Game machine

JP2023143062A5Inactive Publication Date: 2025-10-28SANYO BUSSAN KK
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Patent Information

Application Number
JP2022050253
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-03-25
Publication Date
2025-10-28
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in maintaining player interest when an upper limit is set on the number of game balls that can be obtained in a jackpot game, necessitating improved control mechanisms to enhance engagement.

Method used

The gaming machine incorporates a system with a firing mechanism, multiple ball entry channels, and control mechanisms to manage ball flow, including acceptance states and special game states, to enhance player engagement through pseudo jackpot games and varied game states.

Benefits of technology

This system increases player engagement by providing a series of advantageous game states and special effects, enhancing the overall gaming experience even when the upper limit of game balls is reached.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game and perform suitable control even if an upper limit is set to the number of game balls obtained by one big win game.SOLUTION: A game machine 10 is shifted to a c-time-shortening game state when a large win lottery result is in a c-time-shortening shift based on entry of game balls into a first winning hole 391 in an a-time-shortening game state, and can generate a V winning hole large win winning game based on entry of game balls into a second winning hole 315 opened in the c-time-shortening game state. The game machine 10 can display a pseudo large win game performance (display) in a series of pseudo large win winning game states when a V winning hole large win game is executed for multiple times. In the pseudo large win game state, a performance display in a large win game is executed in a special pattern game and a small win game. The number of entry of game balls from opening to closing of the second winning hole 315 is larger than the number of entry of game balls from opening to closing of the first winning hole 391.SELECTED DRAWING: Figure 416
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Description

Technical field

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

[0002] In a pachinko game machine, a lottery is performed based on the winning of game balls in a predetermined starting slot, and a jackpot game is executed when the result of the lottery is a win. The maximum number of balls that can be obtained in one jackpot game (upper limit number of balls) is determined by laws, regulations, lottery probability, etc. [Prior art documents] [Patent document]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2006-192094 [Summary of the invention] [Problem to be solved by the invention]

[0004] An upper limit is set on the number of game balls that can be obtained in one jackpot game, and even if the upper limit number of balls is small, further improvement in the interest of the game is desired, and suitable control is desired.

[0005] An object of the present invention is to improve the interest of the game and perform suitable control even when an upper limit is set on the number of game balls that can be obtained in one jackpot game. [Means to solve the problem]

[0006] The gaming machine according to the present invention includes: a firing means (launching handle 22) that fires the game ball in a predetermined direction in the gaming area according to the player's firing operation; a predetermined channel (third route 353) through which the game ball flows down based on a predetermined firing operation (right-handed hit) by the player; Equipped with The area into which game balls flowing down the predetermined flow path can enter is an acceptance permission state where game balls are accepted (first opening / closing member 39A is open) and an acceptance disallowed state where game balls are not accepted (first opening / closing member 39A). a first ball entry means (first winning hole 391) whose state can be changed to (closed state), and a second ball entering means (second winning hole 315) different from the first ball entering means. , an openable and closable incoming ball sorting device (ball sorting device 37) that distributes whether or not to generate a state in which the game ball enters the second ball incoming device when a game ball enters the ball. A gaming machine comprising: A predetermined condition (the jackpot lottery result shifts to c-time saving) is established based on the game ball entering when the first ball entry means is in the acceptance permission state during the predetermined gaming state (a time-saving gaming state). a derivation means (MPU41) capable of deriving at least a specific benefit result (transition to c time-saving gaming state) when A specific switching condition (an end condition of the time-saving gaming state c, e.g. 2. A state ending means (MPU41) that ends the specific gaming state based on the entry of the upper limit number of game balls into the winning hole 315 and the return of the electric accessory 373 of the sorting ball entry device 37. , When a game ball enters the ball inputting means in the specific gaming state, the second ball entering means enters a state in which the game ball enters the second ball entering means based on the distribution. an operating means (opening mechanism of the second opening / closing member 39B) for opening the ball means; an operation terminating means (closing mechanism of the second opening / closing member 39B) for terminating the opening operation of the second ball entering means based on at least the entry of a plurality of predetermined game balls; Based on the fact that a special condition (game ball entering the V winning hole 383 of the variable winning device 38) is satisfied when a game ball enters during the opening operation of the second ball entering means, or generation control means (MPU41) that performs control to generate a special game state (execution state of the opening / closing execution mode of the V winning opening jackpot game) that is advantageous to the player with a high probability; Starting means (MPU51) for executing a specific performance display (pseudo jackpot game performance (display)) based on the occurrence of the special game state in a predetermined state; Equipped with This gaming machine is When the special game state is executed a plurality of times based on the special condition being satisfied in the display state of the specific effect display, continuing the specific effect display; It is characterized in that the plurality of special game states are displayed as a series of advantageous game states (pseudo jackpot game states). [Brief explanation of drawings]

[0007]

Figure 1

Figure 2

[0008] Hereinafter, each embodiment of the present invention will be described with reference to the accompanying drawings to provide an understanding of the present invention. 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 a first embodiment of the present invention will be described with reference to FIGS. 1 to 55.

[0010] [Schematic configuration of gaming machine 10] Here, FIG. 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are exploded views of the gaming machine 10, and FIGS. 4 to 6 are front views of the gaming board 31 of the gaming machine 10. Hereinafter, the expressions front, back, left, right, and up and down used in this embodiment are defined by the front and back direction D1, the up and down direction D2, and the left and right direction D3 shown in FIGS. 1 to 3.

[0011] As shown in FIGS. 1 to 3, the gaming machine 10 is a pachinko gaming machine that includes a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is attached to an island facility (not shown) in a gaming hall. By fixing the outer frame 14, it is installed in the game hall. In this embodiment, a pachinko game machine will be described as an example of a game machine, but other games such as a reel-type game machine (slot machine), an arrangement ball game machine, a play ball game machine, etc. The present invention is also applicable to gaming machines.

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

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

[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 it is pressed. Thereby, the audio lamp control device 5 can determine the operation state (operated or not operated) of the operation button 20. This operation button 20 is triggered by the operation of the operation button 20 by the player during a predetermined operation reception period in the special figure game performance executed in the special figure game that clearly shows the lottery result of the jackpot lottery to the player. Operation button to be executed Operated to execute a performance or the like.

[0015] Note that the installation position of the operation button 20 is not limited to the front of the upper tray 23, but may be any position on the front frame 11 as long as it can be operated by the player. Further, the number of operation buttons 20 is not limited to one, but may be two or more. Furthermore, the operation button 20 may include a jog dial. In this case, when performing various game settings by operating the jog dial, you can select options (items) on various setting screens, such as production stages (background productions), characters, and music during jackpot games, as well as selection frequency of predetermined productions and jackpot expectations. A desired item can be provisionally selected from the game settings such as the degree, and the provisionally selected option (item) can be selected by operating the operation button 20.

[0016] Further, the number of operating means for accepting operations by the player, such as the operating button 20, may be one, but a plurality of operating means may be provided. In addition to the operation button 20, the operating means includes, for example, a rotatable handle, a rotatable lever, a push member that can move back and forth (reciprocating) forward and backward, and a pattern display section 341 and a sub-movable display, which will be described later. Examples include a touch panel provided on the section 38, or a combination of two or more of these operating means (for example, an operating means that can rotate and move forward and backward), and a touch panel provided with the operating button 20 on these operating means (for example, a handle or lever). It may also be an operation means (operation means) provided with operation buttons 20 or a touch panel.

[0017] The selection determining unit 21 is operated by the player, and is, for example, a push button used when the player makes various game settings by accepting press operations from the player in a standby state where no game is being played. be. Various game settings include, for example, settings for characters that appear in game performances, settings for the frequency of execution of various performances such as button performances, settings for jackpot expectations for various performances, and the like. This selection deciding section 21 includes a plurality of selection buttons 21A and a decision button 21B.

[0018] The plurality of selection buttons 21A are operated by the player to temporarily select a desired item from the options (items) on various setting screens when making various game settings, for example, and the upper selection button 211, the lower selection button It includes a selection button 212, a left selection button 213, and a right selection button 214. Here, provisional selection means a state in which the provisionally selected content is determined (stored in RAM 512) by operating the determination button 21B. As shown in FIG. 7, each of these selection buttons 211 to 214 is an upper selection operation switch 211a, a lower selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch that switches the input signal to the audio lamp control device 5. Equipped with 211d. 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 each of the selection buttons 211 to 214 has been operated based on the input signals of each of the switches 211a to 211d.

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

[0020] On the other hand, the decision button 21B is operated by the player to decide the provisionally selected item. Further, the decision button 21B includes a decision operation switch 21Ba that switches an 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 audio lamp control device 5 can determine whether or not the decision operation switch 21Ba has been operated based on the input signal of the decision operation switch 21Ba.

[0021] In addition, instead of the plurality of selection buttons 21A (211 to 214) and the decision button 21B, a touch panel is provided to accept the player's operation of the symbol display section 341 and the sub-movable display section 38, which will be described later, and the touch panel is used as the operation means. It is also conceivable that it could be set up as Furthermore, instead of the plurality of selection buttons 21A (211 to 214), it is also possible to provide a rotating member such as a jog dial. In addition, the selection operation switches 211a to 211d and the decision operation switch 21Ba (see FIG. 7) are contact type switches, but if they can be used to detect the presence or absence of an operation by a player, for example, piezoelectric elements may be used. etc.

[0022] The firing handle 22 is a rotary handle that the player operates to fire the game ball. In the game machine 10, a basic game is played by firing a game ball from a game ball firing mechanism 32, which will be described later, with a force corresponding to the amount of rotational operation of the firing handle 22 by the player. In the game machine 10, when the player operates the firing handle 22, the game ball firing mechanism 32 is drive-controlled so that one game ball is fired toward the gaming area every 0.6 seconds.

