired from the game ball launching mechanism 32 towards the game area on the board surface of the game board 31. After being fired from the inner rail 311 and the outer rail 312, the game ball that does not enter the general prize opening 313, the first prize opening 314, the second prize opening 315 or the variable prize opening 316 is ejected from the out port 318.

[0029] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a firing rail 321, a ball feeding device 322, and a solenoid 323. The firing rail 321 is formed from the game ball firing mechanism 32 toward the inner rail 311 and outer rail 312 of the game board 31, and leads the game balls fired from the game ball firing mechanism 32 to the inner rail 311 and the outer rail 312. The ball feeder 322 has a driving means such as a solenoid, and supplies game balls stored in the upper plate 23 onto the firing rail 321 one by one. The solenoid 323 is a driving means for firing the game ball supplied on the firing rail 321 towards the inner rail 311 and the outer rail 312. In the gaming machine 10, the solenoid 323 is driven and controlled in response to the player's operation of the firing handle 22, and the game ball is fired from the game ball launching mechanism 32 onto the game board 31. The game ball launching mechanism 32 may be a mechanism in which other driving means such as a motor is used to fire the game ball in place of the solenoid 323.

[0030] Returning to the description of FIG. 4, openings are formed in the general prize entry port 313, the first prize entry port 314, the second prize entry port 315, the variable prize entry port 316, and the out port 318 that penetrate the game board 31 in the front and rear direction. On the back side of the game board 31, inlet ball sensors 313a, 314a, 315a, and 316a (see FIG. 7) that can individually detect the ball entry of the game ball, corresponding to the general prize opening 313, the first prize opening 314, the second prize opening 315, and the variable prize opening 316 are provided. Furthermore, the game balls that have passed through the openings of the general prize opening 313, the first prize opening 314, the second prize opening 315, and the out-hole 318 are collected on the back side of the game board 31 and are detected by the out-ball sensor 318a (see FIG. 7) described later. The through gates 317L, 317R are gates that are penetrated up and down that allow the game ball to pass through, and have inlet ball sensors 317La, 317Ra (see FIG. 7) that can individually detect game balls passing through the through gates 317L, 317R. In the game board 31, the game ball launched in the left area of ​​the game board 31 may pass through the through gate 317L, and the game ball launched in the right area of ​​the game board 31 may pass through the through gate 317R. and. When the game ball passes through the balls with the balls 317La and 317Ra (see FIG. 7), a normal lottery is executed to determine whether or not the second prize opening 315 is opened. If the lottery result in the lottery for a popular map is a win, the game ball can be entered into the second prize slot 315 by opening the electric vehicle 315b, which will be described later. That is, in the gaming machine 10, not only the special-matched game state (high probability mode and high frequency support mode) and the time-saving game state (low probability mode and high frequency support mode), but also by launching the game ball into the left area of ​​the game board 31, it is possible to enter the second prize port 315 in the normal game state (low probability mode and low frequency support mode).

[0031] In addition, while the high probability mode has a high probability of becoming a jackpot in the jackpot lottery result (see Figure 9(B)), it is a mode that is likely to transition to a jackpot game state in which a jackpot game is performed, while the low probability mode has a low probability of becoming a jackpot in the jackpot lottery result (see Figure 9(A)), it is a mode that is difficult to transition to a jackpot game state in which a jackpot game is performed. Furthermore, the high-frequency support mode has a high probability of winning a regular map as a result of a regular map winning lottery (see FIG. 12(B)), and because the electric power 315b is operation frequency described later, it is easy for game balls to enter the second prize opening 315 to be allowed, while the low-frequency support mode has a low probability of winning a regular map winning a regular map winning lottery (see FIG. 12(A)), and because the electric power 315b is operating in the low frequency of winning a regular game winning a regular map winning a regular map winning a regular map winning lottery (see FIG. 12(A)), this mode makes it difficult for game balls to enter the second prize opening 315 to be allowed.

[0032] The inlet ball sensors 313a-316a, 317La, 317Ra, and the out-ball sensor 318a (see FIG. 7) are electrically connected to the main control unit 331, and the detection results of the inlet ball sensors 313a-316a, 317La, and 317Ra, and the out-ball sensor 318a are input to the main control unit 331. The main control unit 331 (MPU 41) sends a command to the payout control device 7 to pay out the game balls in response to the detection results from the incoming ball sensors 313a to 316a. Hereinafter, when the ball entry sensors 313a to 316a detect the ball entry of the game ball is sometimes referred to as a prize winning. Furthermore, the main control unit 331 (MPU 41) counts the number of out balls based on the detection result of the out ball sensor 318a. The number of out balls counted here coincides with the number of fired balls launched into the game board 31 by the game ball firing mechanism 32.

[0033] The inlet ball sensors 313a to 316a, 317La, and 317Ra, and the out-ball sensor 318a are, for example, electromagnetic induction type proximity sensors, but they may be any sensor that can individually detect the inlet ball of a game ball using other detection techniques.

[0034] Furthermore, the second prize opening 315 is provided with an electric vehicle (electric vehicle) 315b that switches the presence or absence of a limit on the entry of the game ball into the second prize opening 315. The electric vehicle 315b is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, the electric player 315b opens, allowing the game ball to enter the second prize opening 315, and the electric player 315b closes, limiting the game ball to enter the second prize opening 315.

[0035] Furthermore, the variable winning port 316 is provided with an opening / closing door 319 that switches the presence or absence of a limit on the entry of the variable winning port 316 of the game ball. The opening / closing door 319 is opened / closed by a driving means such as a solenoid provided on the rear side of the game board 31 . In the game board 31, when the opening / closing door 319 opens, the game ball can enter the variable prize opening 316, and when the opening / closing door 319 closes, the game ball can enter the variable prize opening 316. The opening / closing door 319 is moved to a position where the variable prize opening 316 is opened in a round game in the opening / closing mode of the jackpot game, and is otherwise waited at a position where the variable prize opening 316 is closed. As a result, the variable prize opening 316 can enter the game ball that has been launched into the right-hand area of ​​the game board 31 in a round game of a jackpot game.

[0036] In the gaming machine 10, when the ball entry of the game ball into the first or second prize opening 314 or the second prize opening 315 is detected by the ball entry sensor 314a or the ball entry sensor 315a, a big jackpot lottery is held by the main control unit 331. The main control unit 331 controls the display of the main display unit 36 ​​according to the lottery results of the jackpot lottery. The lottery result by the main control unit 331 is transmitted to the sub-control unit 332, which controls the display of the variable display unit 34, in accordance with the lottery result.

[0037] Furthermore, in the gaming machine 10, when the game balls enter the general prize opening 313, the first prize opening 314, the second prize opening 315, and the variable prize opening 316 are detected by the ball input sensors 313a to 316a, a preset number of prize balls are fed out. For example, when the ball enters the general prize opening 313, the number of prize balls is 10, when the ball enters the first prize opening 314 or the second prize opening 315, the number of prize balls is 3, and when the ball enters the variable prize opening 316, the number of prize balls is 10. In particular, in the gaming machine 10, if the lottery result held by the main control unit 331 is a jackpot, the game state is switched to the jackpot game state, and the variable prize opening 316 is opened, repeating the following round game (for example, 5 or 16 times) repeated (for example, 5 or 16 times), which allows for the payment of a large amount of prize balls.

[0038] Furthermore, when a game ball wins at the first prize opening 314 or the second prize opening 315, a jackpot lottery is executed. If the lottery result is a winner, the game transitions to a pre-defined jackpot game state that is advantageous than the normal game state. In this embodiment, the jackpot game state includes the 5R jackpot game state (5R normal jackpot game state and 5R special jackpot game state) and the 16R special jackpot game state. The 5R jackpot game state is a game state that includes an open / close execution mode in which the variable winning port 316 is opened five times until a certain time has passed or until a game ball with a maximum of 9 or more is awarded to the variable winning port 316. The 16R Confidential Jackpot Game state is a game state that includes an open / close mode in which round games are played 16 times, and it is expected that more prize balls will be paid out than the 5R Jackpot Game state, making it an advantageous game state for players than the 5R Jackpot Game state.

[0039] As shown in FIG. 4, the variable display unit 34 has a design display unit 341 such as a liquid crystal display, which is visible through an opening 31A formed in the approximately central part of the game board 31. The design display unit 341 displays still images or moving images, and the display contents of the design display unit 341 is controlled by the sub-control unit 332. Specifically, the design display unit 341 performs various image display performances such as a variation display performance of the decorative design in accordance with the lottery results of the jackpot lottery performed by the main control unit 331 in response to the ball being entered into the first prize opening 314 or the second prize opening 315, and a special chart game performance performed in conjunction with the variation display performance. The design display unit 341 may include a dot matrix display, a plasma display, an organic EL display, or the like, and may be a combination of a liquid crystal display or a plasma display and an organic EL display, or may further include a touch panel that accepts touch operations by the player.

[0040] For example, the design display unit 341 displays the variations of the decoration design by scrolling, for example, a plurality of types of decoration designs with numbers "1" to "9" are scrolled in the vertical, horizontal, diagonal direction, etc. Furthermore, other characters or sub-images such as designs may be displayed between the decorative patterns. Furthermore, in this embodiment, there are no sub-signs, and there are nine types of decorative patterns, from "1" to "9".

[0041] In the gaming machine 10, in the special chart game, the display of the decoration design is performed so that all the decoration designs stop after the preset variation display time has elapsed since the start of the design variation display on the design display unit 341. More specifically, in displaying the variation of the decoration design, all decoration designs change along a preset variation direction (for example, horizontal direction, vertical direction, etc.), and the variations of a plurality of decoration designs are sequentially stopped. Then, when the variation of the decoration design on all lines stops and the predetermined time has passed, the display of the variation of the decoration design ends.

[0042] When the display of the change of decoration design on the pattern display section 341 ends, the pattern display section 341 displays a state in which the decoration designs are lined up on one or more effective lines. At this time, the decorative design is stopped and clearly indicates or suggests the lottery result of the jackpot lottery by the main control unit 331. For example, if the lottery result is "5R Confidential Jackpot", "16R Confidential Jackpot", or "5R Regular Jackpot", a display of decorative patterns of the same type lined up on the valid line, indicating that they are jackpots. Furthermore, the type of jackpot is sometimes clearly stated by the combination of decoration designs on the effective line, but it is not necessarily clearly stated. Specifically, for example, if the lottery result is a "16R Special Cancellation Jackpot", the status of the design combination of, for example, "777" set as a design combination that indicates the 16R Special Cancellation Jackpot among the decorative patterns is displayed in a line of, for example, "777" in a line of, or the status of the combination of the same decorative design other than "777" in a line of, on the effective line. Furthermore, if the lottery result is a "5R Special Cancellation Jackpot", it is displayed that the pattern combinations such as "333" that are previously set as the pattern combinations indicating the 5R Special Cancellation Jackpot in advance are arranged on the valid line, or that the same combinations of decorative designs other than the combinations of 16R Special Cancellation Jackpots such as "777" or "333" or the same combinations of decorative designs indicating the 5R Special Cancellation Jackpot are arranged on the valid line. Furthermore, if the lottery result is "5R regular jackpot", the same combination of decorative patterns other than the decorative patterns that are previously set as a design combination that indicates a normal jackpot, such as "222" or "444", is displayed in a line of the valid line. Furthermore, if the lottery result is "missing", a state in which different combinations of decorative patterns are arranged on the valid line (for example, "323" or "723" etc.) is displayed.

[0043] In addition, the design display unit 341 displays a special chart game change display in the special chart game, as well as a special chart game performance that suggests the expected level of the lottery result in the jackpot lottery. In addition, if the lottery result is "16R Special Cancellation Jackpot", if a combination of jackpot designs other than the combination of decorative patterns indicating the 16R Special Cancellation Jackpot is displayed in line with the effective line, a special chart game performance will be performed to indicate that it is a 5R Special Cancellation Jackpot or a 5R regular jackpot. In this case, in the jackpot game performance, a promotion effect is performed to clearly indicate that the lottery result for the special chart game is a 16R special jackpot. Similarly, if the lottery result is a "5R Continuous Jackpot", and if a combination of jackpot designs other than the combination of decorative patterns that indicate a continuous Jackpot is displayed in line with the valid line, a suggestion performance that suggests that it is a normal 5R jackpot is performed as a special chart game performance. In this case, in the jackpot game performance, promotional effects etc. are performed to clearly indicate that the lottery result for the special chart game is a 5R special jackpot.

[0044] Furthermore, when the game state changes to the jackpot game state, the jackpot game effect including the opening performance, opening / closing execution mode performance, and ending performance are displayed on the design display unit 341.

[0045] The sub-movable display unit 38 includes a display device 381 such as a liquid crystal display, and is provided in the left area on the front side of the design display unit 341 . This sub-movable display unit 38 is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see FIG. 7), and image presentation is performed on the display device 381 along with the pattern display unit 341 in the special chart game or jackpot game under the control of the MPU 61 based on the display variation pattern command sent from the MPU 51 of the audio lamp control device 5.

[0046] The display device 381 may be a dot matrix display, a plasma display, an organic EL display, or the like, and may be a combination of a liquid crystal display or a plasma display and an organic EL display. In addition to the display device 381, the sub-movable display unit 38 may further include a touch panel that accepts touch operations by the player.

[0047] Furthermore, the sub-movable display unit 38 can be moved in the left and right direction D3 between the standby position shown by the imaginary line in FIG. 5 (position shown in FIG. 4) and the working position shown by the solid line in FIG. 5.

[0048] Here, as shown in FIG. 7, the gaming machine 10 includes a motor 38a that supplies driving force to the sub-moving display unit 38, and a return detection unit 38b for detecting that the sub-moving display unit 38 has returned to the standby position. The motor 38a is a stepping motor, a DC motor, etc., and the return detection unit 38b is an optical sensor, a contact sensor, etc. The sub-movable display unit 38 and the motor 38a are connected to each other via a drive transmission mechanism such as a drive gear (not shown), and move the sub-movable display unit 38 from the standby position (see FIG. 4) to the right (operation direction) toward the operating position (solid line position in FIG. 5) or from the operating position (solid line position in FIG. 5) to the standby position (see FIG. 4) to the standby position (return direction). For example, the sub-movable display unit 38 is moved from the standby position (see FIG. 4) to the operating position (position of solid line in FIG. 5) when the motor 38a is rotated in the forward direction, and on the contrary, the motor 38a is rotated in the reverse direction, and is moved from the operating position (position of solid line in FIG. 5) to the standby position (see FIG. 4).

[0049] The gaming machine 10 also includes a motor driver 38c to which the motor 38a and the return detection unit 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the audio lamp control device 5. The motor driver 38c then controls the motor 38a according to the control instructions from the audio lamp control device 5. Furthermore, the motor driver 38c is capable of obtaining the detection result by the return detection unit 38b and transmitting it to the audio lamp control device 5. Incidentally, the motor driver 38c may be omitted, and the motor 38a and the return detection unit 38b are directly connected to the input / output I / F 52 of the audio lamp control device 5 and may be controlled by the audio lamp control device 5.

[0050] Such a sub-movable display unit 38 is operated to perform an effect related to the lottery results of a jackpot lottery in special drawing games and jackpot games. For example, in a special chart game, the sub-movable display unit 38 is operated as a jackpot confirmation performance indicating that the lottery result in the jackpot lottery is a jackpot, and also acts as a chance-up performance that increases the expectation that the lottery result is a jackpot. In addition, in a jackpot game, the sub-movable display unit 38 is operated in a promotional performance (a round promotion effect performed in a jackpot game, or a promotion effect from a normal jackpot to a special jackpot), which clearly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special chart game performance, and can also be operated as a hold-up continuation effect that notifies that the lottery result in the jackpot lottery is a jackpot while the right to be executed after the jackpot game is finished.

[0051] The standby position and operating position of the sub-movable display unit 38 are not limited to the left side area on the front side of the design display unit 341, but may be other positions. Furthermore, the number of sub-movable display units 38 is not limited to one, but may be a plurality of sub-movable display units 38, and the multiple sub-movable display units 38 may be cooperative, linked, driven, or followed. Additionally, the sub-movable display unit 38 may be movable in another direction in addition to or in place of the left and right direction D3. For example, the sub-movable display unit 38 may be movable in the vertical direction D2, diagonal direction, or the like, and may be rotatable in a clockwise direction or counterclockwise direction. Furthermore, the sub-movable display unit 38 can be omitted, and one or more non-movable display devices may be provided in place of the sub-movable display unit 38.

[0052] As shown in FIG. 4, the main display unit 36 ​​includes a normal pattern display unit 361, a first special pattern display unit 362, a second special pattern display unit 363, a first special pattern hold number display unit 364, and a second special pattern hold number display unit 365 disposed in the upper right corner of the game board 31.

[0053] The ordinary pattern display unit 361 includes LED pairs as ordinary patterns (common drawings), and displays the lottery results of the ordinary pattern lottery, such as whether or not the electric power 315b executed as a result of winning through gates 317L and 317R, are opened, by a combination of turning on and off the LED pair. The main control unit 331 (MPU41) flashes LED pairs (variable display of normal patterns) upon winning prizes at through gates 317L and 317R, and after the change display time has passed, each LED is turned on or off (disable display of normal patterns) to display the results of the winning lottery for the normal map. In addition, displaying the lottery results in a lottery winning lottery by displaying a change or stopping display of a regular pattern (common map) is called "normal pattern game" or "common map game."

[0054] The first special pattern display unit 362 includes a seven-segment display device as the first special pattern (first special pattern), and displays the lottery results of the first special pattern lottery (first special pattern lottery, jackpot lottery) in which a jackpot game that is executed as a result of winning the first prize opening 314 is to be executed, by combining the lighting of the seven segments on the seven segment display device. The main control unit 331 (MPU41) flashes seven segments of the seven-segment display device (displays the first special pattern) upon winning the first prize opening 314, and then lights or turns off each segment (displays the first special pattern) after the change display time has elapsed, thereby displaying the results of the jackpot lottery. Furthermore, displaying the lottery results in the jackpot lottery by displaying the variation and stopping display of the first special pattern (first special pattern) is called "first special pattern game" or "first special pattern game."

[0055] The second special pattern display unit 363 includes a seven-segment display device as the second special pattern (second special pattern), and displays the lottery results of the second special pattern lottery (second special pattern lottery, jackpot lottery) in which a jackpot game that is executed as a result of winning the second prize opening 315 is to be executed, by combining the lighting of the seven segments on the seven segment display device. The main control unit 331 (MPU41) flashes seven segments of the seven-segment display device (displays the second special pattern) upon winning the second prize opening 315, and then lights or turns off each segment (displays the second special pattern) after the fluctuation display time has elapsed, thereby displaying the results of the jackpot lottery. Furthermore, displaying the lottery results in the jackpot lottery by displaying the variation and stopping display of the second special pattern (second special pattern) is called "second special pattern game" or "second special pattern game."

[0056] In the following, the first special pattern (first special pattern) and the second special pattern (second special pattern) may be referred to as "special pattern" or "special pattern", and the first special pattern game (first special pattern game) and the second special pattern game (second special pattern game) may be referred to as "special pattern game" or "special pattern game".

[0057] The first special chart hold number display unit 364 includes a group of LEDs made up of four LEDs, and displays the first special chart hold number N, which is the number of reserved rights to perform the first special chart game that has been generated by winning the first prize opening 314, based on the number of lit up of the four LEDs.

[0058] The second special chart hold number display unit 365 includes a group of LEDs made up of four LEDs, and displays the second special chart hold number M, which is the number of reserved for the right to perform the second special chart game that was generated by winning the second prize opening 315, based on the number of lit up of the four LEDs.