[0023] The upper tray 23 is arranged below the panel 25, stores game balls put out from a payout device 132 of a payout mechanism 130, which will be described later, and arranges the stored game balls in a line. It is used to guide the game ball to the firing mechanism 32. Further, the lower tray 24 is provided further below the upper tray 23, and is used to store surplus game balls in the upper tray 23.

[0024] The panel 25 is made of colorless transparent or colored transparent glass or synthetic resin that allows the player to visually recognize the game board 31 of the inner frame 12 from the front of the game machine 10. The speakers 26 are a pair of speakers provided on the left and right sides of the upper end of the front frame 11, and perform an audio output performance that outputs audio. Note that the installation position of the speaker 26 is not limited to the upper end of the front frame 11. Further, the illumination section 27 has a built-in light source such as a display lamp or an LED, and performs a lamp effect depending on the lighting color and blinking mode such as lighting or turning off.

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

[0026] The control unit 33 is provided on the back 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, a command (control signal) for instructing control content is transmitted from the main control unit 331 to the sub control unit 332 in one direction. Details of the main control unit 331 and sub-control unit 332 will be described in detail later.

[0027] As shown in FIG. 4, the game board 31 includes an inner rail 311, an outer rail 312, a general winning opening 313, a first winning opening 314, a second winning opening 315, a variable winning opening 316, through gates 317L, 317R, and an outside rail 312. A mouth 318, a variable display unit 34, a main display section 36, a sub movable display section 38, and a movable accessory member 39 are provided.

[0028] The inner rail 311 and the outer rail 312 are transport paths for sending out the game balls fired from the game ball firing mechanism 32 toward the game area on the board surface of the game board 31. After being launched from the inner rail 311 and the outer rail 312, game balls that do not enter the general prize opening 313, first prize opening 314, second prize opening 315, or variable prize opening 316 are discharged from the out opening 318. be done.

[0029] Here, the game ball firing mechanism 32 includes a firing rail 321, a ball feeding device 322, and a solenoid 323, as shown in FIG. The launch rail 321 is formed from the game ball launch mechanism 32 toward the inner rail 311 and outer rail 312 of the game board 31, and directs the game balls launched from the game ball launch mechanism 32 to the inner rail 311 and outer rail 312. It is something that guides. The ball feeding device 322 has a driving means such as a solenoid, and feeds the game balls stored in the upper tray 23 onto the firing rail 321 one ball at a time. The solenoid 323 is a driving means for firing the game balls supplied onto the firing rail 321 toward the inner rail 311 and the outer rail 312. In the game machine 10, the solenoid 323 is driven and controlled in response to the player's operation of the firing handle 22, and game balls are fired from the game ball firing mechanism 32 to the game board 31. Note that the game ball firing mechanism 32 may be a mechanism that fires the game ball using another drive means such as a motor instead of the solenoid 323.

[0030] Returning to the explanation of FIG. 4, the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the out opening 318 have openings that penetrate the game board 31 in the front and back direction. ing. And, on the back side of the game board 31, it is possible to individually detect the entry of game balls corresponding to each of the general winning hole 313, the first winning hole 314, the second winning hole 315, and the variable winning hole 316. Ball entry sensors 313a, 314a, 315a, and 316a (see FIG. 7) are provided. In addition, the game balls that have passed through the openings of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the out opening 318 are collected on the back side of the gaming board 31, so that the out ball sensor 318a, which will be described later, (see Figure 7). The through gates 317L, 317R are vertically penetrating gates through which game balls can pass, and have entry sensors 317La, 317Ra (see Fig. 7) that can individually detect game balls passing through the through gates 317L, 317R. . On the game board 31, there is a possibility that a game ball launched to the left side area of ​​the game board 31 will pass through the through gate 317L, and a game ball launched to the right side area of ​​the game board 31 may pass through the through gate 317R. There is. and. When the passage of the game ball is detected by the ball entry sensors 317La, 317Ra (see FIG. 7), a normal winning lottery is executed to determine whether or not to open the second prize opening 315. Then, if the lottery result in the general lottery is a win, the game ball can enter the second prize opening 315 by opening the electric accessory 315b, which will be described later. That is, in the game machine 10, the game ball can be launched into the left side area of ​​the game board 31 in addition to the variable probability game state (high probability mode and high frequency support mode) and the time saving game state (low probability mode and high frequency support mode). So, it is possible to enter the game ball into the second winning hole 315 even in the normal gaming state (low probability mode and low frequency support mode).

[0031] In addition, in the high probability mode, the jackpot probability of a jackpot as a result of the jackpot lottery is high (see Figure 9 (B)), and it is a mode in which it is easy to shift to the jackpot game state where a jackpot game is executed. The mode is a mode in which the jackpot probability of a jackpot as a result of the jackpot lottery is low (see FIG. 9(A)), and it is difficult to shift to the jackpot game state where a jackpot game is executed. In addition, in the high-frequency support mode, the probability of winning a common symbol as a result of the common symbol lottery is high (see Figure 12 (B)), and the second prize is achieved because the electric accessory 315b, which will be described later, operates frequently. In contrast to the mode in which it is easy for the game ball to enter the opening 315, the low-frequency support mode has a low probability of hitting a regular symbol as a result of the lottery for winning a regular symbol (Figure 12(A) (Reference), this is a mode in which it is difficult to allow the game ball to enter the second prize opening 315 because the frequency of operation of the electric accessory 315b is low.

[0032] The ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a (see Figure 7) are electrically connected to the main control unit 331. The detection result of 318a is input to main control unit 331. The main control unit 331 (MPU41) transmits a command to make the payout control device 7 pay out game balls according to the detection results from the ball entry sensors 313a to 316a. Hereinafter, the detection of the ball entering the game ball by the ball entering sensors 313a to 316a may be referred to as winning. Further, the main control unit 331 (MPU41) counts the number of out balls based on the detection result by the out ball sensor 318a. The number of out balls counted here matches the number of fired game balls fired onto the game board 31 by the game ball firing mechanism 32.

[0033] Note that the ball entry sensors 313a to 316a, 317La, 317Ra and the out ball sensor 318a are, for example, electromagnetic induction type proximity sensors, but it is possible to individually detect the entry of game balls using other detection methods. It may be any sensor.

[0034] Further, the second winning hole 315 is provided with an electric accessory (electric role) 315b that switches whether or not to restrict the entry of game balls into the second winning hole 315. The electric accessory 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, when the electric accessory 315b opens, the game ball can enter the second prize opening 315, and when the electric accessory 315b closes, the game ball can enter the second prize opening 315. Balls are limited.

[0035] Further, the variable winning hole 316 is provided with an opening / closing door 319 that switches whether or not to restrict the entry of game balls into the variable winning hole 316. The opening / closing door 319 is opened / closed by a driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the opening / closing door 319 opens, it becomes possible for the game ball to enter the variable winning hole 316, and when the opening / closing door 319 closes, the entering of the game ball into the variable winning hole 316 is restricted. Ru. In addition, the opening / closing door 319 is moved to a position where it opens the variable winning opening 316 in the round game in the opening / closing execution mode in the jackpot game, and is kept on standby at a position where the variable winning opening 316 is closed at other times. As a result, a game ball launched to the right side area of ​​the game board 31 in a round game in a jackpot game can enter the variable winning hole 316.

[0036] In the gaming machine 10, when the entry of a game ball into the first winning hole 314 or the second winning hole 315 is detected by the ball entering sensor 314a or the ball entering sensor 315a, the main control unit 331 performs a jackpot lottery. Then, the main control unit 331 controls the display on the main display section 36 according to the lottery result in the jackpot lottery. Further, the lottery results from the main control unit 331 are transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display on the variable display unit 34, etc. according to the lottery results.

[0037] In addition, in the gaming machine 10, when the entry of the game ball into the general winning hole 313, the first winning hole 314, the second winning hole 315, and the variable winning hole 316 is detected by the ball entering sensors 313a to 316a, A preset number of prize balls are paid out. For example, if the ball enters the general winning hole 313, the number of prize balls is 10, if the ball enters the first prize hole 314 or the second prize hole 315, the number of prize balls is 3, and if the ball enters the variable prize hole 316, the number of prize balls is 3. In this case, the number of prize balls is 10. In particular, in the gaming machine 10, when the lottery result conducted by the main control unit 331 is a jackpot, the state shifts to a jackpot game state, and a round game to be described later in which the variable prize opening 316 is opened is played a predetermined number of times (for example, 5 times or By repeating this (16 times), you can expect a large amount of prize balls to be paid out.

[0038] Further, when a game ball enters the first winning hole 314 or the second winning hole 315, a jackpot lottery is executed. If the lottery result is a win, the game shifts to a predetermined jackpot game state that is more advantageous than the normal game state. In addition, in this embodiment, the jackpot gaming state includes a 5R jackpot gaming state (5R normal jackpot gaming state and a 5R probability variable jackpot gaming state) and a 16R probability varying jackpot gaming state. The 5R jackpot game state is an opening / closing state in which a round game is played five times in which the variable winning hole 316 is opened until a predetermined time elapses or until the upper limit number (for example, 9) or more game balls enter the variable winning hole 316. This is a gaming state including an execution mode. The 16R jackpot game state is a game state that includes an opening / closing execution mode in which the round game is played 16 times, and a larger amount of prize balls can be expected to be paid out than the 5R jackpot game state, which is more advantageous for the player than the 5R jackpot game state. It is a game state.

[0039] As shown in FIG. 4, the variable display unit 34 has a symbol display section 341, such as a liquid crystal display, arranged so as to be visible through the opening 31A formed in the approximate center of the game board 31. This symbol display section 341 displays still images or moving images, and the display contents of the symbol display section 341 are controlled by the sub-control unit 332. Specifically, in the symbol display section 341, a fluctuating display of decorative symbols is performed in accordance with the lottery result of the jackpot lottery performed by the main control unit 331 in response to a ball entering the first prize hole 314 or the second prize hole 315. , and various image effects such as a special figure game effect executed in conjunction with the variable display effect. Further, the symbol display section 341 may have a dot matrix display, a plasma display, an organic EL display, etc., or may be a combination of a liquid crystal display, a plasma display, and an organic EL display. The device may further include a touch panel that accepts touch operations by a user.

[0040] For example, the fluctuating display effect of decorative patterns in the pattern display section 341 is performed by sequentially scrolling a plurality of types of decorative patterns numbered from "1" to "9" in the vertical direction, horizontal direction, diagonal direction, etc. It will be done. Note that sub-designs such as other characters or designs may be displayed between the decorative designs. Furthermore, in this embodiment, there is no sub-symbol, and there are nine types of decorative patterns from "1" to "9".

[0041] In the gaming machine 10, in the special figure game, the fluctuating display of the decorative symbols is such that after a preset fluctuating display time has elapsed from the start of the fluctuating display of the symbols in the symbol display section 341, the fluctuating of all the decorative symbols stops. executed. More specifically, in the fluctuating display of decorative symbols, all the decorative symbols first fluctuate along a preset fluctuation direction (for example, horizontal direction, vertical direction, etc.), and then the fluctuations of the plural decorative symbols stop in sequence. Then, when the variation of the decorative symbols on all the lines stops and a predetermined period of time has elapsed, the variable display of the decorative symbols ends.

[0042] When the variable display of the decorative symbols on the symbol display section 341 ends, the symbol display section 341 displays a state in which the decorative symbols are lined up on one or more active lines. At this time, the stopped state of the decorative pattern 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 guaranteed strange jackpot", "16R sure strange jackpot", or "5R normal jackpot", decorative symbols of the same type will be displayed lined up on the active line, clearly indicating that it is a jackpot. be done. Further, the type of jackpot may be clearly indicated by a combination of decorative symbols on the active line, but it is not necessarily clearly indicated. Specifically, for example, if the lottery result is a "16R guaranteed variable jackpot", the symbol combination of "777", which is set as a symbol combination indicating a 16R fixed variable jackpot among the decorative symbols, is lined up on the active line. is displayed, or combinations of the same decorative symbols other than "777" are displayed on the active line. In addition, if the lottery result is a "5R guaranteed strange jackpot", a state in which the symbol combinations such as "333", which are set in advance as a symbol combination indicating a 5R guaranteed strange jackpot among the decorative symbols, are lined up on the active line will be displayed. Or, a state in which combinations of the same decorative symbols other than combinations of symbols indicating a 16R variable jackpot or a 5R variable jackpot such as "777" or "333" are lined up on the active line is displayed. In addition, if the lottery result is "5R normal jackpot", among the decorative patterns, combinations of decorative patterns that are set in advance as symbol combinations that indicate normal jackpots, such as "222" and "444", that indicate variable probability jackpots will be used. A state in which combinations of the same decorative symbols are lined up on the active line is displayed. Further, if the lottery result is "lost", a state in which different combinations of decorative symbols are lined up on the active line (for example, "323" or "723", etc.) is displayed.

[0043] In addition, the symbol display section 341 displays a special symbol game effect that indicates the degree of expectation that the lottery result in the jackpot lottery will be a jackpot, along with a variable display of decorative symbols in the special symbol game. In addition, if the lottery result is "16R sure-change jackpot" and a jackpot symbol combination other than the combination of decorative symbols indicating a 16R probability-change jackpot is displayed lined up on the active line, a 5R probability-change jackpot will be displayed as a special pattern game effect. A suggestion effect suggesting a jackpot or a 5R normal jackpot is executed. In this case, in the jackpot game performance, a promotion performance is performed that clearly indicates that the lottery result for the special symbol game is a 16R probability-variable jackpot. Similarly, if the lottery result is "5R regular jackpot" and jackpot symbol combinations other than the combination of decorative symbols that indicate a probability jackpot are displayed on the active line, the 5R regular jackpot will be displayed as a special game effect. A suggestive effect that suggests a jackpot is executed. In this case, in the jackpot game performance, a promotion performance etc. that clearly indicates that the lottery result for the special symbol game is a 5R probability-variable jackpot is performed.

[0044] Further, in the symbol display section 341, when the gaming state shifts to a jackpot gaming state, jackpot game performances including an opening performance, an opening / closing execution mode performance, and an ending performance are displayed.

[0045] The sub-movable display section 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 symbol display section 341. This sub-movable display section 38 is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see FIG. 7), and is based on the display fluctuation pattern command sent from the MPU 51 of the audio lamp control device 5. Then, under the control of the MPU 61, an image effect is executed on the display device 381 together with the symbol display section 341 in a special figure game or a jackpot game.

[0046] Note that the display device 381 may be a dot matrix display, a plasma display, an organic EL display, or the like, or may be a combination of a liquid crystal display or a plasma display, and an organic EL display. Furthermore, in addition to the display device 381, the sub movable display section 38 may further include a touch panel that receives touch operations from the player.

[0047] Further, the sub-movable display section 38 is movable in the left-right direction D3 between a standby position (position shown in FIG. 4) shown by a phantom line in FIG. 5 and an operating position shown by a solid line in FIG.

[0048] Here, as shown in FIG. 7, the gaming machine 10 includes a motor 38a that supplies driving force to the sub movable display section 38, and a motor 38a that supplies driving force to the sub movable display section 38, and a return motor 38a that supplies driving force to the sub movable display section 38, and It has a detection section 38b. The motor 38a is a stepping motor, a DC motor, or the like, and the return detection section 38b is an optical sensor, a contact sensor, or the like. The sub-movable display section 38 and the motor 38a are connected via a drive transmission mechanism such as a drive gear (not shown), and the sub-movable display section 38 is moved to the standby position (see FIG. 4) depending on the rotational direction of the motor 38a. to the right (actuation direction) from the operating position (solid line position in Figure 5), or to the left (return direction) from the operating position (solid line position in Figure 5) to the standby position (see Figure 4). . For example, the sub movable display section 38 is moved from the standby position (see FIG. 4) to the operating position (solid line position in FIG. 5) when the motor 38a rotates in the forward direction; By rotating in the opposite direction, it is moved from the operating position (solid line position in FIG. 5) to the standby position (see FIG. 4).

[0049] Furthermore, the gaming machine 10 includes a motor driver 38c to which a motor 38a and a return detection section 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 control instructions from the audio lamp control device 5. Further, the motor driver 38c can acquire the detection result by the return detection section 38b and transmit it to the audio lamp control device 5. Note that the motor driver 38c may be omitted, and the motor 38a and the return detection section 38b may be directly connected to the input / output I / F 52 of the audio lamp control device 5 and controlled by the audio lamp control device 5.

[0050] Such a sub-movable display section 38 is operated in a special figure game or a jackpot game to perform an effect related to the lottery result in the jackpot lottery. For example, in a special drawing game, the sub movable display section 38 operates as a jackpot confirmation effect that shows that the lottery result in a jackpot lottery is a jackpot, and also as a chance to improve the expectation that the lottery result is a jackpot. It operates as a close-up performance. In addition, the sub-movable display section 38 displays a promotion effect (performed in the jackpot game) that clearly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special figure game effect in the jackpot game. In addition to being operated as a promotion effect for the number of rounds (or a promotion effect from a normal jackpot to a guaranteed variable jackpot), the lottery result of a jackpot lottery may be a jackpot while the right to execute a special game that is executed after the jackpot game is reserved. It is also possible to operate it as a pending consecutive winnings confirmation effect that notifies that a certain item is included.

[0051] Note that the standby position and operating position of the sub movable display section 38 are not limited to the left area on the front side of the symbol display section 341, but may be at other positions. Further, the number of sub-movable display sections 38 is not limited to one, and may be plural, and the plurality of sub-movable display sections 38 may cooperate, interlock, follow, or follow. Furthermore, the sub-movable display section 38 may be movable in other directions in addition to or in place of the left-right direction D3. For example, the sub movable display section 38 may be movable in the vertical direction D2, diagonally, etc., and may also be rotatable in the clockwise direction, counterclockwise direction, etc. Further, the sub movable display section 38 can be omitted, and one or more immovable display devices may be provided in place of the sub movable display section 38.

[0052] As shown in FIG. 4, the main display section 36 includes a normal symbol display section 361, a first special symbol display section 362, a second special symbol display section 363, and a first special symbol display section arranged at the upper right corner of the game board 31. It includes a number display section 364 and a second special symbol reservation number display section 365.

[0053] The normal symbol display section 361 includes a pair of LEDs as a normal symbol (common symbol), and is used in a lottery to determine whether or not to open the electric accessory 315b, which is executed upon winning the through gates 317L and 317R. The lottery results are displayed by the combination of LED pairs turning on and off. The main control unit 331 (MPU41) blinks the LED pair (displays the normal symbols in a variable manner) when a prize is won in the through gates 317L and 317R, and turns each LED on or off (stops the normal symbols) after the variable display time has elapsed. display) to display the results of the lottery for common drawings. In addition, displaying the lottery result in the lottery per common symbol by fluctuating display and stop display of the common symbol (common symbol) is referred to as "normal symbol game" or "common symbol game."

[0054] The first special symbol display section 362 includes a 7-segment display device as a first special symbol (first special symbol), and determines whether or not to execute a jackpot game triggered by winning in the first winning hole 314. The lottery result in the first special symbol lottery (first special symbol lottery, jackpot lottery) is displayed by a combination of lighting and extinguishing of the seven segments on the seven segment display device. The main control unit 331 (MPU41) blinks the 7 segments of the 7-segment display device (displays the first special symbol in a variable manner) when a prize is won in the first winning hole 314, and after the variable display time has elapsed, each segment blinks. The result of the jackpot lottery is displayed by turning on or off (the first special symbol is stopped and displayed). In addition, displaying the lottery result in the jackpot lottery by fluctuating display and stop display of the first special symbol (first special symbol) is referred to as "first special symbol game" or "first special symbol game."