[0059] The movable element member 39 can be moved up and down along the surface of the symbol display unit 341 between a predefined standby position shown in FIG. 4 (a position shown by a virtual line in FIG. 6) located above the symbol display unit 341, and an operation position shown by a solid line in FIG. 6, which is set lower than the standby position. The operating position (see the solid line in FIG. 6) is closer to the center of the design display unit 341 than the standby position (see FIG. 4). Furthermore, when the movable vehicle member 39 is in the operating position (see solid line in FIG. 6), the coverage of the pattern display portion 341 on the surface is higher than when the movable vehicle member 39 is in the standby position (see FIG. 4). Furthermore, a plurality of lamps 391 are arranged in an annular shape at the peripheral edge of the movable member 39. In this embodiment, 15 lamps 391 are arranged on the movable member 39, and each lamp 391 can be turned on and off individually. Furthermore, each of the plurality of lamps 391 is, for example, an LED lamp, and can be lit in multiple colors, including white, yellow, green, red, or mixed colors of these. In this way, each lamp 391 can be turned on and off individually, and can be turned on in multiple colors, so that, for example, when the movable vehicle member 39 is activated, the lighting pattern, lighting color, and number of lights of each lamp 391 suggests the expected level (expected level of jackpot expectation) that the lottery result that was the trigger for the special chart game will be a jackpot, or the lottery result can be clearly indicated that it is a jackpot. For example, the expected jackpot rate can be increased in the order of white, yellow, green, and red, and by setting the lighting pattern and lighting color appropriately, it is also possible to perform a rainbow lamp effect to clearly indicate that the lottery result in the jackpot lottery is a jackpot. Furthermore, in this embodiment, although the movable element member 39 is exposed from the opening 31A in the standby position (see FIG. 4), it is also possible to use the lamp 391 exposed from the opening 31A to perform an effect that suggests the expected level of the lottery result in the jackpot lottery. For example, in this embodiment, since the four lamps 391 located on the lower side are exposed from the opening 31A (see FIG. 4), it is thought that the expected level of jackpots may be suggested depending on which lamp 391 of these lamps 391 is lit. In addition to the four lamps 391 located below, it is also possible that the image displayed on the design display section 341 may indicate the degree of expectation of a jackpot.

[0060] Incidentally, the movable member 39 may be hidden in the entirety without being exposed from the opening 31A in the standby position. Furthermore, the gaming machine 10 may include a plurality of movable vehicle members 39 . Furthermore, the movable member 39 may be one in which a plurality of separate movable members are combined, one that can be transformed into two or more forms, or one that includes a display such as a liquid crystal display device. Of course, the movable element member 39 is not limited to a part of the display screen of the design display section 341, but may also cover the entire display screen. Furthermore, the center of the movable member 39 may be configured as an electric display unit that can be turned on and off. In this case, by lighting or blinking the electric display section, it is possible to indicate the expected level of jackpot or to perform a performance that clearly indicates the jackpot.

[0061] Such movable element members 39 are operated to perform an effect related to the lottery results of the Jackpot lottery in special drawing games and jackpot games. For example, in a special chart game, the movable actor member 39 is operated as a jackpot confirmation performance indicating that the lottery result in the jackpot lottery is a jackpot, and also as a chance-up performance that increases the expectation that the lottery result is a jackpot. In addition, in a jackpot game, the movable actor member 39 is operated in a promotional performance (a round promotion effect performed in a jackpot game, or a promotion effect from a normal jackpot to a special jackpot), which clearly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special chart game performance), and can also be operated as a hold-up continuation effect that notifies that there is a jackpot lottery that is included while the right to execute a special chart game executed after the end of the jackpot game is held.

[0062] As shown in FIG. 7, the gaming machine 10 includes a motor 39a that supplies driving force to the movable vehicle member 39, and a return detection unit 39b for detecting that the movable vehicle member 39 has returned to the standby position. The motor 39a is a stepping motor, a DC motor, etc., and the return detection unit 39b is an optical sensor, a contact sensor, etc. The movable actor member 39 and the motor 39a are connected to each other via a drive transmission mechanism such as a drive gear (not shown), and moves the movable actor member 39 from the standby position (see FIG. 4) to the operating position (see solid line in FIG. 6) in the downward direction (actuation direction) toward the operating position (see solid line in FIG. 6) or upward direction (return direction) toward the standby position (see FIG. 4) in the standby position (see FIG. 4). For example, the movable actor member 39 is moved from the standby position (see FIG. 4) to the operating position (see solid line in FIG. 6) when the motor 39a is rotated in the forward direction, and on the contrary, the motor 39a is rotated in the reverse direction, and is moved from the operating position (see solid line in FIG. 6) to the standby position (see FIG. 4).

[0063] The gaming machine 10 also includes a motor driver 39c to which the motor 39a and the return detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the audio lamp control device 5. The motor driver 39c then controls the motor 39a according to the control instructions from the audio lamp control device 5. Furthermore, the motor driver 39c is capable of acquiring the detection result by the return detection unit 39b and transmitting it to the audio lamp control device 5. Incidentally, the motor driver 39c may be omitted, and the motor 39a and the return detection unit 39b are directly connected to the input / output I / F 52 of the audio lamp control device 5 and may be controlled by the audio lamp control device 5.

[0064] Furthermore, each lamp 391 of the movable element member 39 is individually connected to the input / output I / F 52 of the audio lamp control device 5, and each lamp 391 is individually turned on and off by the audio lamp control device 5, and can be turned on in multiple colors.

[0065] It is also possible to provide a magnet sensor and an electric wave sensor (both not shown) on the game board 31. The magnet sensor is provided around the first prize opening 314 and the variable prize opening 316, for example. The magnet sensor is electrically connected to the main control unit, and the detection result of the magnet sensor is input to the main control unit 331. This makes it possible to detect the fraudulent behavior when an act of illegally attempting to induce the game ball to the first prize opening 314 or the variable prize opening 316 using a magnet. On the other hand, the radio wave sensor is provided in the vicinity of the first prize opening 314 and the second prize opening 315, for example. The radio wave sensor is electrically connected to the main control unit 331, and the detection result of the radio wave sensor is inputted to the main control unit 331. This makes it possible to detect the fraudulent behavior when an action is carried out to incorrectly input radio waves into the incoming ball sensors 314a, 315a to incorrectly detect the incoming ball of a game ball. Incidentally, the radio wave sensor can detect, for example, radio waves of 50 MHz to 3 GHz.

[0066] [Back Pack Unit 13] As shown in FIG. 3, the backpack unit 13 includes a dispensing mechanism 130 and a peripheral control unit 140.

[0067] The dispensing mechanism 130 is equipped with a tank 131 for storing ball balls supplied from island equipment (not shown) of the game hall, and a dispensing device 132 for dispensing game balls from the tank 131 towards the upper plate 23. In addition, when the game balls in the upper plate 23 are saturated, the game balls to be fed out from the dispensing device 132 are fed out to the lower plate 24.

[0068] The peripheral control unit 140 includes a dispensing control device 7, a firing control device 8, and a power supply control device 9. The dispensing control device 7 controls the number of dispensing balls by the dispensing device 132, and the like. The launch control device 8 controls the game ball firing mechanism 32 in response to the operation of the launch handle 22 . The power supply control device 9 converts the power supplied from the island equipment (not shown) to which the gaming machine 10 is connected to the gaming machine 10 into a predetermined voltage level, and supplies it to the control device and driving means provided within the gaming machine 10.

[0069] [System configuration of amusement machine 10] Next, the system configuration of the gaming machine 10 will be described with reference to FIGS. 7 to 16.

[0070] [Main control unit 331] As shown in FIG. 7, the main control unit 331 is equipped with a main control device 4 that executes the main control of the game in the gaming machine 10. The main control device 4 executes the jackpot lottery as a lottery to transition to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.

[0071] The MPU 41 is an arithmetic device configured as a one-chip microcomputer. The MPU 41 also has a built-in ROM 411 and RAM 412. The MPU 41 executes the processing according to a control program stored in the ROM 411 or the like. Furthermore, some or all of the processes executed by the main controller 4 may be performed by an electronic circuit.

[0072] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4 . The input / output I / F 42 is connected to the inlet ball sensors 313a to 316a, 317La, and 317Ra, and the out-ball sensor 318a. The MPU 41 then determines whether or not the game ball enters the general prize port 313, the first prize port 314, the second prize port 315, and the variable prize port 316, and whether or not the game ball passes through the through gates 317L, 317R. Furthermore, the MPU 41 counts the number of out balls (firing balls) based on the detection signal from the out ball sensor 318a. Furthermore, the input / output I / F 42 is connected to the audio lamp control device 5, a dispensing control device 7, a firing control device 8, a power supply control device 9, and the like.

[0073] The MPU 41 then outputs commands such as the general map fluctuation pattern command, the electric role opening command, the electric role closing command, the special map fluctuation pattern command, the first special map hold command, the second special map hold command, the special map shift command, the jackpot game start command, the opening start command, the opening end command, the opening end command, the opening end command, the opening end command, the opening end command, the opening end command, the opening end command, the opening end command, the playing value change command, and the like to the voice lamp control device 5.

[0074] The general map variation pattern command is a command that notifies the voice lamp control device 5 of the variation display time (general map variation pattern) of the ordinary pattern in a general map game and the lottery result of the lottery winning lottery. When the normal pattern change pattern command starts displaying the normal pattern on the normal pattern display unit 361 of the main display unit 36, the normal pattern change pattern command is set in step S1709 in the normal pattern change start processing in FIG. 24, which will be described later, based on the information stored in the normal pattern hold storage area 412c (see FIG. 11) described later. The general map variation pattern command may be a command that notifies the voice lamp control device 5 of only the variation display time (general map variation pattern) of the ordinary pattern in a general map game. In this case, the command for notifying the audio lamp control device 5 of the lottery result in the lottery to win the general map is set as a separate command from the general map fluctuation pattern command.

[0075] The electric vehicle open command is a command that notifies the voice lamp control device 5 that the electric vehicle 315b is being opened (activated). The electric power release command is set at step S1809 in the game control process of a game to be controlled in FIG. 25, which will be described later, when the electric power release 315b is released (operated).

[0076] The electric vehicle closure command is a command that notifies the voice lamp controller 5 that the electric vehicle 315b is being closed (returned). The electric role closure command is set at step S1816 in the game control process for a game to be controlled in FIG. 25, which will be described later, when closing (returning) the electric role 315b.

[0077] The special chart variation pattern command is a command that notifies the voice lamp control device 5 of the change display time of the special chart game and the lottery result of the jackpot lottery, and if the lottery result of the jackpot lottery is a jackpot, it includes information regarding the jackpot type. When the special pattern change pattern command starts to display the special pattern on the first special pattern display unit 362 or the second special pattern display unit 363 of the main display unit 36, it is set in step S2105 in the special pattern change start processing in FIG. 28, which will be described later, based on the information stored in the special pattern hold storage area 412b (see FIG. 8) described later. The special chart change pattern command includes information that allows the change to be started and the type of special pattern can be specified, but the special chart change pattern command when the change of the first special pattern is started and the special chart change pattern command when the change of the second special pattern is started as another special chart change command. The special chart variation pattern command may be a command that notifies the voice lamp control device 5 of only the variation display time of the special chart game and the voice lamp control device 5. In this case, the command to notify the audio lamp control device 5 of the lottery results and the type of jackpot type is set as a separate command from the special chart fluctuation pattern command.

[0078] The first special chart hold command and the second special chart hold command are commands for notifying the audio lamp control device 5 of the lottery results for the increased hold, the change display time of the special chart hold number N or the second special chart hold number M, when the game ball enters the first prize opening 314 or the second prize opening 315, which is stored in the special chart hold storage area 412b (see FIG. 8) that will be described later, the lottery result for the increased hold, the change display time of the special chart change number N or the second special chart hold number M, and the audio lamp control device 5. When the first special chart hold command and the second special chart hold command are increased, based on the information stored in the special chart hold storage area 412b (see FIG. 8) described later, the first special chart hold command setting process of step S1105 in the start-up winning process of FIG. 18 (steps S1207 or S1209 in the first special chart hold command setting process of FIG. 19 to be described later) or the second special chart hold command setting process of step S1110 in the start-up winning process of FIG. 18 to be described later.

[0079] The special chart shift command is a command that notifies the audio lamp control device 5 that the special chart winning or not information indicating the lottery results for the jackpot lottery in the first hold area REA1 to 4 hold area REA4 of the first hold area REA1 to 4 hold area REA4 of the first hold area REB1 to 4 hold area REB4 (see FIG. 8) of the second hold area REB1 to 4 hold area REB4 (see FIG. 8) of the second hold area REB. The special chart shift command is set in step S2008 in the special chart data setting process of FIG. 27, which will be described later.

[0080] The jackpot game start command is a command that notifies the voice lamp control device 5 that the jackpot game is started, that is, that the game state is shifting to the jackpot game state, and when the jackpot game state is shifted to the jackpot game state, it is set in step S2204 in the jackpot game control process shown in FIG. 29, which will be described later.

[0081] The opening start command is a command that notifies the voice lamp control device 5 that the opening of a jackpot game is to be started, and when the opening of a jackpot game is started, it is set in step S2208 in the jackpot game control process shown in FIG. 29, which will be described later. The opening start command can be omitted because it is possible to notify the voice lamp control device 5 that the opening of the jackpot game will be started by the jackpot game start command, and therefore it can be omitted.

[0082] The opening end command is a command that notifies the voice lamp control device 5 that the opening of the jackpot game is finished, and when the opening of the jackpot game is completed, it is set in step S2214 in the jackpot game control process shown in FIG. 30, which will be described later.

[0083] The opening / close execution mode start command is a command that notifies the voice lamp control device 5 that the opening / close execution mode of the jackpot game is to be started, and when the opening / close execution mode of the jackpot game is started, it is set in step S2216 in the jackpot game control process shown in FIG. 30, which will be described later.

[0084] The round game start command is a command that notifies the voice lamp control device 5 of the round number information indicating the opening / closing execution mode of the jackpot game and the number of rounds that indicates the number of rounds of the round game. When each round game is started, it is set in step S2217 in the jackpot game control process shown in FIG. 30, which will be described later. In addition to the round game start command, when a round game starts, a command indicating the number of round games to be started may be set and the command is transmitted to the voice lamp control device 5.

[0085] The round game end command is a command that notifies the voice lamp control device 5 that this round game is to be completed in the opening / closing execution mode of the jackpot game, and is set at step S2229 in the jackpot game control process shown in FIG. 31, which will be described later.

[0086] The interval start command is a command that notifies the voice lamp control device 5 that an interval between round games is to be started in the opening / closing execution mode of the jackpot game, and is set at step S2233 in the jackpot game control process shown in FIG. 31, which will be described later.

[0087] The interval end command is a command that notifies the voice lamp control device 5 that the interval between round games is to be completed in the opening / closing mode of the jackpot game, and is set at step S2239 in the jackpot game control process shown in FIG. 32, which will be described later.

[0088] The opening / close execution mode end command is a command that notifies the voice lamp control device 5 that the opening / close execution mode of the jackpot game is to be terminated, and when the opening / close execution mode is terminated, it is set in step S2241 of the jackpot game control process shown in FIG. 31, which will be described later.

[0089] The ending start command is a command that notifies the voice lamp control device 5 that the ending of a jackpot game is to be started, and when the ending is started, it is set in step S2242 of the jackpot game control process shown in FIG. 31, which will be described later.

[0090] The ending end command is a command that notifies the voice lamp control device 5 that the ending of the jackpot game is to be completed, and when the ending is completed, it is set in step S2248 of the jackpot game control process shown in FIG. 32, which will be described later.

[0091] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game is finished, and when the jackpot game is finished, it is set in step S2250 in the jackpot game control process shown in FIG. 29, which will be described later.

[0092] The game setting value change command is a command that notifies the audio lamp control device 5 of the game setting value that has been changed and the game setting value that has been changed. When the game setting value is changed, it is set in step S2408 in the game setting value change process shown in FIG. 35, which will be described later.

[0093] Note that commands other than the above-mentioned commands may be output from the main control device 4 to the audio lamp control device 5, but the explanation of these commands will be omitted.

[0094] The main control device 4 is also equipped with an oscillator circuit and a frequency divider circuit as means for supplying the operating clock to the MPU 41 . The oscillator circuit outputs a clock signal of a predetermined frequency, and the frequency divider circuit changes the frequency of the clock signal output from the oscillator circuit and inputs it to the MPU 41. Specifically, the execution period of the main timer interrupt processing, which will be described later, executed by the MPU 41, is determined by the clock signal output from the frequency divider circuit.

[0095] In this embodiment, a clock signal is supplied to the MPU 41 from the frequency divider circuit at a preset interval (for example, 4 msec), and the MPU 41 activates and executes the main timer interrupt process described later whenever the rise (or fall) of the clock signal occurs. The oscillation circuit and frequency divider circuit are also installed in the sub-control unit 332 and the peripheral control unit 140 as necessary, and supplies the operating clocks of the control body in the sub-control unit 332 and the peripheral control unit 140 . Additionally, clock signals may be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140 .

[0096] The ROM 411 is a nonvolatile memory unit in which the control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit that can read and write various types of information, and is used as a primary storage area (work area) of the process executed by the MPU 41. For example, the RAM 412 is used to set commands sent to the audio lamp control device 5, etc. Incidentally, the RAM 412 may be a nonvolatile memory unit.

[0097] Now, with reference to FIG. 8, a description will be given of the storage area in which the MPU 41 of the main control device 4 of the gaming machine 10 performs a big win or a popular win lottery. Specifically, the MPU 41 uses the counter information stored in the lottery counter storage area 412a, the special chart hold storage area 412b and the ordinary chart hold storage area 412c of the RAM 412 to set the jackpot lottery results and the variation display time for the special chart, and the variation display time for the ordinary chart win lottery results and ordinary charts.

[0098] The lottery counter storage area 412a stores a random number counter for jackpot C1, a jackpot type counter for jackpot C2, and a reach random number counter for reach C3 as lottery counters. The Jackpot Random Number Counter C1 is used for jackpot lottery to decide whether to perform a Jackpot game or not. The Jackpot Type Counter C2 is used to determine the Jackpot Type when the Jackpot lottery results are a Jackpot lottery. The reach random number counter C3 is used to determine the type of missed when the result of the jackpot lottery is not valid. In addition, the lottery counter storage area 412a stores the initial value counter for jackpots CIN1 and the special chart variation type counter CS1. The initial value counter CIN1 of the jackpot random number is used to set the initial value of the jackpot random number counter C1. The special pattern variation type counter CS1 is used to determine the variation display time of the special pattern in the first special pattern display unit 362 or the second special pattern display unit 363 of the main display unit 36. Furthermore, the lottery counter storage area 412a stores a regular hit random number counter C4, a regular hit type random number counter C5, a regular hit type random number initial value counter CIN2, and a general map variation type counter CS2 as lottery counters. The regular random number counter C4 is used in a general winning lottery to decide whether or not the electric power 315b of the second prize opening 315 is set to the electric power 315 in the open state. The Random Number Counter C5 by the standard hit type is used when sorting the Random Type (short or long release) when the result of the Random Drawing of the Normal Shape is a Random Drawing of the Normal Shape is a Random Drawing. The normal random number initial value counter CIN2 is used to set the initial value of the normal random number counter C4. The general map variation type counter CS2 is used to determine the variation display time of the ordinary pattern in the regular pattern display unit 361 of the main display unit 36.

[0099] The lottery counters C1 to C5, CIN1, CIN2, CS1 and CS2 are used as loop counters where 1 is added to the previous value at a short time interval by the MPU 41, and after reaching the preset maximum value, they are returned to zero. The updated values ​​are recorded for each lottery counter C1-C5, CIN1, CIN2, CS1, and CS1, and are referenced by the MPU41 when setting the jackpot lottery results, the change display time of the special chart, the jackpot type and the missed type, the usual map lottery results, the change display time of the ordinary pattern, and the usual map win type.

[0100] The special chart hold storage area 412b includes a first special chart hold storage area REA, a second special chart hold storage area REB, and a special chart execution area AE. The first special chart hold storage area REA includes the first holding area REA1, the second holding area REA2, the third holding area REA3, the fourth holding area REA4, and the first special chart hold number storage area NAA. The second special chart hold storage area REB includes the first holding area REB1, the second holding area REB2, the third holding area REB3, the fourth holding area REB4, and the second special chart hold number storage area NAB.

[0101] When a game ball enters the first prize slot 314, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3 and special chart variation type counter CS1 stored in RAM 412 is obtained as special chart winning or not information used in the jackpot lottery, and is stored in any of the first hold areas REA1 to fourth hold area REA4 of the first special chart hold storage area REA. Furthermore, when a game ball enters the second prize slot 315, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3 and special chart variation type counter CS1 stored in RAM 412 is obtained as special chart winning or not information used in the jackpot lottery, and is stored in any of the first hold areas REB1 to fourth hold area REB4 of the second special chart hold storage area REB. Furthermore, lottery counter storage area 412a (such as a big jackpot random number counter C1, a jackpot type counter C2, a reach random number counter C3, and a special chart variation type counter CS1) may be provided separately for each of the first special chart hold storage area REA and the second special chart hold storage area REB.