[0055] The second special symbol display section 363 includes a 7-segment display device as a second special symbol (second special symbol), and determines whether or not to execute a jackpot game triggered by winning the second prize opening 315. The lottery result in the second special symbol lottery (second special symbol lottery, jackpot lottery) is displayed by a combination of lighting and extinguishing of the seven segments on the seven segment display device. The main control unit 331 (MPU41) blinks the 7 segments of the 7-segment display device (displays the second special symbol in a variable manner) when a prize is won in the second winning hole 315, and after the variable display time has elapsed, each segment is switched on and off. The result of the jackpot lottery is displayed by turning on or off (the second special symbol is stopped and displayed). In addition, displaying the lottery result in the jackpot lottery by fluctuating display and stop display of the second special symbol (second special symbol) is referred to as "second special symbol game" or "second special symbol game".

[0056] In addition, below, the first special symbol (first special symbol) and the second special symbol (second special symbol) may be referred to as "special symbol" or "special symbol", and the first special symbol game (second special symbol) may be referred to as "special symbol" or "special symbol". 1 special pattern game) and the second special pattern game (second special pattern game) are sometimes referred to as "special pattern game" or "special pattern game."

[0057] The first special figure reservation number display section 364 includes an LED group consisting of four LEDs, and the first special figure reservation number display unit 364 is the number of reservations for the right to play the first special figure game generated by winning the first winning hole 314. The pending number N is displayed by the number of 4 LEDs lit.

[0058] The second special figure reservation number display section 365 includes an LED group consisting of four LEDs, and the second special figure reservation number display section 365 indicates the number of reservations for the right to execute the second special figure game generated by winning the second prize opening 315. The pending number M is displayed by the number of 4 LEDs lit.

[0059] The movable accessory member 39 has a predetermined standby position shown in FIG. 4 located above the symbol display section 341 (the position shown by the imaginary line in FIG. 6), and a standby position shown in FIG. 6 set below the standby position. It is movable in the vertical direction along the surface of the symbol display section 341 between the operating position shown by the solid line. The operating position (see the solid line in FIG. 6) is a position closer to the center of the symbol display section 341 than the standby position (see FIG. 4). Furthermore, when the movable accessory member 39 is in the operating position (see the solid line in FIG. 6), its coverage rate with respect to the surface of the symbol display section 341 is higher than when it is in the standby position (see FIG. 4). Furthermore, the movable accessory member 39 has a plurality of lamps 391 arranged in an annular shape on the periphery. In this embodiment, 15 lamps 391 are arranged on the movable accessory member 39, and each lamp 391 can be turned on and off individually. Further, each of the plurality of lamps 391 is, for example, an LED lamp, and can be lit in a plurality of colors including white, yellow, green, red, or a mixture thereof. In this way, each lamp 391 can be turned on and off individually, and can be lit in multiple colors, so that, for example, when the movable accessory member 39 is activated, the lighting pattern of each lamp 391, the lighting color, Depending on the number of lights lit up, it is possible to suggest the degree of expectation that the lottery result in the jackpot lottery that triggered the special drawing game will be a jackpot (jackpot expectation level), or to clearly indicate that the lottery result is a jackpot. become. For example, regarding the lighting colors, it is possible to set the jackpot expectation level to be higher in the order of white, yellow, green, and red, and by appropriately setting the lighting pattern and lighting color, a rainbow lamp effect can be executed. By doing so, it is also possible to execute a confirmation performance that clearly indicates that the lottery result in the jackpot lottery is a jackpot. In addition, in this embodiment, the movable accessory member 39 is exposed from the opening 31A in the standby position (see FIG. 4), but the lottery result in the jackpot lottery is displayed using the lamp 391 of the portion exposed from the opening 31A. It is also conceivable to perform a performance that suggests the degree of expectation that it will be a jackpot. For example, in this embodiment, since the four lamps 391 located on the lower side are exposed from the opening 31A (see FIG. 4), you can expect a jackpot depending on which of these lamps 391 is lit. It is possible that this suggests the degree of Furthermore, in addition to the four lamps 391 located on the lower side, it is also possible to suggest the degree of jackpot expectation by an image displayed on the symbol display section 341.

[0060] In addition, the movable accessory member 39 may be entirely hidden without being exposed from the opening 31A in the standby position. Furthermore, the gaming machine 10 may include a plurality of movable accessory members 39. Furthermore, the movable accessory member 39 may be a combination of a plurality of separated movable members, a member that can be transformed into two or more forms, or a member that includes a display such as a liquid crystal display device. Of course, the movable accessory member 39 is not limited to covering a part of the display screen of the symbol display section 341, but may cover the entire display screen. Further, the central part of the movable accessory member 39 may be configured as an illumination part that can be turned on and off. In this case, by lighting or blinking the illumination section, it becomes possible to suggest the degree of expectation of a jackpot or to carry out an effect that clearly indicates a jackpot.

[0061] Such a movable accessory member 39 is operated in order to perform a performance related to the lottery result in the jackpot lottery in a special figure game or a jackpot game. For example, in a special drawing game, the movable accessory member 39 is operated as a jackpot confirmation effect that indicates that the lottery result is a jackpot, and also as a chance to improve the expectation that the lottery result is a jackpot. It operates as a close-up performance. In addition, the movable accessory member 39 is provided with a promotion effect (performed in a jackpot game) that clearly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special figure game effect in a jackpot game. In addition to being operated as a promotion effect for the number of rounds (or a promotion effect from a normal jackpot to a guaranteed variable jackpot), the lottery result of a jackpot lottery may be a jackpot while the right to execute a special game that is executed after the jackpot game is reserved. It is also possible to operate it as a pending consecutive winnings confirmation effect that notifies that a certain item is included.

[0062] As shown in FIG. 7, the gaming machine 10 includes a motor 39a that supplies driving force to the movable accessory member 39, and a return detection unit 39b that detects that the movable accessory member 39 has returned to the standby position. has. The motor 39a is a stepping motor, a DC motor, or the like, and the return detection section 39b is an optical sensor, a contact sensor, or the like. The movable accessory member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and the movable accessory member 39 is moved to the standby position (see FIG. 4) depending on the rotational direction of the motor 39a. to the operating position (see the solid line in Figure 6) in the downward direction (actuation direction), or from the operating position (see the solid line in Figure 6) to the standby position (see Figure 4) in the upward direction (return direction). . For example, the movable accessory member 39 is moved from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6) when the motor 39a rotates in the forward direction; By being rotated in the opposite direction, it 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 a motor 39a and a return detection section 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 a control instruction from the audio lamp control device 5. Further, the motor driver 39c can acquire the detection result by the return detection section 39b and transmit it to the audio lamp control device 5. Note that the motor driver 39c may be omitted, and the motor 39a and the return detection section 39b may be directly connected to the input / output I / F 52 of the audio lamp control device 5 and controlled by the audio lamp control device 5.

[0064] Further, each lamp 391 of the movable accessory 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. It can also be lit in multiple colors.

[0065] It is also conceivable that the game board 31 is provided with a magnetic sensor and a radio wave sensor (both not shown). The magnetic sensor is provided, for example, around the first winning hole 314 and the variable winning hole 316. 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. Thereby, when an act of fraudulently guiding a game ball to the first winning hole 314 or the variable winning hole 316 using a magnet is performed, it is possible to detect the fraudulent act. On the other hand, the radio wave sensor is provided around the first winning hole 314 and the second winning hole 315, for example. The radio wave sensor is electrically connected to the main control unit 331, and the detection results of the radio wave sensor are input to the main control unit 331. This makes it possible to detect the fraudulent act in the event that an act is performed to falsely detect the entering of a game ball by inputting radio waves to the ball entering sensors 314a, 315a. Note that the radio wave sensor is capable of detecting radio waves of, for example, 50 MHz to 3 GHz.

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

[0067] The payout mechanism 130 includes a tank 131 that stores game balls supplied from the island equipment (not shown) of the game hall, and a payout device 132 that pays out the game balls from the tank 131 toward the upper tray 23. Note that when the game balls in the upper tray 23 are saturated, the game balls paid out from the payout device 132 are paid out to the lower tray 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 payout control device 7 controls the number of game balls paid out by the payout device 132, etc. The launch control device 8 controls the game ball launch mechanism 32 according 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 a predetermined voltage level, and supplies it to the control device and drive means provided within the gaming machine 10.

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

[0070] [Main control unit 331] As shown in FIG. 7, the main control unit 331 includes a main control device 4 that executes main control of games in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for transition to a preset jackpot gaming 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 unit configured as a 1-chip microcomputer. Furthermore, the MPU 41 has a built-in ROM 411 and RAM 412. MPU41 executes processing according to a control program stored in ROM411 or the like. Further, part or all of the processing executed by the main control device 4 may be executed by an electronic circuit.

[0072] The input / output I / F 42 is an input / output interface that inputs signals to the main controller 4 and outputs control signals from the main controller 4. Further, input / output I / F 42 is connected to incoming ball sensors 313a to 316a, 317La, 317Ra, out ball sensor 318a, and the like. Then, the MPU 41 inputs the game ball into the general winning hole 313, the first winning hole 314, the second winning hole 315, and the variable winning hole 316 based on the detection signals from the ball entering sensors 313a to 316a, 317La, and 317Ra. Determine whether there is a ball or not and whether the game ball has passed through the through gates 317L and 317R. Furthermore, the MPU 41 counts the number of out balls (the number of fired balls) based on the detection signal from the out ball sensor 318a. Further, the input / output I / F 42 is connected to the audio lamp control device 5, the payout control device 7, the firing control device 8, the power supply control device 9, and the like.

[0073] Then, the MPU 41 sends the voice lamp control device 5 a general figure fluctuation pattern command, an electric accessory opening command, an electric accessory closing command, a special figure fluctuation pattern command, a first special figure hold command, a second special figure hold command, Special figure shift command, jackpot game start command, opening start command, opening end command, open / close execution mode start command, round game start command, round game end command, interval start command, interval end command, opening / closing execution mode end command, ending start Outputs commands such as ending commands, jackpot game end commands, and game setting value change commands.

[0074] The normal pattern fluctuation pattern command is a command that notifies the audio lamp control device 5 of the variable display time of the normal symbols in the normal pattern game (normal pattern fluctuation pattern) and the lottery result in the normal pattern lottery. The normal pattern fluctuation pattern command is executed based on the information stored in the normal pattern holding storage area 412c (see FIG. 11), which will be described later, when starting the normal pattern fluctuation display in the normal pattern display section 361 of the main display section 36. This is set in step S1709 in the normal pattern fluctuation start process in FIG. 24, which will be described later. In addition, the normal pattern fluctuation pattern command may be a command that notifies the audio lamp control device 5 only of the variable display time (normal pattern fluctuation pattern) of the normal symbols in the normal pattern game. In this case, the command for notifying the voice lamp control device 5 of the lottery result in the lottery for ordinary symbols is set as a command different from the ordinary symbol fluctuation pattern command.

[0075] The electric accessory release command is a command that notifies the audio lamp control device 5 that the electric accessory 315b is to be released (activated). The electric accessory opening command is set in step S1809 in the normal figure game control process in FIG. 25, which will be described later, when opening (activating) the electric accessory 315b.

[0076] The electric accessory closing command is a command that notifies the audio lamp control device 5 that the electric accessory 315b is closed (returned). When closing (returning) the electric accessory 315b, the electric accessory closing command is set in step S1816 in the normal figure game control process in FIG. 25, which will be described later.

[0077] The special pattern fluctuation pattern command is a command that notifies the audio lamp control device 5 of the variable display time of special symbols in the special pattern game and the lottery result in the jackpot lottery, and when the lottery result in the jackpot lottery is a jackpot, Contains information about jackpot type. The special symbol fluctuation pattern command is used when starting the variable display of special symbols in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36, in the special symbol holding storage area 412b (see FIG. 8), which will be described later. Based on the information stored in (see), it is set in step S2105 in the special figure fluctuation start process of FIG. 28, which will be described later. In addition, the special pattern fluctuation pattern command includes information that can identify the type of special symbol whose fluctuation has started, but the special symbol fluctuation pattern command when the fluctuation of the first special symbol is started and the special symbol fluctuation pattern command when the fluctuation of the second special symbol is started. The special figure variation pattern command when variation is started may be set as another special figure variation command. Further, the special symbol variation pattern command may be a command that notifies the audio lamp control device 5 of only the variable display time and the special symbol in the special symbol game. In this case, a command for notifying the audio lamp control device 5 of the lottery result and jackpot type in the jackpot lottery is set as a separate command from the special figure fluctuation pattern command.

[0078] The first special figure hold command and the second special figure hold command are stored in the later-described special figure hold storage area 412b (see FIG. 8) when a game ball enters the first winning hole 314 or the second winning hole 315. When the first special figure reservation number N or the second special figure reservation number M increases, the lottery result in the jackpot lottery for the increased reservation, the variable display time of the special symbol (special symbol fluctuation pattern), and the first This is a command to notify the voice lamp control device 5 of the number N of reserved special figures or the number M of second reserved figures. The 1st special figure hold command and the 2nd special figure hold command are used when there is an increase in the 1st special figure hold number N or the 2nd special figure hold number M, in the special figure hold storage area 412b (see Figure 8). ) based on the information stored in the first special figure pending command setting process in step S1105 in the starting winning process in FIG. 18 (described later) (or in step S1207 in the first special figure pending command setting process in FIG. S1209) or is set in the second special figure pending command setting process of step S1110.

[0079] The special figure shift command is used when the first special figure reservation number N or the second special figure reservation number M decreases due to the start of the special figure game (variation display of special figures). 1 holding area REA1 to 4th holding area REA4, or 1st holding area REB1 to 4th holding area REB4 of the 2nd special drawing holding storage area REB (see Figure 8) Special drawing result showing the lottery result of the jackpot lottery. This is a command to notify the audio lamp control device 5 that the information has shifted. The special figure shift command is set in step S2008 in the special figure data setting process of FIG. 27, which will be described later.

[0080] The jackpot game start command is a command that notifies the audio lamp control device 5 that the jackpot game will start, that is, the gaming state will shift to the jackpot gaming state. It is set in step S2204 in the jackpot game control process.

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

[0082] The opening end command is a command that notifies the audio lamp control device 5 that the opening of the jackpot game is to be ended, and is set in step S2214 in the jackpot game control process of FIG. 30, which will be described later, when ending the opening of the jackpot game. be done.

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

[0084] The round game start command is a command that notifies the audio lamp control device 5 of starting each round game in the opening / closing execution mode in the jackpot game, and of round number information indicating what round the round game is. , is set in step S2217 in the jackpot game control process in FIG. 30, which will be described later, when starting each round game. In addition, apart from the round game start command, a command indicating the number of rounds of the round game to be started may be set at the time of starting the round game, and the command may be sent to the audio lamp control device 5.

[0085] The round game end command is a command that notifies the audio lamp control device 5 to end the current round game in the opening / closing execution mode in the jackpot game, and when ending each round game, the jackpot game shown in FIG. It is set in step S2229 in the control process.

[0086] The interval start command is a command that notifies the audio lamp control device 5 to start the interval between round games in the opening / closing execution mode in the jackpot game, and when starting the interval, the jackpot game control shown in FIG. 31 described later is executed. It is set in step S2233 in the process.

[0087] The interval end command is a command that notifies the audio lamp control device 5 to end the interval between round games in the opening / closing execution mode in the jackpot game, and when ending the interval, the jackpot game control shown in FIG. 32 described later is executed. It is set in step S2239 in the process.

[0088] The opening / closing execution mode end command is a command that notifies the audio lamp control device 5 to end the opening / closing execution mode of the jackpot game, and when ending the opening / closing execution mode, the step in the jackpot game control process of FIG. Set in S2241.

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

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

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

[0092] The game setting value change command is a command that notifies the voice lamp control device 5 that the game setting value has been changed and the game setting value after the change. It is set in step S2408 in the game setting value change process.

[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 their explanation will be omitted.

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

[0095] In this embodiment, a clock signal is supplied from the frequency dividing circuit to the MPU 41 at preset intervals (for example, 4 msec), and the MPU 41 performs the main timer assignment, which will be described later, every time the clock signal rises (or falls). Assume that the process is started and executed. Note that the oscillation circuit and the frequency dividing circuit are also installed in the sub-control unit 332 and the peripheral control unit 140 as necessary, and supply the operation clock for the control main body in the sub-control unit 332 and the peripheral control unit 140. Further, a clock signal 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 storage section in which control programs and parameter information are stored in advance. The RAM 412 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 41. For example, the RAM 412 is used for setting commands to be sent to the audio lamp control device 5 and the like. Note that the RAM 412 may be a nonvolatile storage unit.

[0097] Here, with reference to FIG. 8, a storage area for the MPU 41 of the main control device 4 of the gaming machine 10 to perform the jackpot lottery and the regular winning lottery will be explained. Specifically, the MPU 41 uses the counter information stored in the lottery counter storage area 412a, the special drawing holding storage area 412b, and the regular drawing holding storage area 412c of the RAM 412 to determine the variable display time of the jackpot lottery results and special drawings. settings, the lottery results per ordinary symbol, and the variable display time of the ordinary symbol.

[0098] The lottery counter storage area 412a stores a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3 as lottery counters. The jackpot random number counter C1 is used for a jackpot lottery to determine whether or not to execute a jackpot game. The jackpot type counter C2 is used when determining the jackpot type when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used when determining the type of loss when the result of the jackpot lottery is a loss. In addition, the lottery counter storage area 412a stores a jackpot random number initial value counter CIN1 and a special symbol variation type counter CS1. The jackpot random number initial value counter CIN1 is used to set the initial value of the jackpot random number counter C1. The special symbol variation type counter CS1 is used to determine the variable display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Further, the lottery counter storage area 412a stores a normal winning random number counter C4, a normal winning type random number counter C5, a normal winning random number initial value counter CIN2, and a common pattern fluctuation type counter CS2 as lottery counters. The normal winning random number counter C4 is used for the normal winning drawing to determine whether or not to make the electric accessory 315b of the second winning opening 315 into an electric winning opening state. The ordinary winning type random number counter C5 is used when sorting the ordinary winning type (short open or long opening) when the result of the ordinary winning lottery is a general winning. The normal winning random number initial value counter CIN2 is used to set the initial value of the normal winning random number counter C4. The ordinary symbol variation type counter CS2 is used to determine the fluctuation display time of the ordinary symbols in the ordinary symbol display section 361 of the main display section 36.

[0099] Each lottery counter C1 to C5, CIN1, CIN2, CS1, and CS2 is used as a loop counter in which 1 is added to the previous value at short intervals by the MPU 41, and returns to 0 after reaching a preset maximum value. It will be done. Updated values ​​are recorded in each lottery counter C1 to C5, CIN1, CIN2, CS1, and CS1, and jackpot lottery results, variable display time of special symbols, jackpot type and loser type settings, and regular lottery results , is referenced by the MPU 41 when setting the variable display time of the normal symbol and the type per common symbol.

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

[0101] When a game ball enters the first winning hole 314, the information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure fluctuation type counter CS1 stored in the RAM 412 is It is acquired as the special figure success / failure information used in the jackpot lottery, and stored in any one of the first reservation area REA1 to fourth reservation area REA4 of the first special figure reservation storage area REA. In addition, when a game ball enters the second winning hole 315, the information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure fluctuation type counter CS1 stored in the RAM 412 is It is acquired as the special figure success / failure information used in the jackpot lottery, and is stored in one of the first reservation area REB1 to fourth reservation area REB4 of the second special figure reservation storage area REB. In addition, the lottery counter storage area 412a (jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special symbol fluctuation (type counter CS1, etc.) may be provided individually.

[0102] In this way, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, the special symbol fluctuation type counter CS1 is stored in the first holding area REA1 to the first special drawing holding storage area REA. 4 holding area REA4, and any of the first holding area REB1 to fourth holding area REB4 of the second special drawing holding storage area REB.