[0102] In this way, in addition to the jackpot random number counter C1, the jackpot type counter C2, and reach random number counter C3, the special chart variation type counter CS1 is stored in either the first hold area REA1 to the fourth hold area REA4 of the first special chart hold storage area REA, and the first hold area REB1 to the fourth hold area REB4 of the second special chart hold storage area REB.

[0103] Therefore, in addition to the lottery results of the jackpot lottery for special chart games executed based on the special chart winning or not information stored in the first hold area REA1 to the fourth hold area REA4 of the first special chart hold storage area REA and the first hold area REB1 to the fourth hold area REB4 of the second special chart hold storage area REB, it is possible to determine in advance the variation display time (special chart fluctuation pattern) for the special chart display unit 362 or the second special chart display unit 363 in the special chart game.

[0104] Specifically, when a game ball enters the first prize opening 314, the special chart winning or not information is stored in an area that is free in the order of priority of the first holding area REA1, the second holding area REA2, the third holding area REA3, and the fourth holding area REA4 of the first special chart holding storage area REA. The first special chart hold number storage area NAA stores the number of the first holding areas REA1 to the fourth holding area REA4, in which special chart acceptance or not information is stored, as the first special chart hold number N.

[0105] Furthermore, when a game ball enters the second prize opening 315, the special chart winning or not information is stored in an area that is free in the order of priority of the first holding area REB1, the second holding area REB2, the third holding area REB3, and the fourth holding area REB4 of the second special chart holding storage area REB. The second special chart hold number storage area NAB stores the number of the first holding area REB1 to the fourth holding area REB4, in which special chart acceptance or not information is stored, as the second special chart hold number M.

[0106] That is, in the gaming machine 10, up to four special chart winning or not information as the winning history for the first prize opening 314 and the second prize opening 315 can be held up to four special chart winning or not information for the first prize opening 314 and the second prize opening 315, respectively, based on a total of eight storage areas corresponding to the maximum number of holds in the first hold area REA1 to the fourth hold area REA4 of the first prize opening 314 and the second prize opening 315.

[0107] It is also conceivable in another embodiment that the first and second prize openings 314 and 315 have a holding area with a maximum number of holds of eight, and even in this case, it is possible to hold the special chart winning or not information as the winning history up to eight, in total. The storage processing of the special chart validity information is executed by the MPU 41 by executing processes in accordance with the control program.

[0108] The special chart execution area AE is a storage area used to move the special chart acceptance information stored in the first hold area REA1 of the first special chart hold storage area REA or the first hold area REB1 of the second special chart hold storage area REB when the special chart change display starts on the first special chart display unit 362 or the second special chart hold storage area REB of the main display unit 36. Specifically, when the special chart acceptance information of the first hold area REB1 of the second special chart hold storage area REB is prioritized and the special chart execution area AE is moved to the special chart execution area AE, and when there is no special chart acceptance information in the first hold area REB1 of the second special chart hold storage area REB1 and the second special chart hold number M stored in the second special chart hold number storage area NAB is 0, the special chart acceptance information of the first hold area REA1 of the first special chart hold storage area REA is moved to the special chart execution area AE. That is, in the gaming machine 10, the second special chart game is executed with priority over the first special chart game, and in the state of the special chart game and the time-saving game state in the high-frequency support mode, a game ball is launched into the right-handed area of ​​the game board 31, and a so-called right-handed game is mainly executed.

[0109] Furthermore, in another embodiment, when the difference between the first special chart hold number N stored in the first special chart hold number storage area NAA of the first special chart hold storage area REA and the second special chart hold number M stored in the second special chart hold number storage area NAB of the second special chart hold storage area REB is 2 or more, the value of the holding area with the largest number is preferentially moved to the special chart execution area AE. It is also contemplated that, as another embodiment, the special chart acceptance or unavailability information of the first hold area REA1 of the first hold area REA and the first hold area REB1 of the second hold area REB are alternately moved to the special chart execution area AE.

[0110] Then, upon starting one special chart game, the MPU 41 performs a jackpot lottery or the like based on numerical information stored as special chart winning or not information in the special chart execution area AE. At this time, if the first hold area REA1 of the first special chart hold storage area REA is moved to the special chart execution area AE, the special chart acceptance information stored in the second hold area REA2 is shifted to the first hold area REA1, the special chart acceptance information stored in the third hold area REA3 is shifted to the second hold area REA2, and the special chart acceptance information stored in the fourth hold area REA4 is shifted to the third hold area REA3.

[0111] Similarly, when the first hold area REB1 of the second special chart hold storage area REB is moved to the special chart execution area AE, the special chart acceptance information stored in the second holding area REB2 is shifted to the first hold area REB1, the special chart acceptance information stored in the third holding area REB3 is shifted to the second hold area REB2, and the special chart acceptance information stored in the fourth holding area REB4 is shifted to the third hold area REB3.

[0112] The jackpot random number counter C1 is updated periodically by adding 1 in order, for example, within the range of 0 to 637 at step S1003 of the main timer interruption process in FIG. 17, to be described later, and is returned to zero after reaching the maximum value. Furthermore, when the jackpot random number counter C1 turns once, the value of the jackpot random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. Incidentally, the initial value counter for jackpots CIN1 is a loop counter that is updated in the same way as the random number counter for jackpots C1. The first to fourth hold areas REA1 to REA4, REB1 to REB4 of the first special chart hold storage area REA1 or the second special chart hold storage area REA2 store the value of the jackpot random number counter C1 at the time when the game ball has entered the first prize opening 314 or the second prize opening 315 is stored.

[0113] The values ​​of the random numbers that will win the jackpot are set in accordance with the winning or not table stored in the winning or not table storage area of ​​the ROM 411, corresponding to the low probability mode, which is a normal or time-saving game state, and the high probability mode, which is a special-change game state. Here, FIG. 9A is a diagram showing an example of a low probability mode acceptance table corresponding to a low probability mode, and FIG. 9B is a diagram showing an example of a high probability mode acceptance table corresponding to a high probability mode.

[0114] In the example shown in Figures 9(A) and 9(B), a number of winning tables are provided, as the low-probability mode winning table and the high-probability mode winning table, in which the probability (jacket probability) of the lottery result in the jackpot lottery will be a jackpot (jacket probability) differing depending on the game set value. The low probability mode winning table and the high probability mode winning table each include six win tables corresponding to six game settings 1 to 6. In the order of game setting values ​​6, game setting values ​​5, game setting values ​​4, game setting values ​​3, game setting values ​​2, and game setting values ​​1, the probability of a jackpot being a jackpot being a jackpot being a jackpot being a jackpot is high.

[0115] With the game setting value 1, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers that are the result of the lottery in the jackpot lottery is 206 (0 to 205) for the low probability mode winning table, and 821 (0 to 820) for the high probability mode winning table. In other words, at the game setting value 1, the probability of jackpotting in the low probability mode is approximately 1 / 318.1 (206 / 65536), and the probability of jackpotting in the high probability mode is approximately 1 / 79.9 (820 / 65536), which is approximately 4 times the probability of jackpotting in the low probability mode.

[0116] With the game setting value 2, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers that are the result of the lottery in the jackpot lottery is 212 (0 to 211) for the low probability mode winning table and 845 (0 to 844) for the high probability mode winning table. In other words, with the game setting value 2, the probability of jackpotting in the low probability mode is approximately 1 / 309.1 (212 / 65536), and the probability of jackpotting in the high probability mode is approximately 1 / 77.6 (845 / 65536), which is approximately 4 times the probability of jackpotting in the low probability mode.

[0117] With the game setting value 3, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers that are the result of the lottery in the jackpot lottery is 218 (0 to 217) for the low probability mode winning table and 869 (0 to 868) for the high probability mode winning table. In other words, at the game setting value 3, the probability of jackpotting in the low probability mode is approximately 1 / 300.6 (218 / 65536), and the probability of jackpotting in the high probability mode is approximately 1 / 75.4 (869 / 65536), which is approximately 4 times the probability of jackpotting in the low probability mode.

[0118] With the game setting value 4, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers that are the result of the lottery in the jackpot lottery is 224 (0 to 223) for the low probability mode winning table and 893 (0 to 892) for the high probability mode winning table. In other words, at the game setting value 4, the probability of jackpotting in the low probability mode is approximately 1 / 292.6 (224 / 65536) and the probability of jackpotting in the high probability mode is approximately 1 / 73.4 (893 / 65536) which is approximately 4 times the probability of jackpotting in the low probability mode.

[0119] With the game setting value 5, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers that are the result of the lottery in the jackpot lottery is 230 (0 to 229) for the low probability mode winning table and 917 (0 to 916) for the high probability mode winning table. In other words, at the game setting value 5, the probability of jackpotting in the low probability mode is approximately 1 / 284.9 (230 / 65536) and the probability of jackpotting in the high probability mode is approximately 1 / 71.5 (917 / 65536) which is approximately 4 times the probability of jackpotting in the low probability mode.

[0120] With the game setting value 6, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers that are the result of the lottery in the jackpot lottery is 236 (0 to 235) for the low probability mode winning table and 941 (0 to 940) for the high probability mode winning table. In other words, with the game setting value 6, the probability of jackpotting in the low probability mode is approximately 1 / 277.7 (236 / 65536) and the probability of jackpotting in the high probability mode is approximately 1 / 69.6 (941 / 65536) which is approximately 4 times the probability of jackpotting in the low probability mode.

[0121] Furthermore, if the value of the jackpot random number counter C1 is other than the random number that will win these jackpots, the lottery result will be missed.

[0122] Here, in the low probability mode winning or not table and high probability mode winning or not table, random numbers that are the result of the lottery for the jackpot lottery for the same game setting values ​​are common, but it is also possible that the random numbers that are jackpots are not common. Furthermore, the random number that wins a jackpot may be a discrete value rather than a continuous value.

[0123] Furthermore, six low probability mode acceptance tables and high probability mode acceptance tables are provided in accordance with six game set values, but at least one winning table for each mode is required. In other words, the game setting value is not limited to six levels. It is also possible to provide multiple low probability mode winning tables to correspond to multiple game set values, while also providing one high probability mode winning table. That is, it is also possible to set multiple game set values ​​for the low probability mode, and set stages for the high probability mode, so that the jackpot probability is uniform. Of course, the jackpot probability in the low probability mode may be uniform, and multiple game setting values ​​may be provided for the high probability mode.

[0124] The jackpot type counter C2 is added sequentially in the range of 0 to 19, and is returned to 0 after reaching the maximum value. The jackpot type counter C2 is updated periodically and is stored in the special chart hold storage area 412b when the game ball has entered the first or second prize port 314 or 315. In the gaming machine 10, the value of the jackpot type counter C2 corresponding to each of the two types of jackpot types, the special-mode jackpot and the regular jackpot, is set by the allocation table stored in the allocation table storage area of ​​the ROM411.

[0125] Here, FIG. 9C is a diagram showing an example of a allocation table. In the example shown in FIG. 9(C), when the type of the special chart game is the first special chart game that is triggered by winning the first prize opening 314, the number of random numbers that will be a 5R special-sized jackpot is 10 from 0 to 9, the number of random numbers that will be a 16R special-sized jackpot is 5 from 10 to 14, and the number of random numbers that will be a 5R regular jackpot is 5 from 15 to 19. On the other hand, if the type of special chart game is a second special chart game that is triggered by winning the second prize slot 315, the number of random numbers that will be a 5R special jackpot jackpot is 0 to 4, the number of random numbers that will be a 16R special jackpot jackpot is 10 from 5 to 14, and the number of random numbers that will be a 5R regular jackpot is 5 from 15 to 19. That is, in the gaming machine 10, the probability of a special jackpot for the first and second special chart games is set to the same at 75%, but the probability of a 16R special chart game being the second special chart game is set to a higher probability of a special chart game. That is, in the special-mode game state (high probability mode and high frequency support mode with high open probability of electric role 315b), and in the time-saving game state (low probability mode and high frequency support mode), the expected value for a game ball to be acquired when the lottery result in the jackpot lottery is a jackpot is set higher than in the normal game state (low probability mode and low frequency support mode with low open probability of electric role 315b).

[0126] In both the first and second special chart games, if the result of the jackpot lottery is a special-sized jackpot, the game transitions to the special-sized game state (high probability mode and high-frequency support mode) after the jackpot game is completed. In the gaming machine 10, the upper limit is not set to the number of special chart games that can be executed in the special-type game state, and the gaming machine 10 is configured as a so-called loop special-type machine.

[0127] Furthermore, if the result of the jackpot lottery is a normal jackpot, the game will be switched to a time-saving game state (low probability mode and high frequency support mode) after the jackpot game is completed. In the gaming machine 10, the maximum value (100 times in this embodiment) is set to the number of special chart games that can be executed in the time-saving game state (time-saving game count) and if the result of the jackpot lottery is not a big hit within the number of special chart games at the upper limit, the game is moved to the normal game state, which is a low-frequency support mode. The number of special chart games in the time-saving game state is not limited to 100, but may be other times.

[0128] The transition from the special game state to the normal game state is not limited to the case where a special chart game with the upper limit is executed, and may be executed, for example, when a state transition lottery (fall lottery) is won. In this case, it is also possible to prevent the transition (falling) from the special game state to the normal game state until a predetermined number of times is performed, and to guarantee the minimum number of times of special game games executed in the special game state to be the specified number of times. This prevents the number of special chart games executed in a special game state from being significantly reduced.

[0129] In this embodiment, individual allocation tables are set for each of the first prize openings 314, which trigger the first special pattern game to be executed when a prize is won, and for each of the second prize openings 315, which trigger the second special pattern game to be executed when a prize is won, and the probability of allocation of the jackpot type differs depending on whether the game ball has entered the first prize openings 314 or the second prize openings 315, but it is also possible that the probability of allocation of the jackpot type for the first special pattern game and the second special pattern game are the same. Furthermore, the gaming machine 10 is not limited to a loop special mode, but may be constructed as an ST machine including a V-ST machine, a Type 12 mixer, or the like.

[0130] The MPU 41 then determines whether the lottery result in the jackpot lottery is "5R Confidential Jackpot", "16R Confidential Jackpot", "5R Regular Jackpot", or "Not" based on the values ​​of the jackpot random number counter C1 and the jackpot type counter C2 stored in the special chart execution area AE.

[0131] Here, if the lottery result in the jackpot lottery is a 5R special jackpot or a 5R regular jackpot, an opening / closing execution mode is executed in which the variable prize opening 316 is opened in a prescribed manner in the jackpot game, and the opening / closing execution mode is repeated five times. Furthermore, if the lottery result in the jackpot lottery is a 16R special jackpot, an opening / closing execution mode is executed in which round games are repeated 16 times in the jackpot game. In addition, as a way to open the variable winning port 316 in each round game, for example, it is possible to open the variable winning port 316 once. Of course, it is also possible to open the variable winning port 316 multiple times in some or all round games.

[0132] In the case of a 5R special jackpot or a 16R special jackpot, after the jackpot game is completed, the game transitions to the special game state, which is a high probability mode with a high probability chance of winning the jackpot and a high frequency support mode with a high probability of opening the electric 315b. In this embodiment, the special-mode game state continues until the MPU 41 determines that the lottery result in the jackpot lottery is "5R Special-mode Jackpot", "16R Special-mode Jackpot", or "5R Standard Jackpot".

[0133] On the other hand, in the case of a normal 5R jackpot, after the jackpot game is completed, the game will be moved to a time-saving game state, which is a low probability mode with a low probability of winning a jackpot and a high frequency support mode with a high probability of opening the electric 315b. In this embodiment, the time-saving game state (low probability mode and high frequency support mode) continues until the player is notified of the lottery results of a jackpot lottery with a preset prescribed number of times, such as 100 times, or when the player is notified that the lottery results of a jackpot lottery are a jackpot before the specified number of times has passed.

[0134] In addition, another embodiment may be considered to be a draw for falling from a special-pattern game to a time-saving game or a normal game state in a special chart game. Furthermore, if the lottery result in the jackpot lottery is not accepted, the game will not be transferred from the special game state to the jackpot game state or the time-saving game state. In this embodiment, the explanation will be given by taking the example of the gaming machine 10 having three types of jackpot types: a 5R special jackpot, a 16R special jackpot, and a 5R regular jackpot, but this is not limited to this, and it is also possible that it has other jackpot types, such as, for example, a 2-round special jackpot, a 2-round regular jackpot, and a 16R regular jackpot.

[0135] Furthermore, in step S1003 of the main timer interruption process in FIG. 17, described later, the reach random number counter C3 is updated periodically by adding 1 in order within the range of 0 to 238, for example, and is returned to zero after reaching the maximum value. The first to fourth hold areas REA1 to REA4, REB1 to REB4 of the first special chart hold storage area REA1 or the second special chart hold storage area REA2 store the values ​​of the reach random number counter C3 at the time when the game ball has entered the first prize opening 314 or the second prize opening 315 are stored.

[0136] In the gaming machine 10, the reach random number counter C3 selects the type of the result of stopping the change display displayed on the symbol display unit 341 when the lottery result in the jackpot lottery is not accepted. Specifically, the off-type table stored in the off-type table storage area of ​​the ROM 411 sets the value of the reach random number counter C3 corresponding to each of the three off-type types: a reach that is a one-way stop pattern shifted before and after a reach pattern and stopped by one before and after a reach pattern, a reach that is also generated after a reach that occurs, a reach other than a back-and-forth missile where the final stop pattern stops before and after a reach pattern, and a complete off-type where no reach occurs.

[0137] Here, FIG. 9(D) is a diagram showing an example of an outgoing type table. In the example shown in FIG. 9(D), the values ​​of random numbers that are reaching forward and backward are from 0 to 8, the values ​​of random numbers that are reaching forward and backward are from 9 to 38, and the values ​​of random numbers that are reaching completely are from 39 to 238. In addition, for special chart games that win a 5R special character jackpot, a 16R special character jackpot, or a 5R regular character jackpot, that is, special chart games that move into a jackpot game state, it is judged to have a reach occurring regardless of the value of the reach random number counter C3.

[0138] Here, the "reach" refers to a state in which a state where the design is likely to be a combination of a decorative pattern indicating that a winning jackpot has been won between the time the design is displayed on the design display unit 341 starts and the design is stopped and displayed. In one example, the same design is displayed at two stop positions of the three stop positions of the decorative design on the effective line in the pattern display unit 341, and the display design corresponding to the remaining stop position changes. Furthermore, during the state of change in reach in the pattern display unit 341, story production processing is performed in which a video of a given character or the like is displayed to suggest the degree of expectation, and player-participatory operation performance processing in which the player's operations on the operation buttons 20 are reflected in the performance. It is also possible that the variation display on the design display unit 341 is hidden or may be displayed in a reduced or enlarged manner during execution of these performance processes.

[0139] The special chart variation type counter CS1 is added sequentially in the range of 0 to 199, for example, by 1, and is returned to 0 after reaching the maximum value. Specifically, the special chart variation type counter CS1 determines the special chart variation pattern type (variation display time of the special chart) indicating the variation display time of the special chart (variation display time of the special chart) on the first special chart display unit 362 or the second special chart display unit 363 of the main display unit 366, based on the lottery result in the jackpot lottery. By determining the special chart variation pattern type, the audio lamp control device 5 determines the variation type (effect pattern) in the general special chart game, such as the high-speed variation performance (basic performance, non-reach performance), the multi-reach performance, the super-reach performance, and the special-reach performance, in accordance with the special chart variation pattern type (variation display time for the special chart). The special chart variation type counter CS1 is updated at least once in step S1402 for every time the main process shown in FIG. 21, described later, is executed by the MPU 41, and is repeatedly updated in step S1414 even within the remaining time within the main process. The first to fourth hold areas REA1 to REA4, REB1 to REB4 of the first special chart hold storage area REA1 or the second special chart hold storage area REA2 store the values ​​of the special chart change type counter CS1 at the time when the game ball has entered the first prize opening 314 or the second prize opening 315.

[0140] The MPU 41 then determines a special chart variation pattern indicating the change display time of the special chart based on the special chart variation counter CS1 and a change table set in advance in accordance with the results of the jackpot lottery (see Figures 10(A) to 10(C)). Specifically, the MPU 41 identifies the special chart variation pattern type by referring to the normal jackpot variation table (see FIG. 10(A)), the special jackpot variation table (see FIG. 10(B)), or the off-change table (see FIG. 10(C)) stored in the fluctuation table (see FIG. 10(C)). These variation tables may be provided separately for the low probability mode and the high probability mode. Additionally, the special-mode jackpot variation table may be provided individually for each of the 5R special-mode jackpot and the 16R special-mode jackpot.