[0103] Therefore, the special drawings stored in the first holding area REA1 to fourth holding area REA4 of the first special drawing holding storage area REA, and the first holding area REB1 to fourth holding area REB4 of the second special drawing holding storage area REB. In addition to the lottery result of the jackpot lottery for the special pattern game that is executed based on the symbol correctness information, the special symbol (symbol display section 341 It is possible to determine in advance the variable display time (special pattern variation pattern) for the decorative pattern).

[0104] Specifically, when a game ball enters the first winning hole 314, the special figure winning / failure information is stored in the first holding area REA1, second holding area REA2, and third holding area REA3 of the first special drawing holding storage area REA. , are stored in an empty area in priority order of the fourth reservation area REA4. In the first special figure reservation number storage area NAA, the number of the first reservation area REA1 to the fourth reservation area REA4 in which special symbol validity information is stored is stored as the first special figure reservation number N.

[0105] In addition, when a game ball enters the second winning hole 315, the special figure winning / failure information is the first holding area REB1, second holding area REB2, third holding area REB3, and third holding area REB3 of the second special drawing holding storage area REB. 4 Stored in an empty area with priority in reservation area REB4. In the second special figure reservation number storage area NAB, the number of the first reservation area REB1 to the fourth reservation area REB4 for which special symbol validity information is stored is stored as the second special figure reservation number M.

[0106] That is, in the gaming machine 10, the first holding area REA1 to fourth holding area REA4 of the first special figure holding storage area REA, and the first holding area REB1 to fourth holding area REB4 of the second special drawing holding storage area REB. With a total of 8 storage areas corresponding to the maximum number of reservations, it is possible to store up to 4 pieces of special map win / fail information as the winning history for the first winning hole 314 and the second winning hole 315, respectively.

[0107] In addition, it is also possible as another embodiment that the first prize opening 314 and the second prize opening 315 are provided with a holding area where the maximum number of reservations is 8, and even in this case, the total number of holding areas is up to 8. It is possible to retain the special drawing winning history information as a winning history. The storage process of the special figure validity information is executed by the MPU 41 by executing the process according to the control program.

[0108] The special pattern execution area AE is the first special pattern holding storage area REA when variable display of special symbols starts in the first special pattern display section 362 or the second special symbol display section 363 of the main display section 36. This is a storage area used to move the special symbol validity information stored in the first reservation area REB1 of the first reservation area REA1 or the second special symbol reservation storage area REB. Specifically, the special symbol validity information in the first holding area REB1 of the second special drawing holding storage area REB is prioritized and moved to the special drawing execution area AE, and the information is transferred to the first holding area REB of the second special drawing holding storage area REB. When there is no special symbol validity information in REB1 and the second special symbol reservation number M stored in the second special symbol reservation number storage area NAB is 0, the first reservation area of ​​the first special symbol reservation storage area REA The special figure validity information of REA1 is moved to the special figure execution area AE. That is, in the gaming machine 10, the second special figure game is executed with priority over the first special figure game, and in the variable probability game state and the time-saving game state, which are high-frequency support modes, the game ball is placed on the right side area of ​​the game board 31. The second special figure game is mainly executed by executing the so-called right-handed hit.

[0109] In addition, the first special figure reservation number N stored in the first special figure reservation number storage area NAA of the first special figure reservation storage area REA and the second special figure reservation number storage area of ​​the second special figure reservation storage area REB If the difference from the second special drawing reservation number M stored in NAB is 2 or more, the value of the holding area with the larger number may be given priority and moved to the special drawing execution area AE. Other embodiments are possible. In addition, the special pattern validity information of the first holding area REA1 of the first special drawing holding storage area REA and the first holding area REB1 of the second special drawing holding storage area REB may be alternately moved to the special drawing execution area AE. Other embodiments are possible.

[0110] Then, at the start of one special figure game, the MPU 41 performs a jackpot lottery etc. based on numerical information stored as special figure success / failure information in the special figure execution area AE. At this time, if the first holding area REA1 of the first special drawing holding storage area REA is moved to the special drawing execution area AE, the special drawing validity information stored in the second holding area REA2 will be transferred to the first holding area REA1. The special symbol validity information stored in the third reservation area REA3 is shifted to the second reservation area REA2, and the special symbol validity information stored in the fourth reservation area REA4 is shifted to the third reservation area REA3.

[0111] Similarly, when the first holding area REB1 of the second special drawing holding storage area REB is moved to the special drawing execution area AE, the special drawing validity information stored in the second holding area REB2 is transferred to the first holding area REB1. The special symbol validity information stored in the third reservation area REB3 is shifted to the second reservation area REB2, and the special symbol validity information stored in the fourth reservation area REB4 is shifted to the third reservation area REB3.

[0112] The jackpot random number counter C1 is periodically updated in step S1003 of the main timer interrupt processing in FIG. will be returned to. Further, when the jackpot random number counter C1 completes one round, 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. In addition, the jackpot random number initial value counter CIN1 is a loop counter that is updated similarly to the jackpot random number counter C1. In the first to fourth holding areas REA1 to REA4, REB1 to REB4 of the first special drawing holding storage area REA1 or the second special drawing holding storage area REA2, game balls are placed in the first prize opening 314 or the second prize opening. 315, the value of the jackpot random number counter C1 at the time of winning is stored.

[0113] There are two types of random number values ​​for winning the jackpot, depending on the win / fail table stored in the win / fail table storage area of ​​the ROM 411, corresponding to the low probability mode which is the normal gaming state or the time saving gaming state, and the high probability mode which is the variable probability gaming state. It is set. Here, FIG. 9(A) is a diagram showing an example of a low probability mode validity table corresponding to the low probability mode, and FIG. 9(B) is a diagram showing an example of a high probability mode validity table corresponding to the high probability mode.

[0114] In the examples shown in FIGS. 9(A) and 9(B), the probability that the lottery result in the jackpot lottery will be a jackpot (jackpot probability) is set to the game setting value as a low probability mode win / fail table and a high probability mode win / fail table, respectively. A plurality of different validity tables are provided depending on the situation. The low probability mode success / failure table and the high probability mode success / failure table each include six success / failure tables corresponding to six levels of game setting values ​​1 to 6. In the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, the lottery result in the jackpot lottery has a high jackpot probability that is advantageous to the player. becomes.

[0115] With game setting value 1, out of 65536 random numbers from 0 to 65535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 206 (0 to 205) for the low probability mode win / fail table, and 206 (0 to 205) for the high probability mode win / fail table. There are 821 (0 to 820) probability mode validity tables. In other words, at game setting value 1, the jackpot probability in low probability mode is approximately 1 / 318.1 (206 / 65536), and the jackpot probability in high probability mode is approximately 1 / 79.9 (820 / 65536).

[0116] With game setting value 2, among the 65536 random numbers from 0 to 65535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 212 (0 to 211) for the low probability mode win / fail table, and 212 (0 to 211) for the low probability mode win / fail table, There are 845 (0 to 844) probability mode validity tables. In other words, with game setting value 2, the jackpot probability in low probability mode is approximately 1 / 309.1 (212 / 65536), and the jackpot probability in high probability mode is approximately 1 / 77.6 (845 / 845 / 65536).

[0117] With game setting value 3, out of 65536 random numbers from 0 to 65535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 218 (0 to 217) for the low probability mode win / fail table, and 218 (0 to 217) for the low probability mode win / fail table, There are 869 (0 to 868) probability mode validity tables. In other words, at game setting value 3, the jackpot probability in low probability mode is approximately 1 / 300.6 (218 / 65536), and the jackpot probability in high probability mode is approximately 1 / 75.4 (869 / 869 / 65536).

[0118] With game setting value 4, out of 65536 random numbers from 0 to 65535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 224 (0 to 223) for the low probability mode win / fail table, and 224 (0 to 223) for the high probability mode win / fail table. There are 893 (0 to 892) probability mode validity tables. In other words, at game setting value 4, the jackpot probability in low probability mode is approximately 1 / 292.6 (224 / 65536), and the jackpot probability in high probability mode is approximately 1 / 73.4 (893 / 893 / 65536).

[0119] At game setting value 5, out of 65536 random numbers from 0 to 65535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 230 (0 to 229) for the low probability mode win / fail table, and 230 (0 to 229) for the high probability mode win / fail table. There are 917 (0 to 916) probability mode validity tables. In other words, at game setting value 5, the jackpot probability in low probability mode is approximately 1 / 284.9 (230 / 65536), and the jackpot probability in high probability mode is approximately 1 / 71.5 (917 / 917 / 65536).

[0120] At game setting value 6, out of 65536 random numbers from 0 to 65535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 236 (0 to 235) for the low probability mode win / fail table, and 236 (0 to 235) for the high probability mode win / fail table. There are 941 (0 to 940) probability mode validity tables. In other words, at game setting value 6, the jackpot probability in low probability mode is approximately 1 / 277.7 (236 / 65536), and the jackpot probability in high probability mode is approximately 1 / 69.6 (941 / 65536).

[0121] Note that if the value of the jackpot random number counter C1 is other than these random numbers that result in a jackpot win, the lottery result in the jackpot lottery will be a loss.

[0122] Here, in the low-probability mode win / fail table and the high-probability mode win / fail table, the random numbers that result in a jackpot are common in jackpot drawings between the same game setting values, but it is also possible that the random numbers that are a jackpot are not common. It will be done. Furthermore, the random numbers that result in a jackpot win may not be continuous values, but may be partially or entirely discrete values.

[0123] In addition, six low probability mode success / failure tables and six high probability mode success / failure tables are provided according to six levels of game setting values, but it is sufficient if there is at least one success / failure table for each mode. In other words, the game setting values ​​are not limited to six levels. It is also conceivable to provide a plurality of low probability mode success / failure tables corresponding to game setting values ​​of multiple stages, while providing one high probability mode success / failure table. That is, it is conceivable to provide a plurality of stages of game setting values ​​for the low probability mode, and to make the jackpot probability uniform without providing a staged game setting value for the high probability mode. Of course, the jackpot probability in the low probability mode may be made uniform, and a plurality of levels of game setting values ​​may be provided for the high probability mode.