[0141] Here, FIG. 10(A), FIG. 10(B) and FIG. 10(C) are diagrams showing an example of a variation table. In the normal jackpot variation table shown in FIG. 10(A), the special jackpot variation table shown in FIG. 10(B), and the off-off table shown in FIG. 10(C), special chart variation patterns are previously associated with the value of the special chart variation type counter CS1. The MPU41 then refers to the regular jackpot variation table shown in FIG. 10(A) when the lottery result in the jackpot lottery is a "5R regular jackpot", the standard jackpot variation table shown in FIG. 10(A), the special jackpot variation table shown in FIG. 10(B), when the lottery result is a "5R special jackpot" or "16R special jackpot", and the special jackpot variation table shown in FIG. 10(C), the type of special chart variation pattern is specified.

[0142] More specifically, as shown in Figures 10(A) and 10(B), in the normal jackpot change table and the special jackpot change table, any of the special chart variation patterns "01" to "03" are selected depending on the value of the special chart variation type counter CS1. If the special chart change pattern "01" is selected here, the audio lamp control device 5 determines the normal reach performance pattern as the variation type (performance pattern type) of the variation display time of 30 s, and the special game performance is executed in the pattern display unit 341 and the like according to the normal reach performance pattern. The normal reach performance pattern is a performance pattern in which the final individual performance type in the special chart game performance is a normal reach performance. Furthermore, when the special chart change pattern "02" is selected, the audio lamp control device 5 determines the super reach performance pattern with a variable display time of 60s as the variation type (performance pattern type), and special game performance is executed in the pattern display unit 341 and the like according to the super reach performance pattern. The Super Reach performance pattern is a performance pattern in which the final individual performance type in the special chart game performance becomes the Super Reach performance. Furthermore, when the special chart change pattern "03" is selected, the audio lamp control device 5 determines a special reach performance pattern with the longest variation display time of 90s as the variation type (performance pattern), and special game performance is executed in the pattern display unit 341 and the like according to the special reach performance pattern. The special reach performance pattern is a performance pattern in which the final individual performance type in the special chart game performance becomes a special reach performance.

[0143] As shown in FIG. 10(C), the outage variation table defines the correspondence between the special chart variation type counter CS1 and the special chart variation pattern in response to the stop display type of decorative pattern when it is missed, determined by the value of reach random number counter C3 (reach forward and backward and backward, reach other than forward and backward, completely off). More specifically, when the stop display type when the missed item is a forward / backward / reach or a forward / backward / reach, any of the special chart variation patterns "01" to "03" is selected depending on the value of the special chart variation type counter CS1. On the other hand, if the stop display type when the missed pattern is completely off, either the special chart variation pattern "04" or "05" is selected depending on the value of the special chart variation type counter CS1. When the special chart change pattern "04" is selected, the voice lamp control device 5 determines a no-reach performance pattern (7-second non-reach performance pattern) as the variation type (performance pattern type) and the special chart game performance is executed in accordance with the 7-second non-reach performance pattern on the pattern display unit 341, etc. Furthermore, when the special chart change pattern "05" is selected, the audio lamp control device 5 determines a no-reach performance pattern (10-second non-reach performance pattern) as the variation type (performance pattern type) as the variation display time of 10 s, and the special chart game performance is executed in the pattern display unit 341, etc. in accordance with the 10-second non-reach performance pattern.

[0144] For example, in the gaming machine 10, as a change indication when the display is not performed corresponding to the special chart fluctuation pattern "04", the change indication of the decorative pattern is performed in which the change in displaying a character, a message, etc. is stopped and the combination of the patterns is performed. Furthermore, in the gaming machine 10, as a change indication when the display is off corresponding to the special chart fluctuation pattern "05", a change indication of the decorative pattern in which the change in displaying characters, messages, etc. is performed, and the change indication of the decorative pattern is stopped and displayed by the combination of the designs. Furthermore, when the change is displayed when the player misses corresponding to the special chart fluctuation pattern "05", a player-participatory operation performance that reflects the player's operation of the operation buttons 20 may be executed as a preview performance.

[0145] The type of special chart variation pattern is not limited to the examples shown in FIG. 10(A), FIG. 10(B), and FIG. 10(C).

[0146] For example, in the gaming machine 10, multiple types of normal reach effects with different characters, stories, etc. are prepared as normal reach effects performed in the normal reach effects pattern corresponding to the special chart fluctuation pattern "01", and any of the normal reach effects selected from these are executed.

[0147] Similarly, in the gaming machine 10, multiple types of super reach effects with different characters, story, etc. are prepared as super reach effects performed in the super reach effects pattern corresponding to the special chart fluctuation pattern "02", and any of the super reach effects selected from these are executed. The Super Reach performance is a reach performance that changes longer than the normal reach performance, and is performed when it is instructed to the player that the probability (expectedness) of the lottery in the jackpot lottery is higher than the normal reach performance, and the probability (expectedness) of winning the jackpot is lower than the special reach performance.

[0148] Furthermore, in the gaming machine 10, multiple types of special reach effects with different characters and story are prepared as special reach effects performed in the special reach effects pattern corresponding to the special chart fluctuation pattern "03", and any of the special reach effects selected from these are executed. Special reach performances are reach performances that vary longer than normal reach performances, and are performances that develop from normal reach performances or super reach performances, for example. The special reach performance is performed when it suggests to the player that the probability (expectedness) of winning a jackpot is higher than the normal reach performance or special reach performance.

[0149] In addition, the performance patterns corresponding to the special chart fluctuation pattern may include player-participatory operation effects, such as an operational performance in which the player's operational status of the operational buttons 20 is reflected in the performance, for example, a single-shot operational performance in which a single-shot operation is reflected in the performance, a continuous-shot operational performance in which a player's repeatedly pressing and holding-shot operational performance in which a player's long-pressing operational operation of the operational buttons 20 is reflected in the performance, and a long-pressing operational performance in which a player's long-pressing operational operation of the operational buttons 20 is reflected in the performance.

[0150] When the MPU 41 identifies the changeable display time of the special pattern on the first special pattern display unit 362 or the second special pattern display unit 363 of the main display unit 36, the MPU 41 inputs the special pattern change time of the special pattern change time of the special pattern and the lottery result of the jackpot lottery into the audio lamp control device 5 . Specifically, if the lottery result is a "5R regular jackpot", the MPU41 outputs either of the special chart fluctuation pattern commands "A01" to "A03" with "A" indicating that it is a 5R regular jackpot before the special chart fluctuation patterns "01" to "03". Furthermore, if the lottery result is a "5R Special Cancellation Jackpot", the MPU41 outputs either the special Cancellation Pattern commands "B01" to "B03" with a "B" marking the effect of a 5R Special Cancellation Jackpot before the special Cancellation Pattern "01" to "03". Furthermore, if the lottery result is a "16R Special Cancellation Jackpot", the MPU41 outputs either the special Cancellation Pattern commands "C01" to "C03" with a "C" indicating that the 16R Special Cancellation Jackpot is a 16R Special Cancellation Jackpot before the special Cancellation Pattern "01" to "03". Furthermore, if the lottery result is "missing", the MPU 41 outputs either of the special chart fluctuation pattern commands "D01" to "D05" with "D" markings indicating that the lottery result is "missing" before the special chart fluctuation patterns "01" to "05". That is, the special chart change pattern command includes not only the special chart change pattern (time of special chart games), which is the variation display time for the special chart, but also information that identifies the results of the jackpot lottery. The audio lamp control device 5 can then judge not only the special pattern variation pattern (time of special pattern games), which is the variation display time for the special pattern, based on the special pattern variation pattern command, but also the results of the jackpot lottery, and details such as the variation type (performance pattern) displayed on the design display unit 341, etc., and the stop display combination of the decorative pattern, based on the variation display time for the special pattern variation (time for special pattern games) and the results of the jackpot lottery are determined. The audio lamp control device 5 then causes the design display unit 341 to display and stop the decoration pattern, based on the determined details such as the variation type (performance pattern), to perform an image presentation according to the variation display of the decoration pattern, and furthermore, the speaker 26 performs an audio presentation according to the variation display of the decoration pattern, and the electric display unit 27 performs an electric display (lamp presentation).

[0151] In this way, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process for determining the change display time of the decorative pattern in the pattern display unit 341 based on the special chart variation type counter CS1 and the variation table. Therefore, even if the MPU 41 of the gaming machine 10 is made up of an 8-bit microcomputer, the MPU 41 can stably execute a jackpot lottery. Furthermore, since the details of the variations in the decoration design actually displayed on the design display unit 341 are determined by the audio lamp control device 5, it is possible to selectively execute a wide variety of variations in the variations.

[0152] The variation tables shown in Figures 10(A) to 10(C) are commonly used in various game states (normal game state, time-saving game state, and special-change game state), but a variation table may be set individually for each game state, or a variation table may be set individually in the high-frequency support mode (time-saving game state and special-change game state) and the low-frequency support mode. Furthermore, when a variable table is set individually for each game state or support mode, the average value of the variable display time is set longer for example in the normal game state (low frequency support mode) than in the time-saving game state and in the special game state (high frequency support mode). Furthermore, when setting a different variation table for the time-saving game state and the special-change game state, the average value of the variation display time may be set longer for the time-saving game state than the special-change game state, or the special-change game state may be set longer than the time-saving game state.

[0153] Here, FIG. 11 is a block diagram showing an example of the general diagram pending storage area 412c of the storage area of ​​the main control device 4 shown in FIG. 8. As shown in FIG. 11, the general map hold storage area 412c includes the general map first hold area SE1, the general map second hold area SE2, the general map third hold area SE3, the general map fourth hold area SE4, the general map variable hold number storage area SNA and the general map execution area SAE.

[0154] The first hold area SE1 to the fourth hold area SE4 of the ordinary map are storage areas for storing the ordinary hit random number counter C4, the ordinary hit type random number counter C5, and the ordinary hit type variable counter CS2, which are obtained as ordinary hit type winning information that is used in the lottery when a game ball passes through the through gates 317L, 317R.

[0155] The general map variation hold number storage area SNA stores the number of the general map first hold area SE1 to the general map fourth hold area SE4 where the general map validity information is stored. That is, the general map variation hold number storage area SNA is a storage area that stores the number of reserved rights to perform general map games.

[0156] The general map execution area SAE is a storage area used to move the general map validity information in the first pending area SE1 of the general map when the normal pattern display unit 361 of the main display unit 36 ​​starts displaying the normal pattern. At the start of one popular game, the MPU 41 holds a popular winning lottery using the ordinary winning table (see Figures 12(A) and 12(B)) explained below, and the ordinary winning type allocation table (see Figures 12(C) and 12(D)) based on the numerical information stored as ordinary winning information in the ordinary winning area SAE as ordinary winning information (values ​​of ordinary winning random number counter C4, ordinary winning type random number counter C5, and ordinary winning type variation counter CS2) to be used, and uses the ordinary winning lottery to determine the ordinary winning lottery to display the ordinary winning table for the ordinary winning pattern using the ordinary winning table (not shown). At this time, if the general map validity information stored in the first hold area SE1 of the general map is moved to the general map execution area SAE, the general map validity information stored in the second hold area SE2 of the general map is shifted to the first hold area SE1 of the general map, and the general map validity information stored in the third hold area SE3 of the general map is shifted to the second hold area SE2 of the general map, and the general map validity information stored in the fourth hold area SE4 of the general map is shifted to the third hold area SE3 of the general map.

[0157] The normal random number counter C4 is updated periodically by adding 1 in order, for example, within the range of 0 to 299 at step S1003 of the main timer interruption process in FIG. 17, to be described later, and is returned to zero after reaching the maximum value. The value of the ordinary random number counter C4 at the time when the game ball has won in the through gates 317L, 317R is stored in the ordinary hold area SE1 to 4 of the ordinary hold storage area 412c. Furthermore, at a given timing, a lottery for a general map is held to decide whether or not the electric power 315b is opened for a specified time depending on the value of the ordinary random number counter C4 stored in the ordinary map hold storage area 412c.

[0158] Here, FIGS. 12A and 12B are diagrams showing an example of a winning or not table for a general map. In this embodiment, two types of the winning and uncertain tables are set as the winning and uncertain table of ordinary maps, the winning and uncertain table of ordinary maps shown in FIG. 12(A) and the winning and uncertain table of ordinary maps shown in FIG. 12(B). That is, as will be described later, in this embodiment, the probability of winning a normal map is different between the low-frequency support mode and the high-frequency support mode, and the high-frequency support mode has a higher probability of winning a normal map than the low-frequency support mode.

[0159] The low-frequency support mode common-score winning table shown in FIG. 12A is a table used in the normal-score winning lottery in the normal-score winning mode, which is the low-frequency support mode. As shown in FIG. 12(A), the low-frequency support mode in the normal map winning or not table is set to normal map when the value of the random number counter C4 per map is 0, and is set to normal map winning or not when the value of the random number counter C4 per map is 1 to 299. In other words, in the normal game state (low frequency support mode), the probability of winning a normal map is set to 1 / 300, and the frequency of operation of the electric power 315b is reduced.

[0160] The high-frequency support mode common-score winning table shown in FIG. 12B is a table used in the common-score winning lottery in the high-frequency support mode and the time-saving game state. As shown in FIG. 12(B), the high-frequency support mode common map winning or not table is set to a normal map winning or not table, unlike the low-frequency support mode common map winning or not table, when the value of the random number counter C4 per map falls out when the value of the random number counter C4 per map is 0, and when the value of the random number counter C4 per map is 1 to 299, it is set to a normal map winning or not. In other words, in the special-mode game state and the time-saving game state (high frequency support mode), the probability of hitting the regular map is set to 299 / 300, which is set to a higher probability of hitting the regular map than in the normal game state (low frequency support mode), and the frequency of operation of the electric power 315b is increased.

[0161] The probability of a map of a low-frequency support mode and a probability of a map of a high-frequency support mode are not limited to the examples shown in Figures 12(A) and 12(B) and can be changed as appropriate.

[0162] The random number counter C5 of the ordinary hit type is updated periodically by adding 1 in order, for example, within the range of 0 to 199, at step S1003 of the main timer interrupt process in FIG. 17, to be described later, and is changed to 0 after reaching the maximum value. The value of the regular hit type random number counter C5 at the time when the game ball has won in the through gates 317L, 317R is stored in the general map hold storage area 412c. Furthermore, when the value of the ordinary random number counter C4 stored in the first hold area SE1 to the fourth hold area SE4 of the ordinary map is per map, the opening time of the electric power 315b is set based on the value of the ordinary random number counter C5 stored in the first hold area SE1 to the fourth hold area SE4 of the ordinary map, the type per map (per short open open popular map and long open popular map), that is, the opening time of the electric power 315b.

[0163] Here, FIGS. 12(C) and 12(D) are diagrams showing an example of a regular map type allocation table. In this embodiment, two types of the standard map per-type allocation table are set: the low-frequency support mode standard map per-type allocation table shown in FIG. 12(C) and the high-frequency support mode standard map per-type allocation table shown in FIG. 12(D). That is, in this embodiment, as will be described later, the probability of sorting by type of general map (for short-opening and long-opening and long-opening and common maps) differs between the low-frequency support mode and the high-frequency support mode.

[0164] Here, in the case of a short opening and general map, a game with a short opening and general map is performed in which the electric player 315b is opened for a short time (for example 0.1 seconds) so that the game ball can be entered into the second prize opening 315 for a short opening (for example 0.1 seconds). In this game with a short opening, the opening time of the electric player 315b is short, making it difficult for the game ball to enter the second prize opening 315, and in many cases, the game ball will not enter the second prize opening 315.

[0165] On the other hand, when the long opening and opening map is played, the electric player 315b is opened for a longer period (for example 6 seconds) than the short opening map game, and the long opening map game is performed, in which the game ball can enter the second prize slot 315 for a longer period (for example 6 seconds) than the short opening map game. In this long opening game, the opening time of the electric player 315b makes it easy for the game ball to enter the second prize slot 315, and the right to perform the second special map can be held up to the upper limit (for example, four).

[0166] The low-frequency support mode common-picture type allocation table shown in FIG. 12C is a table used in the normal-picture lottery in the normal-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture-picture- As shown in FIG. 12(C), in the low-frequency support mode, the category distribution table for the regular map is set to the short-open map when the value of the regular map random number counter C5 is 0 to 99, and the category random number counter C5 is set to the long-open map when the value of the regular map random number counter C5 is 100 to 199. In other words, in the normal game state (low frequency support mode), the allocation rate for short-opening and long-opening maps is set to 1:1. Of course, the allocation rate between short-open maps and long-open maps in the normal game state (low-frequency support mode) does not necessarily need to be 1:1 and can be changed as appropriate. For example, the allocation rate for long-open maps can be set to zero (the value of the regular-open map type random number counter C5 per long-open map is zero) or approximately zero (the value of the regular-open map type random number counter C5 per long-open map is 1 or 2).

[0167] The high-frequency support mode common-picture type allocation table shown in FIG. 12D is a table used in the lottery for the popular-picture lottery in the high-frequency support mode and the time-saving game state. As shown in FIG. 12(D), in the high-frequency support mode, the category distribution table for the popular map is set to a short-open map when the value of the random number counter C5 for the common map is 0, and the category random number counter C5 for the common map is set to a long-open map when the value of the random number counter C5 for the common map is 1 to 199. In other words, in the special-change game state and the time-saving game state (high frequency support mode), the game is set so that it is easier to allocate to long-released game maps than to short-released game maps. Of course, the allocation rate between the short-open map and the long-open map in the special-change game state and the time-saving game state (high-frequency support mode) is not limited to the example shown in FIG. 12(D), and can be changed as appropriate. For example, it is also possible to set the allocation rate for the short-open map to zero (the value of the standard-open type random number counter C5 per short-open map is zero).

[0168] The electric power 315b is not limited to one game per game that is hit by a common map, and may be multiple times. In this case, the opening time and opening interval (opening interval) of each opening of the electric power 315b in a single game of a common map may be one type or multiple types.

[0169] The general map variation type counter CS2 is added sequentially in the range of 0 to 99, for example, by adding one by one in order, so that the main process shown in FIG. 21, which will be described later, is updated at least once in step S1402, and is updated repeatedly in step S1414 even within the remaining time within the main process. The value of the general map variation type counter CS2 at the time when a game ball has won in the through gates 317L, 317R is stored in the general map first hold area SE1 to 4th hold area SE4 of the general map hold storage area 412c. Furthermore, at a given timing, the display time for the display is determined by referring to the display table (not shown) based on the value of the display type counter CS2 stored in the hold storage area 412c.

[0170] The general map variation display table (not shown) includes, for example, a high-frequency support mode general map variation table that is referenced when the high-frequency support mode is in the case of a high-frequency support mode and a low-frequency support mode general map variation display table that is referenced when the low-frequency support mode is in the case of a low-frequency support mode. In the high-frequency support mode general map variation display table and the low-frequency support mode general map variation display table, multiple normal map variation display times are set in correspondence to the value of the normal map variation type counter CS2, for example. Furthermore, the average time for displaying normal maps is usually shorter than the average time for displaying normal maps compared to the low frequency support modes. For example, it may be set so that some variation display times set in the high-frequency support mode common map variation display table are longer than some variation display times set in the low-frequency support mode ordinary map variation display table, or all variation display times set in the high-frequency support mode ordinary map variation display table are longer than all variation display times set in the low-frequency support mode ordinary map variation display table.

[0171] It is also possible to set a common general map variation display table for the high-frequency support mode and the low-frequency support mode, and the general map variation display time set in at least one of the high-frequency support mode general map variation display tables and the low-frequency support mode general map variation display tables may be one type. Furthermore, the general map variation display time may be set according to the general map variation hold count X, and for example, the more common map variation hold count X, the shorter the general map variation display time, and the less common map variation hold count X, the longer the general map variation display time.

[0172] Here, FIG. 13 is a block diagram showing an example of the game information storage area 412d set in the RAM 412 in the MPU 41 of the main control device 4 of the game machine shown in FIG. 1. The game information storage area 412d stores game information relating to game history, ball-out performance, and the like. In this embodiment, the game information storage area 412d stores game information such as "number of out balls", "number of general winning port payouts", "number of first winning port payouts", "number of second winning port payouts", "variable winning port payouts", "setting value", "base information", "base ratio information", "continuous role ratio information", "accumulated number of jackpot lottery", "number of unit jackpot lottery", "number of jackpot lottery", and "number of consecutive misses". Among these game information, "game setting values", "base information", "continuous role ratio information", "vehicle ratio information", and "number of unit jackpot lottery" correspond to game information (performance information) relating to the ball performance.

[0173] "Number of Out Balls" is the accumulated value of the number of game balls fired on the game board 31 in the normal game state (low probability mode and low frequency support mode). This "out ball count" is stored as a value obtained by counting the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process in FIG. 17, which will be described later.

[0174] The "number of balls paid out" is the accumulated value of the game balls that are paid out for winning the general prize port 313 in the normal game state (low probability mode and low frequency support mode). When the "number of balls deducted from the general prize opening 313" is detected by the ball input sensor 313a in the normal game state, when a prize ball command is set to cause the payout control device 7 to pay out the number of balls in accordance with the winning of the general prize opening 313 in the prize ball command setting process in step S1403 of the main processing of FIG. 21, which will be described later, the "number of balls deducted from the current prize winning is updated to the value obtained by adding the number of balls deducted from the current prize winning.

[0175] The "number of balls paid out for first prize opening" is the accumulated value of the game balls that are paid out for winning the first prize opening 314 in the normal game state (low probability mode and low frequency support mode). When the "number of balls deducted from first prize opening 314" is detected by the ball input sensor 314a in the normal game state, when a prize ball command is set to cause the payout control device 7 to pay out the number of balls in accordance with the winning of the first prize opening 314 in the prize ball command setting process in step S1403 of FIG. 21, which will be described later, the "number of balls deducted from the current prize winning is updated to the value obtained by adding the number of balls deducted from the current prize winning.

[0176] The "number of balls paid out for second prize opening" is the accumulated value of the game balls that are paid out for winning the second prize opening 315 in the time-saving game state (low probability mode and high frequency support mode). When the "number of balls paid out for the second prize opening" is detected by the ball input sensor 315a in the time-saving game state, when a prize ball command is set to cause the payout control device 7 to pay out the number of balls in accordance with the prize winnings to the second prize opening 315 in the prize ball command setting process in step S1403 of the main process of FIG. 21, which will be described later, the "number of balls paid out for the second prize winnings" is updated to the value obtained by adding the number of balls paid out for the current prize winnings.

[0177] The "number of balls paid out" is the accumulated value of the game balls that are paid out for winning the variable prize port 316 in the jackpot game state. When the "number of balls paid out for the variable winning port 316" is detected by the ball input sensor 316a in the jackpot game state, when a prize ball command is set to cause the payout control device 7 to pay out the number of balls in accordance with the winning port 316 in the prize ball command setting process in step S1403 of the main processing of FIG. 21, which will be described later, the "number of balls paid out for the current winning port" is updated to the value obtained by adding the number of balls paid out for the current winning ball.

[0178] The "game setting value" is used to select the low probability mode winning table (see FIG. 9(A)) and the high probability mode winning table (see FIG. 9(B)) used in the jackpot lottery (see FIG. 9(B)). In other words, the "game setting value" defines the probability of jackpots in the low probability mode and high probability mode. In this embodiment, six set values ​​(6 types of low-probability mode winning tables with different jackpot probability (see FIG. 9(A)) and high-probability mode winning tables (see FIG. 9(B))) are prepared as described later. The "game setting value" is updated in the game setting value changing process shown in FIG. 35, which will be described later.

[0179] "Base information" is information about the "base", which is the refund rate (ball output rate) in the normal game state (low probability mode and low frequency support mode), and this "base" is the ratio of the combined number of balls paid out of the "number of balls paid out" and "first balls paid out of balls" to the "number of balls out" in the normal game state. If we express "base" as a mathematical formula, "base" = 100 x ("Number of balls paid out in the general prize entry" + "Number of balls paid out in the first prize entry") / "Number of balls out". "Base Information" includes information regarding the current Base BL, the last 60,000-base base B1, and the last 60,000-base base B2. Here, the previous 60,000 ball base B1 and the previous 60,000 ball base B2 are updated every time the number of out balls reaches 60,000 balls in the specific performance information update process shown in FIG. 36, which will be described later (steps S2505 and S2506). Specifically, when the most recent number of out-of-balls reaches 60,000, the "base" is stored as the 60,000-ball base B1 last time, and when the other number of out-of-balls reaches 60,000, the "base" is stored as the 60,000-ball base B2 last time, and as the "base information" in the game information storage area of ​​RAM412. Furthermore, until the counter value for the number of out balls reaches 60,000 balls, the current base BL is calculated as the current base BL (step S1804), and the current base BL is stored as "base information" in the game information storage area of ​​the RAM 412. Furthermore, when the current base BL is calculated until the counter value of the number of out balls reaches 60,000 balls, the "base information" stores the "general winning port payout number", "first winning port payout number", and "out number" for base calculation, in addition to the "number of general winning port payout number", "first winning port payout number", and "out number" described above.

[0180] In this embodiment, the "base information" includes "current base BL", "last 60,000-base B1", and "second 60,000-base B2", and the 60,000-base B2 for the past two sessions, and although the 60,000-base B2 for the past two sessions is still in history, the 60,000-base B of the past three sessions may be kept as history. Furthermore, as "base information", the cumulative bases from the time the gaming machine 10 was installed in the game hall to the present day may be included.

[0181] "Continuous role ratio information" is information regarding the "Continuous role ratio", which is the ratio of the variable number of balls paid out of the number of balls paid out of the variable number of balls in the total number of balls paid out of the winning ports (general prize opening 313, first prize opening 314, second prize opening 315 and variable prize opening 316) where prize balls are to be paid out. The "continuous role ratio" is expressed in a mathematical formula: "continuous role ratio" = 100 x "variable number of balls paid out" / "total number of balls paid out." "Continuous role ratio information" is updated, for example, in the specific performance information update process shown in FIG. 36, which will be described later. In this embodiment, "continuous role ratio information" is stored as the cumulative continuous role ratio from the time the gaming machine 10 was installed in the game hall until the present. The "continuous role ratio information" may be the ratio of continuous roles to a certain period (for example, for a certain number of jackpots (for example, 100 times), a period until a certain number of jackpot lottery (for example, 1,000 times) is executed in a normal game state, and a period until the number of out-of-ball balls reaches a certain number (for example, 60,000 balls). Of course, the "continuous role ratio information" may include both the cumulative continuous role ratio and the continuous role ratio over a certain number of periods.

[0182] "Value Ratio Information" is information regarding the "Value Ratio", which is the ratio of the combined number of balls paid out of the number of balls paid out of the second prize port and the number of balls paid out of the variable prize ports in all the winning ports (general prize port 313, first prize port 314, second prize port 315 and variable prize port 316) where prize balls are to be paid out. The "vehicle ratio" is expressed in a mathematical formula: "vehicle ratio" = 100 x ("Number of balls paid out from the second prize port" + "Variable number of balls paid out from the prize port") / "Total number of balls paid out". The "vehicle ratio information" is updated, for example, in the specific performance information update process shown in FIG. 36, which will be described later. In this embodiment, the "vehicle ratio information" is stored as the cumulative role ratio from the time the gaming machine 10 was installed in the game hall until the present. The "vehicle ratio information" may be a role ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), a period until a certain number of jackpot lottery (for example, 1,000 times) is executed in a normal game state, and a period until the number of out-of-ball balls reaches a certain number (for example, 60,000 balls). Of course, the "continuous role ratio information" may include both the cumulative role ratio and the role ratio over a certain number of periods.

[0183] The "Accumulated Jackpot Lottery Number of Winners" is the number of times a Jackpot lottery was held in a normal game state (low probability mode and low frequency support mode) from the time the gaming machine 10 was started before the start of the game hall to the present day. In other words, the "accumulated jackpot lottery number" is also the cumulative change display number in which the first special pattern is displayed on the first special pattern display unit 362 of the main display unit 36, when the winning position at the first prize opening 314 in the normal game state is performed. The "accumulated jackpot lottery number" is added by one for each time the first or second special pattern display is started in the first special pattern display section 362 or the second special pattern display section 363 of the main display section 36 at step S2106 in the special pattern change start processing of FIG. 28 to be described later. Furthermore, the "Accumulated Jackpot Lottery Number" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.

[0184] The "number of units of jackpot lottery" is the number of times a jackpot lottery was received as a result of winning the first prize opening 314 for a certain number of negative difference balls in the normal game state (low probability mode and low frequency support mode) (the number of times the pattern change display of the first special pattern display section of the main display section 36 is executed). In this embodiment, the fixed number is "250 balls", and the difference is the number of balls obtained by subtracting "number of balls paid out from the "number of balls to be paid out" and "number of balls to be paid out from the "number of balls to be won" in the "number of balls to be won" in the "number of balls to be given out from the "number of balls to be given out from the "number of balls to be given out from the "number of balls to be given out from the "first ball to be given out." In other words, the "number of units of jackpot lottery" is the number of times the first special pattern is displayed (number of times the jackpot lottery was received) when receiving 250 balls for 1,000 yen in a game hole, which is an average of 1,000 yen. The "number of units of jackpot lottery" may be the number of times a jackpot lottery is received with a certain number of "number of out balls" in a normal game state. The "number of units of jackpot lottery" is updated in the specific performance information update process shown in FIG. 36, which will be described later. In this embodiment, the "number of units of jackpot lottery" is stored as the cumulative unit of jackpot lottery number from the time of the game machine 10 being installed in the game hall until the present. The "number of unit jackpot lottery numbers" may be for a certain period (for example, for a certain number of jackpots (for example, 100), for a period until a certain number of jackpot lottery numbers (for example, 1,000) are executed in a normal game state, and for a period until the number of out-of-ball balls reaches a certain number (for example, 60,000). Of course, as the "number of unit jackpot lottery numbers," both the cumulative unit jackpot lottery numbers and the number of unit jackpot lottery numbers over a certain number of periods may be stored as game information.

[0185] "Number of jackpots" is the number of times the lottery results of the jackpot lottery that have been held from the start of gaming machine 10 before the opening of the game hall began to open until the present day. The "number of jackpots" is added by one for each jackpot game start in the jackpot game control process shown in FIG. 29, which will be described later. Furthermore, the "number of jackpots" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.

[0186] "Number of consecutive misses" is the number of consecutive misses in the jackpot lottery in the normal game state (low probability mode and low frequency support mode), and is cleared to 0 if the lottery result is a jackpot. The "number of consecutive misses" is added in step S2106 in the special pattern change start processing of FIG. 28 to be described later when the first special pattern display unit 362 or the second special pattern display unit 363 of the main display unit 36 ​​starts displaying the fluctuation of the first special pattern or second special pattern display unit 36, if the result of the successful or not based on the low probability mode winning or not table in step S2103 is not valid, and is cleared to 0 times if the result of the successful or not judgment is a jackpot. In this embodiment, the "number of consecutive misses" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off. Of course, the "number of consecutive misses" may not be cleared from the game information storage area 412d when the main power supply of the gaming machine 10 is turned off.

[0187] Returning to the description in FIG. 14, the performance information display device 4A displays "base information" and "setting values" stored as game information (performance information) in the game information storage area 412d set in the RAM 412. The performance information display device 4A is equipped with a performance display monitor 43, a performance display switch 44, a set value display unit 45, a set value change operation unit 46, and a ROM 47. Here, FIG. 15 is a diagram schematically showing an example of the performance information display device 4A.

[0188] As shown in FIG. 15, the performance display monitor 43 displays "base information" on the gaming machine 10, and is provided in a visible position with the inner frame 12 expanded (see FIG. 3). The performance display monitor 43 is composed of a plurality of seven-segment display devices 431-434 (four in this embodiment) and is called a four-digit seven-segment display device. It is preferred that the performance display monitor 43 be provided in the main control device 4, but it may be provided in devices other than the main control device 4 in the main control unit 331, or in other components of the game other than the main control unit 331. It is also conceivable that "base information" may be displayed using the first special pattern display section 362 and / or the second special pattern display section 363 of the main display section 36.

[0189] The seven-segment indicators 431-434 can display numbers "0" to "9" and alphabets "A" to "F". In addition, in the 7-segment displays 431-434, when the alphabet "B" is displayed, the dot is lit to distinguish it from the number "8" and "8." is displayed, and when the alphabet "D" is displayed, the dot is lit to distinguish it from the number "0" and the dot is lit to distinguish it from the number "0". Furthermore, when any of the alphabets of "A" to "F" are displayed, it is also possible to light the dot to clearly indicate that it is an alphabet.

[0190] The performance display monitor 43 is a ratio segment in which the two 7-segment indicators 431, 432 of the four 7-segment indicators 431 to 434 are the identification segments in which the "base type" is displayed as an abbreviation, and the two 7-segment indicators 433, 434 on the right are the ratio segments in which the base value (%) calculated by the MPU 41 are displayed. For example, if the current base BL is 31%, the abbreviation of the current base BL "BL" is displayed as "8." and "L" in the two 7-segment indicators 431,432 that are identification segments, and the base value "31" is displayed as "3" and "1" in the two 7-segment indicators 433,434 that are ratio segments. That is, the four seven-segment indicators 431-434 display "8.", "L", "3" and "1" in order from left to right.

[0191] The performance display switch 44 is used to switch the power on and off of the performance display monitor 43 (four seven-segment display devices 431-434) all at once by pressing the power on and off, and is provided in a position that is easy to operate with the inner frame 12 expanded (see FIG. 3). In the illustrated example, when the upper half of the performance display switch 44 is pressed, the power is turned on, and when the lower half is pressed, the power is turned off. When the power is turned on to the performance display switch 44, the four seven-segment display devices 431-434 are energized, allowing the performance display monitor 43 to display the base information. On the other hand, when the power is turned off to the performance display switch 44, the power supply to the four seven-segment display devices 431-434 is cut off, and the base information on the performance display monitor 43 is hidden. The performance display switch 44 may be provided in a place other than the main control device 4.

[0192] Here, FIG. 15A shows an example of display on the performance display monitor 43. As shown in FIG. 15(A), when the performance display switch 44 is off, the seven-segment display units 431-434 are in the off state, and the base information is invisible. As shown in Figures 15(B) to 15(D), when the performance display switch 44 is turned on, unless the performance display switch 44 is turned off, the "base information" will be looped in order from the current base BL → the last 60,000-base base B1 → the previous 60,000-base base B2 → the current base BL, and each base is repeatedly displayed at a certain period of time. The example shown in FIG. 15(B) shows that the current base BL is 28%, the example shown in FIG. 15(C) shows that the previous 60,000-base base B1 is 34%, and the example shown in FIG. 15(D) shows that the previous 60,000-base base B2 is 32%. On the other hand, as shown in FIG. 15(A), when the performance display switch 44 is turned off, the seven-segment display units 431-434 are turned off, and the base information on the performance display monitor 43 is hidden.

[0193] The programs necessary to display "base information" on the performance display monitor 43, such as the current base BL, the program that calculates the 60,000-base base B1 last time and the 60,000-base base B2 last time, the program that displays the 60,000-base base BL in the performance display monitor 43, the 60,000-base base B1 last time and the 60,000-base base B2 in order at a certain time are stored in a ROM 47, which is separately provided from the ROM 412 of the MPU 41. This reduces the load on the ROM 411 of the MPU 41. However, if the ROM 411 of the MPU 41 has capacity spare, the ROM 411 may store the program necessary to display "base information" on the performance display monitor 43 in the ROM 411. Additionally, programs necessary for displaying "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM, which is provided separately from the main control device 4.

[0194] Furthermore, the performance display monitor 43 may display other performance information stored in the game information storage area 412d, such as "continuous role ratio information" and "vehicle ratio information" in place of the "base information" or in addition to the "base information."

[0195] Furthermore, the performance display monitor 43 is not limited to a 7-segment display device, but may be configured with other display devices such as dot matrix displays, liquid crystal displays, and organic EL displays.

[0196] Returning to the description in FIG. 14, the setting value display unit 45 displays the game setting values ​​described above for selecting the low probability mode winning table (see FIG. 9(A)) and the high probability mode winning table (see FIG. 9(B)) to be referenced in the jackpot lottery, and is composed of a seven-segment display device. The setting value display unit 45 is not limited to a 7-segment display unit, but may be configured with other displays such as a dot matrix display, a liquid crystal display, or an organic EL display, and may be configured to display game set values ​​using the performance display monitor 43.

[0197] The setting value change operation unit 46 switches the power on and off of the 7-segment indicator by pressing the 7-segment indicator, and rotates the power on and off when the power on the 7-segment indicator is turned on to enable the setting value to be changed. The set value change operation unit 46 has a function of, for example, a contact type switch that is turned on and off by a pressing operation, and a rotary switch that allows contacts to be switched by a rotation operation (rotation at a predetermined angle). Here, FIG. 16 is a diagram showing an example of display on the setting value display unit 45 of the main control device 4. As shown in FIG.

[0198] As shown in FIG. 16(A), when the setting value display unit 45 is in the off state and a pressing operation is performed on the setting value change operation unit 46, the seven-segment display unit energizes, and numbers are displayed on the setting value display unit 45. The numbers displayed at this time are the set values ​​stored in the game information storage area 412d of the RAM 412, and indicate the current set values. In the illustrated example, the setting value is "1". On the other hand, when the setting value display unit 45 is in the lit state and a pressing operation is performed on the setting value change operation unit 46, the energization of the 7-segment display unit 45 is cut off, and the setting value display unit 45 is turned off.

[0199] As shown in FIG. 16B, when the setting value display unit 45 is in the illuminated state and a rotation operation unit 46 is performed, the numbers displayed on the setting value display unit 45 are changed. In the illustrated example, when the setting value display unit 45 is rotated rightward, the number displayed on the setting value display unit 45 increases, and when the setting value display unit 45 is rotated left, the number displayed on the setting value display unit 45 decreases. If the number displayed on the setting value display unit 45 is changed by rotating the setting value display unit 45, the changed number is saved as a set value in the game information storage area 412d of the RAM 412. Therefore, when the power of the 7-segment display unit 46 is pressed to turn off the power of the 7-segment display unit, the number displayed just before the power is turned off, when the power is set to the setting value display unit 45. This allows the MPU 41 to hold a jackpot lottery based on the low probability mode winning table (see FIG. 9(A)) or the high probability mode winning table (see FIG. 9(B)) selected according to the setting values ​​stored in the game information storage area 412d of the RAM 412.

[0200] Note that the method for changing the set value is not limited to a method for turning the set value change operation unit 46 and then turning off the power to the set value display unit 45. For example, the method may be for determining a set value by rotating the setting value change operation unit 46 and then pressing the operation button 20 (see FIG. 1) to change the number displayed on the setting value display unit 45 by repeatedly pressing or long pressing the operation button 20 (see FIG. 1) to change the number displayed on the setting value display unit 45, and then turning off the power to the setting value display unit 45, or the like, inserting the key into a keyhole provided in the main control device 4, and rotating the key, thereby changing the number displayed on the setting value display unit 45, and then removing the key.

[0201] Here, the performance information display device 4A having the setting value display unit 45 is provided in the main control device 4 of the main control unit 331 of the control unit 33. The control unit 33 is provided on the back side of the game board 31 and can be opened and closed with respect to the front frame 11 . Therefore, the setting value display unit 45 is provided on the back side of the game board 31, and by opening and closing the control unit 33 with the game board 31 with the front frame 11, it is possible to select between a state that can be viewed from the outside of the game machine 10 (front side of the front frame 11) and an invisible state. That is, while the setting value display unit 45 cannot be viewed by closing the game board 31 (control unit 33) relative to the front frame 11, the setting value display unit 45 can be viewed by opening the game board 31 (control unit 33) relative to the front frame 11. As a result, when the player executes a game on the gaming machine 10, the set value display unit 45 is not visible unless the game board 31 is opened, and therefore the set value display unit 45 is prevented from being grasped by the numbers displayed on the set value display unit 45. When the setting value display unit 45 is in the lit state, the setting value change operation unit 46 is pressed to turn off the setting value change operation unit 46. Therefore, by keeping the set value display unit 45 off during business hours of the game hall, even if the set value display unit 45 is opened due to a jamming of the game machine 10 or the like, the set value display unit 45 can be prevented from being grasped by the player's grasp of the set value display unit 45 by opening the game board 31 due to a jamming or the like.

[0202] On the other hand, when the setting value display unit 45 is turned on when a pressing operation is performed on the setting value change operation unit 46 when the setting value is changed, and the numbers corresponding to the game setting value are hidden. Therefore, when the game panel 31 is opened to the front frame 11 outside the business hours of the game hall, and pressing the set value change operation unit 46 allows the set value display unit 45 to be turned on, allowing the game setting value to be checked based on the numbers displayed on the set value display unit 45, and furthermore, the game setting value can be changed by rotating the set value change operation unit 46. This ensures the confidentiality of the set value during business hours, while also making simple work to change the set value outside business hours.