[0124] The jackpot type counter C2 is sequentially incremented by 1 within the range of 0 to 19, and is returned to 0 after reaching the maximum value. The jackpot type counter C2 is updated regularly and is stored in the special figure holding storage area 412b at the timing when the game ball enters the first winning hole 314 or the second winning hole 315. In the gaming machine 10, the value of the jackpot type counter C2 corresponding to each of the two jackpot types, variable jackpot and normal jackpot, is set according to the allocation table stored in the allocation table storage area in the ROM 411.

[0125] Here, FIG. 9(C) is a diagram showing an example of a distribution table. In the example shown in FIG. 9(C), if the type of special figure game is the first special figure game triggered by winning in the first winning hole 314, the number of random numbers that will result in a 5R probability variable jackpot is from 0 to 9. The number of random numbers that result in a 16R definite variable jackpot is 5 from 10 to 14, and the number of random numbers that result in a 5R normal jackpot is 5 from 15 to 19. On the other hand, if the type of special figure game is a second special figure game triggered by winning in the second winning hole 315, the number of random numbers that will result in a 5R probability variable jackpot is 5 from 0 to 4, and a 16R probability variable jackpot. The number of random numbers that result in a jackpot is 10 from 5 to 14, and the number of random numbers that normally result in a jackpot in 5R is 5 from 15 to 19. That is, in the gaming machine 10, the probability of a variable jackpot in the first special symbol game and the second special symbol game is set to be the same at 75%, but compared to the first special symbol game, the probability of winning is 16R in the second special symbol game. The probability of winning a jackpot is set high. That is, in the variable probability game state (high probability mode and high frequency support mode with a high probability of opening the electric accessory 315b) and the time saving game state (low probability mode and high frequency support mode), the normal game state (low probability mode and electric Compared to the low-frequency support mode (in which the probability of opening the accessory 315b is low), the expected value of acquiring game balls when the lottery result in the jackpot lottery is a jackpot is set higher.

[0126] In both the first special figure game and the second special figure game, if the result of the jackpot lottery is a variable probability jackpot, the variable probability game state (high probability mode and high frequency support mode) is entered after the end of the jackpot game. Transition. In the gaming machine 10, there is no upper limit set to the number of special symbol games that can be executed in the variable probability gaming state, and the gaming machine 10 is configured as a so-called loop probability changing machine.

[0127] Further, when the result of the jackpot lottery is a normal jackpot, the game shifts to a time-saving gaming state (low probability mode and high-frequency support mode) after the jackpot game ends. In the gaming machine 10, an upper limit value (100 times in this embodiment) is set for the number of special figure games that can be executed in the time-saving game state (number of time-saving games), and a jackpot is achieved within this upper limit value of the number of special figure games. If the result of the lottery is not a jackpot, a transition is made to a normal game state, which is a low frequency support mode, after execution of the special figure game of the upper limit value. In addition, the number of times the special figure game is played in the time-saving game state is not limited to 100 times, but may be another number of times.

[0128] In addition, the transition from the variable probability gaming state to the normal gaming state is not limited to the case where the special figure game with the upper limit value is executed, but may be executed, for example, when winning the state transition lottery (fall lottery). . In this case, until a predetermined number of special figure games are executed, the transition (fall) from the variable probability gaming state to the normal gaming state is prevented, and the predetermined number of times is set as the minimum number of special figure games to be executed in the variable probability gaming state. Guarantees may also be considered. This prevents the number of special figure games executed in variable probability game states from becoming significantly reduced.

[0129] In addition, in this embodiment, individual winnings are made for each of the first winning hole 314, which becomes an opportunity to execute the first special symbol game upon winning, and the second winning hole 315, which becomes an opportunity to execute the second special symbol game upon winning. A minute table is set, and the distribution probability of the jackpot type is different depending on whether the game ball enters the first winning hole 314 or the second winning hole 315, but the first special symbol game and the second special symbol game It is also conceivable that the distribution probability of the jackpot type is the same for games. Furthermore, the gaming machine 10 is not limited to a loop-probability machine, but may also be configured as an ST machine including a V-ST machine, a one-type two-type mixed machine, or the like.

[0130] Then, based on the values ​​of the jackpot random number counter C1 and the jackpot type counter C2 stored in the special figure execution area AE, the MPU 41 determines whether the lottery results in the jackpot lottery are "5R probability variable jackpot", "16R probability variable jackpot", " Determine whether it is a 5R normal jackpot” or a “miss”.

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

[0132] In the case of a 5R probability-variable jackpot or a 16R probability-variable jackpot, after the end of the jackpot game, a transition is made to a probability-variable game state which is a high-probability mode with a high probability of winning a jackpot and a high-frequency support mode with a high probability of opening the electric accessory 315b. In this embodiment, the probability variable gaming state continues until the MPU 41 determines that the lottery result in the jackpot lottery is a "5R probability variable jackpot", "16R probability variable jackpot", or "5R normal jackpot".

[0133] On the other hand, in the case of 5R normal jackpot, after the end of the jackpot game, the game shifts to a time-saving game state which is a low probability mode in which the probability of winning the jackpot is low and a high frequency support mode in which the probability of opening the electric accessory 315b is high. In this embodiment, the time-saving gaming state (low probability mode and high-frequency support mode) continues until the player is notified of the lottery results of the jackpot lottery a preset number of times, such as 100 times. , or ends when the player is notified that the lottery result of the jackpot lottery is a jackpot before the predetermined number of times has elapsed.

[0134] In addition, it is also possible to perform a falling lottery from the variable probability game state to the time-saving game state or the normal game state in the special figure game as another embodiment. In addition, if the lottery result in the jackpot lottery is a loss, the transition from the variable probability gaming state to the jackpot gaming state and the time saving gaming state is not made. In this embodiment, a case will be described in which the gaming machine 10 has three types of jackpots: a 5R probability variable jackpot, a 16R probability variable jackpot, and a 5R normal jackpot. It is also possible to have other jackpot types such as round normal jackpot and 16R normal jackpot.

[0135] In addition, the reach random number counter C3 is periodically updated by sequentially incrementing it by 1 within the range of 0 to 238, for example, in step S1003 of the main timer interrupt processing in FIG. 17, which will be described later, and reaches the maximum value. It is then set back to 0. In the first to fourth holding areas REA1 to REA4, REB1 to REB4 of the first special drawing holding storage area REA1 or the second special drawing holding storage area REA2, game balls are placed in the first prize opening 314 or the second prize opening. The value of the reach random number counter C3 at the timing of winning 315 is stored.

[0136] In the gaming machine 10, the type of stop result of the variable display displayed on the symbol display section 341 when the lottery result in the jackpot lottery is a loss is selected by the reach random number counter C3. Specifically, according to the miss type table stored in the miss type table storage area in ROM411, after a reach occurs, the final stop symbol shifts by one position before and after the reach symbol and stops before and after the reach, and a reach occurs as well. The value of the reach random number counter C3 corresponding to each of the three types of out-of-reach is set, which is a reach other than before or after an out-of-reach where the final stop symbol stops at a place other than before or after the reach-to-reach symbol, and a complete out-of-reach where no reach occurs.

[0137] Here, FIG. 9(D) is a diagram showing an example of a deviation type table. In the example shown in Figure 9(D), the value of the random number that results in a reach that is out of order is 0 to 8, the value of the random number that results in a reach that is not out of the front or back is 9 to 38, and the value of the random number that causes a reach that is completely out of order is 39. ~238. In addition, the MPU41 determines that a reach has occurred regardless of the value of the reach random number counter C3 in a special pattern game in which a 5R probability variable jackpot, a 16R probability variable jackpot, or a 5R normal jackpot is won, that is, in a special pattern game that transitions to a jackpot game state. .

[0138] Here, reach refers to a state in which a pattern combination of decorative patterns indicating winning a jackpot is likely to occur during the period from the start of the variable display of the symbols in the symbol display section 341 until the symbols are stopped and displayed. It is a fluctuating state. In one example, the same symbol is stopped and displayed at two of the three stop positions of decorative symbols on the active line in the symbol display section 341, and the display symbol corresponding to the remaining one stop position is fluctuated. be. In addition, while the reach in the symbol display section 341 is in a fluctuating state, a moving image of a predetermined character or the like is displayed to suggest the level of expectation, or a story production process in which the player's operation on the operation button 20 is reflected in the production. Participatory operation performance processing and the like are executed. It should be noted that during execution of these production processes, the variable display in the symbol display section 341 may be hidden, or may be displayed in a reduced or enlarged manner.

[0139] The special figure variation type counter CS1 is sequentially incremented by 1 within the range of 0 to 199, for example, and is returned to 0 after reaching the maximum value. Specifically, the special symbol fluctuation type counter CS1 displays the special symbol (symbol display section 341) is used to determine the special figure variation pattern type (variable display time of special symbols) that indicates the variable display time of the ornamental symbols in 341. By determining the special figure fluctuation pattern type in this way, the audio lamp control device 5 can control general characteristics such as multi-reach performance, super reach performance, and special reach performance of high-speed fluctuation performance (basic performance, non-reach performance). The variation type (performance pattern) in the figure game is determined according to the special figure variation pattern type (variation display time of the special symbol). The special figure fluctuation type counter CS1 is updated at least once in step S1402 each time the main process of FIG. 21, which will be described later, is executed once by the MPU 41, and is repeatedly updated in step S1414 even within the remaining time within the main process. . In the first to fourth holding areas REA1 to REA4, REB1 to REB4 of the first special drawing holding storage area REA1 or the second special drawing holding storage area REA2, game balls are placed in the first winning hole 314 or the second winning hole. 315, the value of the special figure fluctuation type counter CS1 at the timing of winning is stored.