[0203] In this embodiment, the performance information display device 4A is provided in the main control device 4, but the performance information display device 4A may be provided separately from the main control unit 331, or may be provided separately from the main control unit 331 in the control unit 331.

[0204] [Sub-control unit 332] As shown in FIG. 7, the sub-control unit 332 includes an audio lamp control device 5 and a display control device 6, and executes pattern variation and performance display on the pattern display unit 341 based on the control signals inputted from the main control unit 331.

[0205] [Voice Lamp Control Device 5] The audio lamp control device 5 includes an MPU 51, an input / output I / F 52, and the like. The MPU 51 is an arithmetic device configured as a one-chip microcomputer. The MPU 51 also has a built-in ROM 511 and RAM 512.

[0206] The ROM 511 is a nonvolatile storage unit in which the control program and parameter information are stored in advance. The ROM 511 also stores information such as audio used in special chart game performances, jackpot game performances, and lamp flashing patterns. The RAM 512 is a volatile storage unit that can read and write various types of information, and is used as a primary storage area (work area) of the process executed by the MPU 51. Incidentally, the RAM 512 may be a non-volatile memory unit.

[0207] The audio lamp control device 5 executes the process according to the control program stored in the ROM 511 by the MPU 51, and inputs a command (control signal) to the display control device 6 based on the command (control signal) input from the main control device 4, and controls the display of the symbol display unit 341. The audio lamp control device 5 also controls the playback audio output from the speaker 26 and the flashing mode of the electric display unit 27 in accordance with the display of the symbol display unit 341 . For example, when performing the special drawing game performance and jackpot game performance described later, the MPU 51 controls the image display on the pattern display unit 341, the playback audio output from the speaker 26, and the flashing mode of the electric display unit 27.

[0208] The input / output I / F 52 is an input / output interface that inputs signals to the audio lamp control device 5 and outputs control signals from the audio lamp control device 5 . Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52 . The main control device 4 inputs commands such as the special chart change pattern command, the first special chart hold command, the second special chart hold command, and the special chart shift command. The audio lamp control device 5 outputs display variation pattern commands and the like to the display control device 6 . It is also possible to consider another embodiment in which the display control device 6 receives a command from the main control device 4 and inputs the command to the voice lamp control device 5. Another embodiment is also contemplated in which the sub-control unit 332 includes one control device having both the functions of the voice lamp control device 5 and the display control device 6.

[0209] The input / output I / F 52 is connected to the speaker 26 and the electric display unit 27 . In the audio lamp control device 5, the MPU 51 controls the sound output from the speaker 26 and the flashing mode of the electric display unit 27 based on the command input from the main control device 4. Furthermore, an operation switch 20a is connected to the input / output I / F 52. This allows the MPU 51 to detect that an operation has been performed on the operation button 20 and, based on the detection result, controls the image game performance executed by the design display unit 341, the audio output performance in which audio is output from the speaker 26, and the lamp performance in the flashing manner of the electric display unit 27, etc.

[0210] The MPU 51 executes predetermined arithmetic processing based on commands such as the general map fluctuation pattern command, the electric role opening command, the electric role closing command, the special map fluctuation pattern command, the first special map hold command, the second special map hold command, the special map shift command, the jackpot game start command, the opening start command, the opening end command, the opening end command, the opening end command, the opening end command, the opening end command, the opening end command, the opening end command, the playing value change command, and the like inputted from the main control device 4.

[0211] Specifically, when a special chart change pattern command is input, the MPU 51 determines the special chart change pattern based on the special chart change pattern command, transmits a display change pattern command corresponding to the special chart change pattern to the display control device 6 (see step S3107 in the command determination process in FIG. 47), and causes the MPU 51 to start displaying the design change on the design display unit 341. At this time, when the special chart change pattern command indicates a miss, the combination of decorative patterns corresponding to the miss is displayed on the design display unit 341.

[0212] [Display Control Device 6] The display control device 6 controls the display of the symbol display unit 341 based on a command (control signal) inputted from the audio lamp control device 5. Specifically, the display control device 6 controls the display of the pattern display unit 341 based on display variation pattern commands input from the audio lamp control device 5, thereby performing the pattern variation display and the performance display.

[0213] The display control device 6 includes an MPU 61, an input / output I / F 62, and the like, and the audio lamp control device 5 and a symbol display unit 341 are connected to the input / output I / F 62. Note that two-way communication may be possible between the audio lamp control device 5 and the display control device 6.

[0214] The MPU 61 is an arithmetic device configured as a one-chip microcomputer, and the MPU 61 includes a ROM 611 and a RAM 612. The display control device 6 also includes other circuits such as a timer circuit that clocks time and an interrupt circuit that accepts interrupts. The MPU 61 executes the processing according to a control program stored in the ROM 611 or the like. Furthermore, some or all of the processes executed by the display control device 6 may be executed by an electronic circuit.

[0215] In addition to the control program, the ROM 611 stores a number of different images, such as a changeable pattern such as a decorative pattern used in the design change display of the pattern display unit 341, a preview image, a reach image, a jackpot performance image, and a miss image. The images displayed on the design display unit 341 include still images and movies. Furthermore, the ROM 611 stores a display schedule corresponding to each variable display pattern command. Specifically, the display schedule includes the type of image used and the display timing, as well as the variable display time of the variable design. In the display control device 6, the MPU 61 causes the image to be displayed on the pattern display unit 341 according to a display schedule corresponding to the variable display pattern command, thereby realizing the pattern change and the display of the effect.

[0216] The RAM 612 is a volatile storage unit that can read and write various types of information, and is used as a primary storage area (work area) of the process executed by the MPU 61. Incidentally, the RAM 612 may be a nonvolatile memory unit.

[0217] [Payment Control Device 7] The dispensing control device 7 is equipped with an MPU 71, an input / output I / F 72, and the like. The MPU 71 is an arithmetic device configured as a one-chip microcomputer. The MPU 71 also has a built-in ROM 711 and RAM 712.

[0218] The ROM 711 is a nonvolatile storage unit in which the control program and parameter information are stored in advance. Furthermore, the RAM 712 is a volatile storage unit that can read and write various types of information, and is used as a primary storage area (work area) of the process executed by the MPU 71. Incidentally, the RAM 712 may be a nonvolatile storage unit.

[0219] The input / output I / F 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7 . Specifically, the dispensing device 132 and the ball lending device 100 are connected to the input / output I / F 72 .

[0220] As mentioned above, the dispensing device 132 deflects the game ball from the tank 131 towards the upper plate 23, and is equipped with a drive unit 132a such as a motor that drives a ball stopper member that switches whether or not the game ball is being dispensed, and a dispensing sensor 132b that detects individually the game ball being dispensed. The dispensing control device 7 controls the drive unit 132a based on the detection result by the dispensing sensor 132b, thereby dispensing an arbitrary number of game balls. The dispensing control device 7 is also provided with a state return switch 73. The state return switch 73 is operated to resolve the ball clogging (return to the normal state) when, for example, a ball clogging occurs in the dispensing device 132.

[0221] The ball rental device 100 is installed in the island equipment along with the gaming machine 10. In response to the operation of a ball lending operation device (not shown) provided in the front frame 11 of the game machine 10, the ball lending device 100 can pay out a number of game balls equivalent to a preset amount within the range of the amount stored in the recording medium such as a card inserted in the ball lending device 100 and lend it to the player. Specifically, when a control signal to pay out a certain number of game balls is input from the ball lending device 100 to the payout control device 7, the MPU 71 controls the payout device 132 to pay out a certain number of game balls. The recording medium is not limited to a card, but may be, for example, a coin-type or stick-type storage medium with an IC chip built into it. The ball lending device 100 may also be capable of lending out a certain number of game balls corresponding to the cash by inserting cash.

[0222] [Fire Control Device 8] The launch control device 8 is equipped with a launch control IC 81 that controls the driving of the game ball launching mechanism 32. Specifically, the firing control IC 81 drives the ball feeding device 322 of the game ball firing mechanism 32 while the firing handle 22 is rotated, thereby supplying the game ball stored in the upper plate 23 onto the firing rail 321. The firing control IC 81 detects the amount of operation of the firing handle 22 and drives the solenoid 323 of the game ball firing mechanism 32 according to the amount of operation, thereby firing the game ball on the firing rail 321 towards the game board 31. At this time, the firing control IC 81 drives the ball feeder 322 and the solenoid 323 using a clock signal that switches ONOFF at a preset period (for example, 0.6 sec) as a driving signal. As a result, in the gaming machine 10, one game ball is fired towards the game area every 0.6 sec.

[0223] The firing handle 22 is also provided with a variable resistor for detecting the amount of rotational manipulation by the player, and a voltage is inputted to the firing control IC 81 in accordance with the amount of rotational manipulation of the firing handle 22. Accordingly, the firing control IC 81 adjusts the voltage applied to the solenoid 323 so that the greater the rotational operation amount of the firing handle 22, the greater the rotational operation amount of the firing handle 22, and the greater the firing strength of the game ball from the game ball firing mechanism 32 becomes.

[0224] Furthermore, the launch handle 22 is provided with a touch sensor 21a for detecting that the player is touching the launch handle 22, and a ball stop switch 21b for performing operations whereby the player arbitrarily stops firing of the game ball. The firing control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the firing of the game ball by the game ball firing mechanism 32 when the touch sensor 21a detects that the player has not touched the firing handle 22, or when the ball stop switch 21b is being operated by the player. This prevents the game from being played in a situation where, for example, the firing handle 22 is fixed while being rotated, and the player is not touching the firing handle 22. Furthermore, the player can stop firing of the ball ball by operating the ball stop switch 21b with a thumb or the like while rotating the firing handle 22 at any desired timing.

[0225] [Power Control Device 9] The power supply controller 9 generates +12V voltages for driving various sensors, drive units, and +5V voltages for logic used in the controller. The power supply controller 9 supplies the generated voltage of +12V or +5V to the main controller 4, the audio lamp controller 5, the display controller 6, the dispensing control device 7, the launch controller 8, and the like.

[0226] The power supply control device 9 is provided with a power switch 90 for turning the power on the gaming machine 10 off, and a RAM erase switch 91 that is operated when the gaming machine 10 is returned to its initial state. The gaming machine 10 is initialized when the RAM erase switch 91 is turned on while the power switch 90 is operated and the power is turned on.

[0227] The power supply control device 9 is provided with a capacitor and a secondary battery as charging means that are charged with the power supplied from the power supply equipment. As a result, even if the power supply from the power supply from the power supply equipment is cut off in the gaming machine 10, information on the RAM provided in the control device is held for a certain period of time by the power discharged from the capacitor. Furthermore, in the gaming machine 10, even if the power supply from the power supply is cut off, the control device can be driven for a specified period by the power discharged from the secondary battery.

[0228] Furthermore, when the power supply is determined to be cut off, the power control device 9 inputs a power outage signal to the main control device 4, the audio lamp control device 5, the dispensing control device 7, and the like. For example, when the power supply control device 9 outputs a DC voltage of 24V that is set in advance based on the power supplied from the power supply facility, it determines that the power is in a power outage when the DC voltage reaches a preset value of less than the preset value of 22V. When the main control device 4, the voice lamp control device 5, the dispensing control device 7, etc. receive a power outage signal from the power supply control device 9, the main control device 4, the voice lamp control device 5, and the like interrupt the execution of the control and execute a predetermined NMI interrupt process.

[0229] [Processing of Main Control Device 4] Next, the processing executed by the MPU 41 of the main controller 4 will be described with reference to FIG. 17 to FIG. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is activated when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is periodically activated, and an NMI interrupt process that is executed during a power outage. In this embodiment, explanations of the startup process, NMI interrupt process, etc. will be omitted, and the main timer interrupt process and the main process will be described. Furthermore, in the startup process, it is confirmed whether or not the RAM 412 is operating normally, and execution of the main timer interrupt process is permitted, provided that the RAM 412 is operating normally.

[0230] [Main timer interrupt processing of main controller 4] Here, FIG. 17 is a flow chart for explaining an example of the procedure of the main timer interruption process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed every 2 msec, for example. The main timer interrupt process will be described below with reference to FIG. 17.

[0231] <Step S1001> As shown in FIG. 17, in step S1001, the MPU 41 executes a sensor detection process for determining the detection status of the sensor or the like connected to the main control device 4. For example, the detection states of the inlet ball sensors 313a to 316a, 317La, and 317Ra, and the out ball sensor 318a are determined. At this time, if the MPU 41 detects that the game ball enters any of the incoming ball sensors 313a to 316a, 317La, and 317Ra, the MPU 412 stores the information as winning detection information. Furthermore, when an out ball is detected by the out ball sensor 318a, the MPU 41 adds one to the out ball number stored in the game information storage area 412d of the RAM 412 to update the out ball number number of out balls in the game information storage area 412d.

[0232] <Step S1002> Next, in step S1002, the MPU 41 updates the initial value counter CIN1 of the jackpot random number counter CIN2 of the ordinary ringing random number counter CIN1. Specifically, the MPU 41 adds 1 to the counter values ​​of the initial value of the jackpot random number counter CIN1 and the initial value of the ordinary hit random number counter CIN2, and when the counter value reaches the maximum value, the counter value is cleared to 0.

[0233] <Step S1003> Next, in step S1003, the MPU41 updates the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, ordinary random number counter C4, and ordinary random number counter C5. Specifically, the MPU41 adds 1 to the counter values ​​for the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, ordinary random number counter C4, and ordinary random number counter C5, and when these counter values ​​reach the maximum value, the counter value is cleared to 0.

[0234] <Step S1004 and S1005> After that, the MPU 41 executes the start-up winning process in conjunction with the winning process at the first prize opening 314 or the second prize opening 315 (step S1004), and executes the firing control process (step S1005). The start-up winning process will be described later with reference to FIG. 18.

[0235] The firing control process is a process in which the touch sensor 21a detects that the player is touching the firing handle 22, and the ball stop switch 21b for stopping firing is not operated, and the firing is not performed. The firing control process is a process of invalidating the firing of the game ball when the touch sensor 21a detects that the player has not touched the firing handle 22, or when the ball stop switch 21b is operated. When the game ball is fired, the MPU 41 instructs the launch control device 8 to fire the game ball.

[0236] <Step S1006> In step S1006, when the game ball passes through the through gates 317L, 317R, the MPU 41 executes a thru gate processing for updating the information stored in the general map hold storage area 412c of the RAM 412, and ends the main timer interrupt processing. The through-gate processing will be described later with reference to FIG.

[0237] [Start-up winning process] Here, FIG. 18 is a flow chart showing an example of the procedure of the start-up winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of FIG. 17. The starting winning process will be described below with reference to FIG. 18.

[0238] <Step S1101> As shown in FIG. 18, in step S1101, the MPU 41 judges whether or not a prize has been won against the first prize opening 314. Here, if the MPU 41 determines that a winning has been made to the first prize opening 314 (step S1101: Yes), the process proceeds to step S1102, and if the MPU 41 determines that a winning has not been made to the first prize opening 314 (step S1101: No), the process proceeds to step S1106.

[0239] <Step S1102 and S1103> In step S1102, the MPU 41 determines whether the first special chart hold number N stored in the first special chart hold number storage area NAA of the RAM 412 is the maximum number hold number (4 in this embodiment). Here, if the first special chart hold count N is the maximum hold count (step S1102: Yes), the MPU 41 moves the process to step S1106. On the other hand, if the first special chart hold number N is not the maximum hold number (step S1102: No), the MPU 41 executes a process of adding 1 to the first special chart hold number N (step S1103).

[0240] <Step S1104> In step S1104, the MPU 41 acquires the counter values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 that are updated in step S1003 in the main timer interrupt process in FIG. 17, and the special chart variation type counter CS1 that is updated in steps S1402 and S1414 in the main processing in FIG. 21, which will be described later, and stores the counter values ​​in the first freehold area of ​​the first hold area REA1 to the fourth hold area REA4 of the first hold area REA1 to the fourth hold area REA4 of the first hold area REA in the special chart pending storage area REA of the special chart pending storage area 412b in the RAM 412.

[0241] <Step S1105> In step S1105, the MPU 41 checks the contents of the special chart winning or not information obtained in step S1104 for the first special chart hold, before the special chart acceptance information is subject to determination of whether the jackpot is a win or not in steps S2102 or S2103 in the special chart change start processing in FIG. 28, which will be described later, and executes the first special chart hold command setting process in which the first special chart hold command is set to RAM 412 based on the confirmation result. The details of the first special chart hold command setting process will be described later with reference to FIG. 19.

[0242] <Step S1106> In step S1106, the MPU 41 determines whether or not there is a winning prize for the second prize opening 315. Here, if the MPU 41 determines that a prize has been entered for the second prize opening 315 (step S1106: Yes), the process proceeds to step S1107, and if the MPU 41 determines that a prize has not been entered for the second prize opening 315 (step S1106: No), the start-up winning process ends.

[0243] <Step S1107 and S1108> In step S1107, the MPU 41 determines whether the second special chart hold number M stored in the second special chart hold number storage area NAB of the RAM 412 is the maximum number hold number (4 in this embodiment). Here, if the second special chart hold count M is the maximum hold count (step S1107: Yes), the MPU 41 ends the start-up winning process. On the other hand, if the second special chart hold count M is not the maximum hold count (step S1107: No), the MPU 41 executes an update process in which 1 is added to the second special chart hold count M (step S1108).

[0244] <Step S1109> In step S1109, the MPU 41 acquires the counter values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 that are updated in step S1003 in the main timer interrupt process in FIG. 17, and the special chart variation type counter CS1 that is updated in steps S1402 and S1414 in the main processing in FIG. 21, which will be described later, and stores the counter values ​​in the first freehold area of ​​the first hold area REB1 to the fourth hold area REB4 of the second special chart hold storage area REB of the special chart hold storage area REB in the RAM 412.

[0245] <Step S1110> In step S1110, the MPU 41 checks the contents of the special chart winning or not information obtained in step S1109 for the special chart hold for the second special chart hold, before the special chart acceptance information is subject to determination in steps S2102 or S2103 in the special chart change start processing in FIG. 28, which will be described later, and executes the second special chart hold command setting process in which the second special chart hold command is set to RAM 412 based on the confirmation result. Here, the second special chart hold command setting process is the same as the first special chart hold command setting process, which will be described later with reference to FIG. 19, and a detailed description will be omitted. In the second special chart hold command setting process, in the first special chart hold command setting process of FIG. 19, "first special chart hold command" may be read as "second special chart hold command" and "first special chart hold number N" as "second special chart hold number M."

[0246] [1st Special Chart Hold Command Setting Process] Here, FIG. 19 is a flow chart showing the procedure of the first special chart hold command setting process executed by the MPU 41 in step S1105 in the start-up winning process of FIG. 18. The first special chart hold command includes information indicating that the command is the first special chart hold command, and information such as the result of the jackpot lottery (jacket type or off), the time for displaying the special chart change, and the number of first special chart holds N. The first special chart hold command setting process will be explained below with reference to FIG. 19.

[0247] <Step S1201> As shown in FIG. 19, the MPU 41 reads out the first special chart hold number N from the first special chart hold number storage area NAA of the first special chart hold storage area REA, and also reads out the value of the jackpot random number counter C1 corresponding to each of the first special chart holds from the RAM 412 (step S1201).

[0248] <Step S1202> In step S1202, the MPU 41 determines whether the high probability mode is in the high probability mode, and if the high probability mode is in the high probability mode (step S1202: Yes), the process proceeds to step S1203. On the other hand, if the MPU 41 is not in the high probability mode (step S1202: No), that is, if the low probability mode is in the low probability mode, the process proceeds to step S1204. For example, the MPU 41 determines whether or not the mode is in a high probability mode or not based on the special game state flag. The special-mode game state flag indicates whether the special-mode game state is in the special-mode game state, that is, whether the high probability mode is in the high probability mode. This special-mode game state flag is set to ON in step S2317 of FIG. 34 when the game state transition processing described below is changed from the special-mode jackpot game state to the special-mode game state, and is set to OFF in step S2309 of FIG. 33 when the game state is changed from the special-mode game state to the special-mode jackpot game state or the normal jackpot game state.

[0249] <Step S1203 and S1204> In step S1203, the MPU 41 reads out the high probability mode winning table (see FIG. 9(B)) stored in step S2410 in the game setting value changing process in FIG. 35 to be described later, and based on the high probability mode winning table, a judgment is made as to whether the counter value of the jackpot random number counter C1 read in step S1201 is a value corresponding to the jackpot winning. Meanwhile, in step S1204, the MPU 41 reads out the low probability mode winning table (see FIG. 9(A)) stored in accordance with the game setting value change processing in FIG. 35 to be described later, and based on the low probability mode winning table, affirmative judgment as to whether the counter value of the jackpot random number counter C1 read in step S1201 is a value corresponding to the jackpot winning.

[0250] In steps S1203 and S1204, a winning or not judgment is performed based on the high probability mode winning or not table or the low probability mode winning or not table stored in accordance with the game setting value in FIG. 35 to be set in step S2410 described later in the game setting value change processing in FIG. 35 to be set in step S1203 or S1204, after reading out the game setting value saved in step S2408 described later in the game setting value change processing in FIG. 35 to be set in step S1203 or S1204, the winning or not judgment may be performed one after another by selecting the high probability mode winning or not table or the low probability mode winning or not table according to the game setting value.

[0251] <Step S1205> In step S1205, the MPU 41 determines whether the counter value of the jackpot random number counter C1 is a value corresponding to the jackpot winning. Here, if the MPU 41 determines that the counter value read from the jackpot random number counter C1 is a value corresponding to the jackpot winning (step S1205: Yes), the MPU 41 moves the process to step S1206. On the other hand, if the counter value read from the jackpot random number counter C1 is not a value corresponding to the jackpot winning (step S1205: No), that is, if it is not, the MPU 41 moves to step S1208.

[0252] <Step S1206> In step S1206, the MPU 41 reads out the counter values ​​of the jackpot type counter C2 and the special chart variation type counter CS1 from the RAM 412. For example, if special chart winning information is stored in the third hold area REA3 in step S1104 of the start-up winning process in FIG. 18, the counter values ​​of the jackpot type counter C2 and special chart change type counter CS1 included in the special chart winning information stored in the third hold area REA3 are read out. The holding area in which the special chart winning or not information is stored in step S1104 of the start-up winning process in FIG. 18, among the first holding area REA1 to the fourth holding area REA4, can be determined based on the value of the number N stored in the first holding number storage area NAA.

[0253] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the special chart variation type counter CS1, and the first special chart hold number N to the first special chart hold command. In this way, since the first special chart hold command includes the first special chart hold number N read out in step S1201, the MPU 51 of the audio lamp control device 5 that receives the first special chart hold command can refer to the number N included in the first special chart hold command, and can recognize whether the first special chart hold command corresponds to the first special chart acceptance information stored in the first holding area REA1 to the fourth holding area REA4.

[0254] <Step S1208 and S1209> In step S1208, the MPU 41 reads out the counter value of the special chart variation type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the jackpot lottery is not valid, special chart variation type counter CS1 and first special chart hold number N, to the first special chart hold command (step S1209).

[0255] The first special chart hold command set in steps S1207 or S1209 of the first special chart hold command setting process is stored in the RAM 412, and is then transmitted to the voice lamp control device 5 along with other commands in step S1401 of the main processing shown in FIG. 21, which is described later, and is erased. Furthermore, the contents of the first special chart hold command explained here are merely examples, and as long as the audio lamp control device 5 can grasp the same contents as the first special chart hold command, the contents are not limited to those explained here. For example, it is also possible that some or all of the information of the first special chart hold command may be included in other commands.

[0256] [Thrugate Processing] Here, FIG. 20 is a flow chart showing the procedure of the thru-gate processing executed by the MPU 41 in step S1006 in the main timer interrupt process of FIG. 17. In the through gate processing, when a game ball passes through the through gates 317L, 317R, the MPU 41 updates the information stored in the general map hold storage area 412c of the RAM 412. The thru-gate process will be described below with reference to FIG. 20.

[0257] <Step S1301> As shown in FIG. 20, in the through gate processing, the MPU 41 first determines whether the game ball has passed through the through gate 317L on the left side (step S1301). Whether or not the game ball has passed through the through gate 317L is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process in FIG. 17. If the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), the process proceeds to step S1303, and if the game ball has not passed through the left through gate 317L (step S1301: No), the process proceeds to step S1302.

[0258] <Step S1302> If the MPU 41 determines that the game ball has not passed through the left through gate 317L (step S1301: No), it determines whether the game ball has passed through the right through gate 317R (step S1302). Whether or not the game ball has passed through the through gate 317R is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process in FIG. 17. If the MPU 41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), the process proceeds to step S1303, and if the game ball has not passed through the right through gate 317R (step S1302: No), the MPU 41 ends the through gate processing.

[0259] <Step S1303> If the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), or if the game ball has passed through the right through gate 317R (step S1302: Yes), it determines whether the normal map fluctuation hold count X stored in the normal map fluctuation hold count storage area SNA set in the normal map suspension storage area 412c of the RAM 412 is the maximum number of holds (4 in this embodiment) (step S1303). If the general map fluctuation hold count X is the maximum hold count (step S1303: Yes), the MPU 41 ends the through gate processing, and if the general map fluctuation hold count X is not the maximum hold count (step S1303: No), the MPU 41 moves the process to step S1304.

[0260] <Step S1304 and S1305> If the general map fluctuation hold count X is not the maximum hold count (step S1303: No), the MPU 41 adds 1 to the general map fluctuation hold count X (step S1304), acquires the counter values ​​of the regular hit random number counter C4 and the regular hit type random number counter C5 updated in step S1003 of the main timer interrupt process in FIG. 17, and the value of the general map fluctuation type counter CS2 updated in steps S1402 and S1414 of the main process in FIG. 21, which will be described later, stores the counter value in the first free hold area of ​​the general map first hold area SE1 to the general map fourth hold area SE4 of the general map hold storage area 412c in RAM 412 (step S1305), and ends the through-gate process.

[0261] [Main Processing of Main Control Device 4] Next, with reference to FIG. 21, the main processing executed by the MPU 41 of the main controller 4 will be described. The main processing involves major control processes for progressing the popular game, special game, and jackpot games. In the main processing, the processes of steps S1401 to S1411 are executed as periodic processes of, for example, 4 msec periods, and the counter update processes of steps S1413 and S1414 are executed in the remaining time from the end of the processes of steps S1401 to the next cycle.

[0262] <Step S1401> As shown in FIG. 21, in step S1401, the MPU 41 executes external output processing for transmitting output data such as the main timer interrupt process in FIG. 17 or the command set in the previous main process to a control unit such as the sub-control unit 332 or the peripheral control unit 140. For example, if a command such as a general map fluctuation pattern command, an electric role opening command, an electric role closing command, a special map fluctuation pattern command, a first special map hold command, a second special map hold command, a special map shift command, a jackpot game start command, an opening start command, an opening end command, an opening end command, an opening end command, an opening end command, an opening end command, an opening end command, an opening end command, an opening and closing execution mode end command, an end command, an opening and closing execution mode end command, an end command, an end command, an end command of a jackpot game, or a game setting value change command, etc., is sent to the voice lamp control device 5. Furthermore, if a prize ball command is set in the RAM 412 in the prize ball command setting process of step S1403 described later in the main process, the prize ball command is transmitted to the payout control device 7.

[0263] <Step S1402> In step S1402, the MPU 41 updates the values ​​of the special chart variation type counter CS1 and the ordinary chart variation type counter CS2. Specifically, the MPU 41 adds 1 to the counter value in the special chart variation type counter CS1 and the general chart variation type counter CS2, and when the counter value reaches the maximum value, the counter value is cleared to 0.

[0264] <Step S1403> In step S1403, the MPU 41 sets the prize ball command to be output to the payout control device 7 and the sub-control unit 332 in the RAM 412. Specifically, the MPU 41 judges whether or not a winning has been made in the general prize port 313, the first prize port 314, the second prize port 315, the variable prize port 316, and the like based on the winning detection information stored in the RAM 412. If a winnings have occurred, a prize ball command is set to the RAM412 to indicate the number of prize balls that are paid out according to the winnings. At this time, when a winning is occurring in the general prize opening 313 or the first prize opening 314 in the normal game state (low probability mode and low frequency support mode), the MPU 41 updates the number of payout balls or payout balls stored in the game information storage area 412d of the RAM 412 to the value obtained by adding the number of payout balls for the current prize winning. Furthermore, in the time-saving game state (low probability mode and high frequency support mode) or in the special-mode game state (high probability mode and high frequency support mode), when a prize is generated in the second prize port 315, the MPU 41 updates the number of payout balls stored in the game information storage area 412d of the RAM 412 to the value obtained by adding the number of payout balls paid out for the current prize. Furthermore, when a winning is generated in the variable winning port 316 in the jackpot game state, the MPU 41 updates the number of payouts paidouts stored in the game information storage area 412d of the RAM 412 to the value obtained by adding the number of payouts paid out from the current winning.

[0265] <Step S1404> In step S1404, the MPU 41 executes a general-purpose game control process that controls the progress of the general-purpose game. Details of the general-picture game control processing will be described later with reference to FIG. 22 to FIG. 24.

[0266] <Step S1405> In step S1405, the MPU 41 executes a game control process for controlling the progress of a game that is executed when the result of the lottery for a game that is won. The details of the game control process for a regular map will be described later with reference to FIG. 25.

[0267] <Step S1406> In step S1406, the MPU 41 executes a special chart game control process that controls the progress of the special chart game. The special chart game control process will be described later with reference to FIG. 26 to FIG. 28, but in the special chart game control process, when the special chart game change display is started, the special chart change pattern command required for the special chart change display on the pattern display unit 341 is set. At this time, the MPU 412 sets the special chart fluctuation pattern command indicative of the jackpot lottery lottery lottery lottery lottery lottery lottery lottery lottery lottery lottery lottery lottery lottery lottery time based on the values ​​of the jackpot random number counter C1, the jackpot type counter C2 and the reach random number counter C3 updated in step S1003 of the main timer interrupt process in FIG. 17, and the special chart fluctuation type counter CS1 updated in steps S1402 and S1414 of this process.

[0268] <Step S1407> In step S1407, the MPU 41 executes a jackpot game control process that controls the progress of the jackpot game executed when the jackpot lottery results are jackpots. The details of the jackpot game control process will be described later with reference to FIG. 29 to FIG. 32.

[0269] <Step S1408> In step S1408, the MPU 41 executes a game state transition process that controls the transition of various game states (normal game state, time-saving game state, special game state, special game state, and normal jackpot game state). The game state transition process will be described later with reference to FIG. 33 and FIG.

[0270] <Step S1409> In step S1409, the MPU 41 executes the game setting value change process. In this game setting value change processing, a process for displaying or hiding the set value, or controlling the change of the game setting value stored in the game information storage area 412d is executed in accordance with an operation on the set value change operation unit 46. The details of the game setting value change processing will be described later with reference to FIG. 35.

[0271] Furthermore, in this embodiment, the game setting value change processing is executed in the main processing, but it is also possible that the game is executed only during the startup process that is started when the power is turned on, or from the time after the startup process until the startup of the game ball is started. This prevents the game setting value from being changed during the opening hours of the game by the player, since the game cannot be changed until the next power is turned on, the game setting value can be prevented from being changed during the opening hours of the game hall.

[0272] <Step S1410> In step S1410, the MPU 41 executes the specific performance information update process of the game information. In this embodiment, base information and the like are updated as the specific performance information. The details of the specific performance information updating process will be described later with reference to FIG. 36 and FIG.

[0273] <Step S1411> In step S1411, the MPU 41 executes display control processing for the performance display monitor 43. In this display control process of the performance display monitor 43, the performance display monitor 43 displays the base information updated in the specific performance information update process of step S1410. The details of the display control processing of the performance display monitor 43 will be described later with reference to FIG. 38 to FIG.

[0274] <Step S1412> In step S1412, the MPU 41 judges whether the timing for executing the next main process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has passed since the start of the main process. Here, when the MPU 41 determines that the execution timing of the next main process has arrived (step S1412: Yes), the MPU 41 moves the process to step S1401 and executes the above-mentioned processes from S1401 onwards. On the other hand, if the MPU 41 determines that the execution timing of the next main processing has not arrived (step S1412: No), the MPU 41 repeatedly executes steps S1413 and S1414 until the execution timing of the next main processing arrives, that is, for the remaining time until the execution timing of the next main processing reaches the execution timing of the next main processing (step S1412: Yes).

[0275] <Step S1413> In step S1413, the MPU 41 updates the initial value counter CIN1 of the jackpot random number and the initial value counter CIN2 of the ordinary ring random number. Specifically, the MPU 41 adds 1 to the counter values ​​of the initial value of the jackpot random number counter CIN1 and the initial value of the ordinary hit random number counter CIN2, and when the counter value reaches the maximum value, the counter value is cleared to 0.

[0276] <Step S1414> In step S1414, the MPU 41 updates the special chart variation type counter CS1 and the general chart variation type counter CS2. Specifically, 1 is added to the counter values ​​in the special chart variation type counter CS1 and the general chart variation type counter CS2, and when these counter values ​​reach the maximum value, the counter value is cleared to 0. After updating the special chart variation type counter CS1 and the general chart variation type counter CS2, the MPU 41 returns the process to step S1412.

[0277] [General Game Control Process] Here, FIG. 22 is a flow chart showing an example of the procedure of the general-scale game control process executed in step S1404 in the main process of FIG. 21. In the general map game control process, processes such as controlling the variation and stop display of the general map on the ordinary pattern display unit 361 of the main display unit 36 ​​are executed. The general-picture game control process will be described below with reference to FIG. 22.

[0278] <Step S1501> As shown in FIG. 22, in the general map game control process, first, the MPU 41 determines whether the general map fluctuation display flag indicating that the normal pattern is being displayed in a variable display (the normal map game is being executed) is on (step S1501). The flag is currently being displayed in the general map change display process shown in FIG. 24, which will be described later, is set to ON in step S1711 when the normal pattern display (general game) of the ordinary pattern is started, and is set to OFF in step S1510 in the general map control process when the normal pattern displays (general game ends).

[0279] If the general map change display flag is on (step S1501: Yes), that is, if the general map game is being executed, the MPU 41 moves the process to step S1507. On the other hand, if the general map change display flag is off (step S1501: No), that is, if the general map game is not being executed, the MPU 41 moves the process to step S1502.

[0280] <Step S1502> If the flag in which the general map is being displayed is off (step S1501: No), that is, if the game is not being executed, the MPU 41 determines whether the flag in which the electric role is being released, indicating that the electric role 315b is open (the game in which the game in which the game in which the normal map is being executed) is on (step S1502). The electric role opening flag is set to ON in step S1811 when the electric role 315b is opened in the game control process of FIG. 25, which will be described later, and is set to OFF in step S1818 when the electric role 315b is closed.

[0281] When the electric power release flag is on (step S1502: Yes), that is, if a game against a normal map is being executed, the MPU 41 ends the normal map game control process. On the other hand, if the electric vehicle unlocking flag is off (step S1502: No), that is, if the game against the general map is not being executed, the MPU 41 moves the process to step S1503.

[0282] <Step S1503> If the electric player unlocking flag is off (step S1502: No), that is, if the game of the popular game is not being executed, the MPU 41 determines whether the game of the jackpot game, indicating that the game of the jackpot is being executed, is on (step S1503). The jackpot game during the jackpot game control process shown in FIG. 29, which will be described later, is set to ON in step S2206 when the jackpot game is started, and is set to OFF in step S2252 when the jackpot game ends.

[0283] If the jackpot game flag is on (step S1503: Yes), and if the jackpot game is currently being executed, the MPU 41 ends the general game control process. That is, in this embodiment, the common game is not started while the jackpot game is being executed.

[0284] Of course, the popular game may be started while the jackpot game is being performed. In this case, a win or not for the win or absence of a win or loss is performed based on the winning or failure information (values ​​of the random number counter C4, random number counter C5, and general map variation type counter CS2) moved from the first hold area SE1 of the popular map hold storage area 412c to the common map execution area SAE according to the support mode type before the jackpot game is started (differentiated between high-frequency support mode and low-frequency support mode) that is, according to the game state before the jackpot game is moved to the ordinary map execution area SAE. In other words, when the game state before the jackpot game is performed is a special game state or a time-saving game state in a high-frequency support mode, the usual map winnings lottery (common or missed), standard map winnings (common or missed), standard map winnings (common or short-frequency support mode) and standard map winnings display time are set based on the common map winnings table (see FIG. 12(B)), standard map winnings type table (see FIG. 12(D)), and standard map fluctuation table (not shown). On the other hand, when the game state before the jackpot game is performed is a normal game state in a low-frequency support mode, the usual game win-win table for low-frequency support mode (see FIG. 12(A)), standard game win-win-type table (see FIG. 12(C)), and standard game change table (not shown), standard game win-win lottery (all winning or missing), standard game win-win-type (all winning or losing), standard game win-win-type (all winning or losing), and standard game change display time are set based on the standard game win-win table for low-frequency support mode (see FIG. 12(C)), standard game swing table (not shown).

[0285] On the other hand, if the jackpot game flag is off (step S1503: No), that is, if the jackpot game is not being executed, the process proceeds to step S1504.

[0286] <Step S1504> If the jackpot game flag is off (step S1503: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether the general map fluctuation hold count X stored in the general map fluctuation hold count storage area SNA set in the general map hold storage area 412c of the RAM 412 is 0 (step S1504). If the number of ordinary map variation holds X is 0 (step S1504: Yes), the MPU 41 ends the general map game control process, and if the number of ordinary map variation holds X is not 0 (step S1504: No), the MPU 41 proceeds to step S1505.

[0287] <Step S1505> If the number of ordinary map variation holds X is not 0 (step S1504: No), the MPU 41 executes the ordinary map data setting process for ordinary map validity information stored in the ordinary map hold storage area 412c (step S1505), and the process proceeds to step S1506. The general diagram data setting process will be described later with reference to FIG. 23.

[0288] <Step S1506> In step S1506, the MPU 41 executes a general map fluctuation start process for causing the ordinary pattern display unit 361 of the main display unit 36 ​​to perform a change in the ordinary pattern based on the information stored in the ordinary map hold storage area 412c, and ends the ordinary map game control process. The general map change start processing will be described later with reference to FIG. 24.

[0289] <Step S1507> If the flag in which the general map fluctuation display is on (step S1501: Yes), that is, if the game in general map is being executed, the MPU 41 determines whether the flag in which the jackpot game, indicating that the jackpot game is being executed, is on (step S1507). The jackpot game during the jackpot game control process shown in FIG. 29, which will be described later, is set to ON in step S2206 when the jackpot game is started, and is set to OFF in step S2252 when the jackpot game ends.

[0290] If the jackpot game flag is on (step S1507: Yes), that is, if the jackpot game is currently being executed, the process proceeds to step S1509. On the other hand, if the jackpot game flag is off (step S1507: No), that is, if the jackpot game is not being executed, the process proceeds to step S1508.

[0291] <Step S1508> If the jackpot game flag is off (step S1507: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether the general map variation display time has passed since the start of the general map variation display (step S1508). That is, the MPU 41 determines whether or not the timing is to stop (end the ordinary game) of the ordinary pattern displayed on the ordinary pattern display unit 361 of the main display unit 36.

[0292] When the MPU 41 has elapsed (step S1508: Yes), that is, if the MPU 41 is at the time when the normal pattern displayed on the normal pattern display unit 361 of the main display unit 36 ​​is to stop (end the normal pattern game), the process proceeds to step S1509. On the other hand, if the MPU 41 has not passed the normal map change display time (step S1508: No), that is, if the normal pattern displayed on the normal pattern display unit 361 of the main display unit 36 ​​is not in the timing to stop (end the normal map game), the MPU 41 ends the normal map control process.

[0293] <Step S1509~S1511> If the flag in which the flag is displayed while the flag in which the flag in which the jackpot game is turned on (step S1501: Yes), that is, if the jackpot game starts while the normal map is being played, or if the time for displaying the normal map variation for the normal map has passed (step S1508: Yes), that is, if the time is to stop the normal pattern displayed as a normal map displayed (end of the normal map), the MPU 41 stops the normal pattern in the pattern in accordance with the result of the normal map lottery corresponding to the normal map game (step S1509), and sets the flag in which the normal map fluctuation is being displayed (step S1510). Furthermore, the MPU 41 sets the general map fluctuation stop display flag to ON, indicating that the ordinary pattern has been stopped, that is, that is, that is, that the ordinary map game has been completed (step S1511), and ends the general map game control process.

[0294] The general map fluctuation stop display flag is referred to in step S1801 of the general map game control processing in FIG. 25, which will be described later, to determine whether the regular map game is at the time to start (open the electric role 315b).

[0295] Furthermore, in this embodiment, it is not limited to the timing when the normal pattern displayed on a normal pattern that is displayed in a variable display time has passed (ends the normal pattern game), but when a jackpot game is started while a normal pattern is running, the normal pattern displayed in a variable display is stopped (ends the normal pattern game). That is, when a jackpot game is started, the game is forced to terminate before the time for displaying the normal pattern to change the normal pattern has elapsed. Of course, when a jackpot game is started, the game may be continued to be executed until the display time for the normal pattern to change the normal pattern has passed.

[0296] [General Map Data Setting Process] Here, FIG. 23 is a flow chart showing an example of the procedure of the general-scale data setting process executed by the MPU 41 in step S1505 of FIG. 22. In the general map data setting process, the stored contents of the general map pending storage area 412c in the storage area of ​​the main control device 4 in FIG. 11 are updated. The general diagram data setting process will now be described with reference to FIG. 23.

[0297] <Step S1601~S1603> As shown in FIG. 23, in the general map data setting process, the MPU 41 first subtracts the general map fluctuation hold count X stored in the general map fluctuation hold count storage area SNA by one (step S1601), and moves the general map validity information from the first regular map hold area SE1 to the general map execution area SAE (step S1602). Next, the MPU 41 shifts the normal map validity information stored in the normal map 2nd hold area SE2 to the normal map 4th hold area SE4 one by one (step S1603). Specifically, in step S1603, the map-worthy information of the 2nd holding area SE2 of the general map is moved to the 1st holding area SE1 of the general map, the map-worthy information of the 3rd holding area SE3 of the general map is moved to the 2nd holding area SE2 of the general map, and the map-worthy information of the 4th holding area SE4 of the general map is moved to the 3rd holding area SE3 of the general map.

[0298] [General map change start processing] Here, FIG. 24 is a flow chart showing an example of the procedure of the general diagram change start processing executed by the MPU 41 in step S1506 of FIG. 22. In the general map change start processing, the normal pattern display unit 361 starts displaying the normal pattern variations, and various commands and flags are set based on the lottery results of the normal map lottery. The process for starting a general map change will now be described with reference to FIG. 24.

[0299] <Step S1701> As shown in FIG. 24, in the general map change start processing, the MPU 41 judges whether the high frequency support mode flag indicating that the high frequency support mode (a state of a special game or a time-saving game) is on (step S1701). The high frequency support mode flag is set to ON in step S2313 of FIG. 34 when the jackpot game is finished in the game state transition process described below, and is set to OFF in step S2313 of FIG. 34 when the game state transitions from a special-size game state or time-saving game state to a special-size jackpot game state or a normal jackpot game state, or in step S2307 of FIG. 33, or when the game state transitions from a time-saving game state to a normal game state, or in step S2326 of FIG. 34.

[0300] When the high-frequency support mode flag is on (step S1701: Yes), that is, when the high-frequency support mode is in the special game state or time-saving game state, the MPU 41 proceeds to step S1702, and when the high-frequency support mode flag is in the off (step S1701: No), that is, when the normal game state is in the low-frequency support mode, the processing proceeds to step S1703.

[0301] <Step S1702 and S1703> If the game is in a special game state or a time-saving game state that is in a high-frequency support mode (step S1701: Yes), the MPU 41 determines whether or not a hit is a hit based on the high-frequency support mode (step S1702). Specifically, the MPU 41 judges whether the values ​​of the ordinary random number counter C4 and the ordinary random number counter C5, which are included as numerical information in the ordinary random number counter stored in the ordinary random number execution area SAE of the ordinary map holding storage area 412c, are values ​​corresponding to the ordinary map per game.

[0302] On the other hand, if the game is in the normal game state in the low-frequency support mode (step S1701: No), a judgment is made based on the low-frequency support mode (step S1703). Specifically, the MPU 41 judges whether or not the normal random number counter C4 and the normal random number counter C5, which are included as numerical information in the normal random number information in the normal random number information stored in the normal random number execution area SAE of the normal random number execution area SAE of the normal random number execution area 412c, are values ​​corresponding to the normal random number winnings.

[0303] <Step S1704 and S1705> When the MPU 41 makes a judgment of whether the winning or not for a regular map (step S1702 or S1703), it determines whether the result of the winning or not is a judgment of whether the long opening or not for a long opening or not for a long opening or not for a long opening or not for a long opening (step S1704). If the result of the acceptance / no judgment is a long-opening map, the MPU 41 sets the long-opening map flag to ON, indicating that the result of the acceptance / no judgment is a long-opening map, which indicates that the result of the acceptance / no judgment is a long-opening map, to a value of the opening map, to (step S1705), and the process proceeds to step S1708. On the other hand, if the result of the accuracy / no judgment is not the case of the long-opening map (step S1704: No), the MPU 41 proceeds to step S1706.

[0304] <Step S1706 and S1707> If the result of the winning or not judgement is not a long opening map (step S1704: No), the MPU 41 determines whether the result of the winning or not is a short opening map where the second prize opening 315 is shortened (step S1706). If the result of the acceptance / no judgment is a short-opening map, the MPU 41 sets the short-opening map to On flag, indicating that the result of the acceptance / no judgment is a short-opening map, to On flag (step S1707), and the process proceeds to step S1708. On the other hand, if the result of the acceptance / off determination is not the case of a short-opening map (step S1706: No), that is, if the result of the acceptance / off determination is not the case, the MPU 41 proceeds to step S1708.

[0305] <Step S1708 and S1709> If the long open, ordinary map flag is set to ON (step S1705), the short open, ordinary map flag is set to ON (step S1707), or if the result of the judgment of the winning or not is not correct (step S1706: No), the MPU 41 executes a general map fluctuation pattern setting process in which the ordinary map fluctuation pattern, which is the variation display time of the ordinary pattern display unit 361 of the main display unit 36 ​​in the ordinary map game, is set with reference to the ordinary map fluctuation display table (not shown). As mentioned above, the general map variation display table (not shown) includes a high frequency support mode general map variation table that is referenced when the high frequency support mode is in the high frequency support mode and a low frequency support mode general map variation display table that is referenced when the low frequency support mode is in the low frequency support mode. Therefore, in the general map variation pattern setting process, the general map variation pattern is set based on the general map variation display table according to the type of support mode. Furthermore, since the high-frequency support mode general map variation display table is set to be shorter than the low-frequency support mode general map variation display table, the average time for displaying the variable map variation display table for normal patterns is shorter in the high-frequency support mode than in the low-frequency support mode.

[0306] In addition to the general map fluctuation pattern set in step S1708, the MPU 41 sets a general map fluctuation pattern command for notifying the voice lamp control device 5 of the result of the successful / unstopped judgment in steps S1702 or S1703 (results of the general map winning lottery) and the type of support mode (differentiated between high-frequency support mode and low-frequency support mode) (step S1709), and the process proceeds to step S1710.

[0307] The general diagram fluctuation pattern command is transmitted to the audio lamp control device 5 in the external output process at step S1401 of the next main process (see FIG. 21) executed by the MPU 41. In contrast, the voice lamp control device 5 causes the pattern display unit 341 to perform an effect corresponding to a general map game, such as a performance indicating that a general map game is being performed, or an performance indicating a result of a lottery for a regular map, based on the general map change pattern command.

[0308] Furthermore, the general map variation pattern command may be a command that notifies the general map variation pattern to the voice lamp control device 5, and the results of the lottery for the general map and the type of support mode need not be notified to the voice lamp control device 5 as the general map variation pattern command. For example, when a judgment of the winning or not is made in steps S1702 or S1703, the general map lottery result command may be set, and when the type of support mode is switched to the high-frequency support mode or low-frequency support mode, the type of support mode may be notified to the voice lamp control device 5 by setting a support mode type command that can identify the type of support mode after the transition.

[0309] <Step S1710 and S1711> In step S1710, the MPU 41 starts displaying the normal pattern variable on the normal pattern display unit 361 of the main display unit 36 ​​(step S1710). The MPU 41 then sets the flag to ON, indicating that the normal pattern is being displayed in a variable format, that is, that is, that is, that the normal map game is being executed (step S1711), and ends the normal map change start process.

[0310] The flag showing the change of the ordinary map is referred to in step S1501 in the ordinary map game control process of FIG. 22 to determine whether the ordinary map game is being executed (displaying the change of the ordinary pattern).

[0311] [General Map Game Control Process] Here, FIG. 25 is a flow chart showing an example of the procedure of the game control process for a game that is executed in step S1405 in the main process of FIG. 21. In the game control processing for winning games, when the result of the lottery for winning games is a win, the game control controls the opening and closing of the electric role 315b to switch between the allowable states that allow the game ball to enter the second prize opening 315 and the restricted states that are restricted are executed. Below, the game control process for a game against a common map will be explained with reference to FIG. 25.

[0312] <Step S1801> As shown in FIG. 25, in the game control process for a game against a normal map, first, the MPU 41 determines whether the normal map fluctuation stop display flag indicating that the normal pattern has been stopped (the normal map game has been completed) is on (step S1801). That is, the MPU 41 determines whether or not the game can be started with a popular game. The general map fluctuation stop display flag is set to ON in step S1511 when the normal pattern is stopped and displayed in the general map game control process shown in FIG. 22.

[0313] When the general map fluctuation stop display flag is on (step S1801: Yes), that is, when the game to a general map can be started, the MPU 41 moves the process to step S1802. On the other hand, if the general map fluctuation stop display flag is off (step S1801: No), that is, if the game to win a general map is not available, the MPU 41 moves the process to step S1813.

[0314] <Step S1802> If the general map fluctuation stop display flag is on (step S1801: Yes), that is, if the time is at which a regular map hit game can be started, the MPU 41 determines whether the jackpot game during jackpot flag indicating that the jackpot game is currently being executed is on (step S1802). The jackpot game during the jackpot game control process shown in FIG. 29, which will be described later, is set to ON in step S2206 when the jackpot game is started, and is set to OFF in step S2252 when the jackpot game ends.

[0315] If the jackpot game flag is on (step S1802: Yes), that is, if the jackpot game is currently being executed, the MPU 41 ends the general map game control process. That is, in this embodiment, if the jackpot game is forced to end when the jackpot game is started, the game will not start even if the result of the general map lottery for the general map game is a regular map win. That is, in this embodiment, the popular game is not started while the jackpot game is being executed. Of course, a new popular game may be started while the jackpot game is being performed.

[0316] On the other hand, if the jackpot game flag is off (step S1802: No), that is, if the jackpot game is not being executed, the process proceeds to step S1803.

[0317] <Step S1803> If the jackpot game flag is off (step S1802: No), that is, if the jackpot game is not running, the MPU 41 determines whether the long-opening, ordinary map flag is set to ON (step S1803). The long open map win flag is a flag indicating that the result of the normal open map win lottery is a long open map win, and when the result of the normal open map win lottery is a long open map win lottery, it is set to ON in step S1705 of the normal open map swing start processing in FIG. 24. That is, the MPU 41 judges whether the result of the lottery for the completed popular map game is a long-open popular map. If the long-opening and ordinary map flag is set to ON (step S1803: Yes), the MPU 41 proceeds to step S1804, and if the long-opening and ordinary map flag is set to OFF (step S1803: No), the MPU 41 proceeds to step S1806.

[0318] <Step S1804 and S1805> If the long opening and opening map flag is set to ON (Step S1803: Yes), that is, if the result of the lottery for the completed popular map game is a long opening map, the MPU 41 sets the value corresponding to the opening time counter for the 6 seconds (the time when the game ball can enter the second prize port 315) of the long opening and opening map game (Step S1804). The opening time counter is referred to in step S1815 of the game control process for determining the return timing of the electric power 315b. The MPU 41 then sets the long-opening and general map flag to OFF (step S1805), and proceeds to step S1809.

[0319] <Step S1806> If the long-opening, ordinary map flag is set to OFF (step S1803: No), that is, if the result of the lottery for the completed normal map game is not the long-opening, ordinary map, the MPU 41 determines whether the short-opening, ordinary map flag is set to ON (step S1806). The short-opening and ordinary map flag is a flag indicating that the result of the normal map lottery is a short-opening and ordinary map lottery, and when the result of the normal map lottery is a short-opening and ordinary map lottery is set to ON in step S1707 of the general map fluctuation start processing in FIG. 24. That is, the MPU 41 judges whether the result of the lottery for the completed popular map game is a short-open popular map. If the short-opening and ordinary map flag is set to ON (step S1806: Yes), the MPU 41 proceeds to step S1807, and if the short-opening and ordinary map flag is set to OFF (step S1806: No), that is, if the result of the lottery for the completed common map game is not valid, the MPU 41 proceeds to step S1812.

[0320] <Step S1807 and S1808> If the short-opening and ordinary map flag is set to ON (Step S1806: Yes), that is, if the result of the lottery for the completed popular map game is a short-opening and ordinary map, the MPU 41 sets the value corresponding to the opening time of the electric player 315b (the time when the game ball can enter the second prize opening 315) as the value of the opening time counter (step S1807). The MPU 41 then sets the short-opening and general map flag to OFF (step S1808), and proceeds to step S1809.

[0321] <Step S1809~S1811> If the result of the lottery for a general map is a win, and if the flag indicating the type of popular map (long open map flag or short open map flag) is set to OFF (step S1805 or S1808), the MPU 41 activates the electric vehicle 315b (step S1809). This opens the second prize opening 315 and allows the game ball to enter the second prize opening 315 into an acceptable state. The MPU 41 then sets an electric vehicle opening command to notify the audio lamp control device 5 that the electric vehicle 315b is open (step S1810), and sets the electric vehicle opening flag indicating that the electric vehicle 315b is open (step S1811), and proceeds to step S1812.

[0322] The electric power release command is transmitted to the audio lamp control device 5 in the external output process at step S1401 of the next main process (see FIG. 21) executed by the MPU 41. From this, the audio lamp control device 5 can start an effect indicating that the electric power 315b is open to, for example, the design display unit 341, based on the electric power liberation command.

[0323] <Step S1812> If the result of the lottery for a winning drawing is a win, the electric role 315b is opened (steps S1803 to S1811), or if the long opening and short opening drawing flags and the short opening drawing flag are both set to off (steps S1803 and S1806 are both No), the MPU 41 sets the general map fluctuation stop display flag indicating that the regular pattern has been stopped (the general map game has been completed) to off (step S1812), and the general map game control processing ends.

[0324] <Step S1813> If the general map fluctuation stop display flag is off (step S1801: No), the MPU 41 determines whether the electric role opening flag, which is set to ON, is set to ON when the electric role 315b is opened in step S1811 of the general map game control processing (step S1813). That is, the MPU 41 determines whether or not a game to win a game is currently being executed. When the electric power release flag is set to ON (step S1813: Yes), that is, if the game against the general map is currently being executed, the MPU 41 proceeds to step S1814. On the other hand, if the electric power-play open flag is set to OFF (step S1813: No), that is, if the game to win a general map is not being executed, the MPU 41 ends the game to win a general map.

[0325] <Step S1814 and S1815> If the electric vehicle open flag is set to ON (step S1813: Yes), that is, if the game against a normal map is being executed, the MPU 41 subtracts by 1 from the value of the open time counter set in steps S1804 or S1807 of the game against a normal map (step S1814), and determines whether the value of the open time counter after subtraction is 0 (step S1815). That is, the MPU 41 determines whether the timing is to restore the electric power 315b. If the value of the opening time counter after subtraction is 0 (step S1815: Yes), that is, if the timing is to restore the electric power 315b, the MPU 41 proceeds to step S1816. On the other hand, if the value of the opening time counter after subtraction is not 0 (step S1815: No), that is, if the timing is not at the time to restore the electric power 315b, the MPU 41 ends the game control process for a popular map.

[0326] <Step S1816~S1818> If the value of the opening time counter after subtraction is 0 (step S1815: Yes), that is, if the timing is to restore the electric power 315b, the MPU 41 causes the electric power 315b to return (step S1816). This closes the second prize opening 315 and restricts the entry of the game ball into the second prize opening 315. The MPU 41 then sets an electric vehicle closure command to notify the voice lamp control device 5 that the electric vehicle 315b has been closed (step S1817), and sets the electric vehicle opening flag to OFF, indicating that the electric vehicle 315b is open (step S1818), and ends the game control process for a common map.

[0327] The electric vehicle closure command is transmitted to the audio lamp control device 5 in the external output process at step S1401 of the next main process (see FIG. 21) executed by the MPU 41. This allows the voice lamp control device 5 to end the presentation indicating that the electric power function executed in, for example, the symbol display unit 341 is open based on the electric power function closing command.

[0328] [Special Chart Game Control Process] Here, FIG. 26 is a flow chart showing an example of the procedure of the special chart game control process executed in step S1406 in the main process of FIG. 21. In the special chart game control process, the stored contents of the special chart hold storage area 412b set in the RAM 412 of the main control device 4 are updated, and the progress of the first special chart game or the second special chart game is controlled, for example, the first special pattern on the first special pattern display unit 362 or the second special pattern display unit 363 is controlled. The special chart game control process will be described below with reference to FIG. 26.

[0329] <Step S1901> As shown in FIG. 26, in step S1901, the MPU 41 determines whether the jackpot game during the jackpot game flag indicating that the jackpot game is currently being executed is on. The jackpot game during the jackpot game control process shown in FIG. 29, which will be described later, is set to ON in step S2206 when the jackpot game is started, and is set to OFF in step S2252 when the jackpot game ends.

[0330] When the jackpot game flag is on (step S1901: Yes), that is, if the jackpot game is currently being executed, the MPU 41 ends the special chart game control process. That is, in this embodiment, if a jackpot game is being executed, the special chart game is not started. Of course, the special chart game may be started while the jackpot game is being performed.

[0331] On the other hand, if the jackpot game flag is off (step S1901: No), that is, if the jackpot game is not being executed, the process proceeds to step S1902.

[0332] <Step S1902> If the jackpot game during the jackpot game is off (step S1901: No), that is, if the jackpot game is not being executed, the MPU 41 judges whether the special chart fluctuation display flag indicating that the first special pattern or second special chart is being displayed in a variable display (in the process of the first special chart or second special chart ...

Claims

[Claim 1] A game board having a game area on the front side; A predetermined decorative means that is visible when viewed from the front of the game board and is provided at a specific position corresponding to the game board; an information acquisition means for acquiring special information when an acquisition condition is met based on a predetermined game played by a player; a determination means for determining whether the acquired special information satisfies a predetermined condition; a first rotating means; A gaming machine comprising: The first rotating means includes: At least a rotation shaft portion provided in a direction intersecting the game board, and a rotation plate portion rotatable around the rotation shaft portion, The rotating plate portion is A visual recognition section is provided that allows a specific area that is part of the predetermined decorative means located on the back side to be visually recognized when viewed from the front of the game board, When a predetermined trigger is established based on the predetermined game by the player, the reel may be switched from a predetermined stopped state to a predetermined rotating state. This gaming machine is In a front view of the game board, a second rotation means that is movable in the game area and rotatable in a predetermined manner is configured to be displaceable between a first position that is visible without passing through the visible portion of the rotating plate portion and a second position that is visible through the visible portion of the rotating plate portion, a first state in which the specific area of ​​the predetermined decorative means is visible through the viewing portion of the rotating plate portion in the execution state of the predetermined game; The second rotating means is configured to move to the rear side of the rotating plate portion and displace to the second position, so that a predetermined area of ​​the second rotating means becomes visible through the visible portion of the rotating plate portion, and a second state is reached in which an area of ​​the specific area of ​​the predetermined decorative means that is blocked by the second rotating means becomes invisible, the rotating plate portion in the first state is configured to be able to generate a first rotation state in which it rotates in a first rotation direction or a second rotation state in which it rotates in a second rotation direction different from the first rotation direction, The predetermined information at the specific position on the predetermined decorative means can be visually recognized regardless of whether the rotation state is the first rotation state or the second rotation state, When the second rotation means moves while rotating toward the back side of the rotating plate portion, the rotation direction of the second rotation means can be changed during the movement toward the back side of the rotating plate portion, the second rotation means is configured to be movable along a plurality of different paths, A gaming machine characterized in that the rotating plate portion is configured to start rotating when the second rotating means interferes with a specific portion of the first rotating means.