[0140] Then, the MPU 41 determines the variable display time of the special symbol based on the special symbol variation type counter CS1 and a variation table (see FIGS. 10(A) to 10(C)) that is preset according to the result of the jackpot lottery. Determine the special figure fluctuation pattern that indicates. Specifically, the MPU 41 stores the normal jackpot variation table (see FIG. 10(A)), the probability variable jackpot variation table (see FIG. 10(B)), or the miss variation table (see FIG. 10(B)) stored in advance in the variation table storage area of ​​the ROM 411. (See FIG. 10(C)) to identify the special figure fluctuation pattern type. Note that these fluctuation tables may be provided separately for low probability mode and high probability mode. Moreover, the probability variation jackpot fluctuation table may be provided individually for each of the 5R probability variation jackpot and the 16R probability variation jackpot.

[0141] Here, FIGS. 10(A), 10(B), and 10(C) are diagrams showing examples of fluctuation tables. In the normal jackpot fluctuation table shown in Figure 10(A), the probability variable jackpot fluctuation table shown in Figure 10(B), and the loss fluctuation table shown in Figure 10(C), the special pattern fluctuations occur according to the value of the special pattern fluctuation type counter CS1. Patterns are associated in advance. Then, MPU41 uses the normal jackpot fluctuation table shown in Figure 10 (A) when the lottery result is "5R regular jackpot", and when the lottery result is "5R probability variable jackpot" or "16R probability variable jackpot" Refers to the probability variable jackpot fluctuation table shown in FIG. 10(B), and when the lottery result is "lost" to the losing fluctuation table shown in FIG. 10(C), to identify the type of special symbol fluctuation pattern.

[0142] More specifically, as shown in FIGS. 10(A) and 10(B), in the normal jackpot variation table and the probability variable jackpot variation table, the special symbol variation pattern "01" is set according to the value of the special symbol variation type counter CS1. ~One of “03” is selected. Here, when the special symbol variation pattern "01" is selected, the voice lamp control device 5 determines the normal reach production pattern with a variation display time of 30 seconds as the variation type (production pattern type), and the symbol display section 341 etc. A special game performance is executed according to a normal reach performance pattern. The normal reach performance pattern is a performance pattern in which the final individual performance type in the special figure game performance is the normal reach performance. In addition, when the special figure variation pattern "02" is selected, the sound lamp control device 5 determines a super reach effect pattern with a variation display time of 60 seconds as the variation type (effect pattern type), and the symbol display section 341 etc. A special game performance is executed 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 figure game performance is the super reach performance. Furthermore, when the special figure variation pattern "03" is selected, the audio lamp control device 5 determines the special reach effect pattern with the longest variation display time of 90 seconds as the variation type (effect pattern), and the symbol display section 341 etc. A special game performance is executed according to a special reach performance pattern. The special reach performance pattern is a performance pattern in which the final individual performance type in the special figure game performance is a special reach performance.

[0143] As shown in Fig. 10(C), the deviation variation table corresponds to the stop display type of the decorative symbol when a deviation is determined by the value of the reach random number counter C3 (reach outside the front and back, reach other than the front and back, and complete failure). Therefore, the correspondence relationship between the special figure variation type counter CS1 and the special figure variation pattern is determined. More specifically, when the stop display type at the time of a miss is a reach that is out of front and back or a reach other than a reach that is out of front and back, one of the special figure fluctuation patterns "01" to "03" is selected depending on the value of the special figure fluctuation type counter CS1. is selected. On the other hand, when the stop display type at the time of a miss is a complete miss, either the special figure variation pattern "04" or "05" is selected according to the value of the special figure variation type counter CS1. In addition, when the special figure variation pattern "04" is selected, the sound lamp control device 5 determines a non-reach production pattern (7 seconds non-reach production pattern) with a variation display time of 7 seconds as the variation type (production pattern type). Then, the special figure game performance is executed in accordance with the 7 second non-reach performance pattern on the symbol display section 341 and the like. In addition, when the special figure variation pattern "05" is selected, the sound lamp control device 5 determines a non-reach production pattern (10 seconds non-reach production pattern) with a variation display time of 10 seconds as the variation type (production pattern type). Then, a special figure game performance is executed in accordance with the 10-second non-reach performance pattern on the symbol display section 341 and the like.

[0144] For example, in the gaming machine 10, the variable display of decorative symbols is displayed as a combination of missing symbols without accompanying a preview effect in which characters, messages, etc. are displayed as the variable display when the winning pattern corresponds to the special pattern variation pattern "04". A fluctuating display of the outlier pattern that is stopped and displayed is executed. In addition, in the gaming machine 10, the fluctuating display of decorative symbols is accompanied by a notice display in which characters, messages, etc. are displayed as a fluctuating display when the winning pattern corresponds to the special pattern fluctuation pattern "05", and the fluctuating display of decorative symbols stops when the combination of symbols comes off. A variable display of the displayed deviation pattern is executed. In addition, when the fluctuation display is displayed when a miss occurs corresponding to the special pattern fluctuation pattern "05", a player participation type operation performance that reflects the player's operation of the operation button 20 may be executed as a preview performance. be.

[0145] In addition, the type of special figure fluctuation 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 performances with different characters, stories, etc. are prepared as the normal reach performance executed in the normal reach performance pattern corresponding to the special pattern fluctuation pattern "01", and the normal reach performance is selected from among them. One of the normal reach effects will be executed.

[0147] Similarly, in the gaming machine 10, multiple types of super reach performances with different characters, stories, etc. are prepared as super reach performances executed in the super reach performance pattern corresponding to the special pattern fluctuation pattern "02". One of the selected super reach effects is executed. The super reach performance is a reach performance with a longer fluctuation time than the normal reach performance, and the probability (expectation level) of the lottery result in the jackpot lottery is higher than the normal reach performance, and the probability of winning the jackpot is higher than the special reach performance. Executed when suggesting to the player that the probability (expectation level) is low.

[0148] Furthermore, in the gaming machine 10, multiple types of special reach performances with different characters and stories are prepared as special reach performances executed in the special reach performance pattern corresponding to the special figure fluctuation pattern "03", among which One of the special reach effects selected from is executed. The special reach performance is a reach performance that has a longer fluctuation time than the normal reach performance, and is, for example, a performance that develops from the normal reach performance or the super reach performance. The special reach performance is executed to suggest to the player that the probability (expectation level) of winning the jackpot is higher than the normal reach performance or the special reach performance.

[0149] In addition, the performance patterns corresponding to the special figure fluctuation pattern include operation performances in which the operation status of the operation button 20 by the player is reflected in the performance, for example, a single-shot operation performance in which a single-shot operation is reflected in the performance, and a button operated by the player. Operation performances in which the player participates may be included, such as a continuous-hit operation performance in which 20 consecutive tap operations are reflected in the performance, and a long-press operation performance in which a long-press operation of the operation button 20 by the player is reflected in the performance.

[0150] Then, when the MPU 41 specifies the variable display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (the variable display time of the decorative symbol in the symbol display section 341), A special figure variation pattern command indicating the special figure variation display time and the lottery result in the jackpot lottery is input to the audio lamp control device 5. Specifically, if the lottery result is a "5R regular jackpot", MPU41 will use a special symbol with "A" attached in front of the special symbol fluctuation patterns "01" to "03" to indicate that it is a 5R regular jackpot. Outputs one of the fluctuation pattern commands "A01" to "A03". In addition, if the lottery result is a "5R sure-change jackpot", MPU41 uses a special pattern variation pattern with "B" attached in front of the special pattern variation patterns "01" to "03" to indicate that it is a 5R probability-variable jackpot. Outputs one of the commands "B01" to "B03". Furthermore, if the lottery result is a ``16R guaranteed variable jackpot'', MPU41 uses special pattern fluctuation patterns with a ``C'' attached before the special pattern fluctuation patterns ``01'' to ``03'' to indicate that it is a 16R guaranteed variable jackpot. Outputs one of the commands "C01" to "C03". In addition, if the lottery result is a "lose", the MPU41 will issue a special pattern fluctuation pattern command "D01" with a "D" indicating a loss in front of the special pattern fluctuation patterns "01" to "05". ~Output one of “D05”. That is, the special figure variation pattern command includes not only the special figure variation pattern (time of special figure game) which is the variable display time of the special symbol, but also information specifying the result of the jackpot lottery. Then, the voice lamp control device 5 is capable of determining not only the special pattern fluctuation pattern (special pattern game time), which is the variable display time of the special pattern, but also the result of the jackpot lottery based on the special pattern fluctuation pattern command. Based on the variable display time of the special symbol (special symbol game time) and the result of the jackpot lottery, the variation type (performance pattern) displayed on the symbol display section 341 etc. and the stoppage of the decorative symbol can be determined. Decide details such as display combinations. Then, the audio lamp control device 5 causes the pattern display section 341 to display the decorative pattern in a variable manner and stop display based on details such as the determined variation type (effect pattern), and also performs an image effect in accordance with the variable display of the decorative pattern. Furthermore, the speaker 26 performs a sound performance in accordance with the fluctuating display of the decorative pattern, and the illumination unit 27 performs an illumination performance (lamp performance).

[0151] In this way, in the gaming machine 10, the MPU 41 of the main controller 4 executes a simple process of determining the display time of the decorative symbols in the symbol display section 341 based on the special symbol variation type counter CS1 and the variation table. It turns out. Therefore, even if the MPU 41 of the gaming machine 10 is composed of an 8-bit microcomputer, the MPU 41 can stably execute the jackpot lottery. In addition, since the details of the variation mode of the decorative pattern actually displayed on the pattern display section 341 are determined by the audio lamp control device 5, it is possible to selectively execute a wide variety of variation modes. It is.

[0152] The fluctuation tables shown in FIGS. 10(A) to 10(C) are commonly used in various gaming states (normal gaming state, time-saving gaming state, and variable probability gaming state), but each variation table is individually used for each gaming state. may be set, and variable tables may be set separately for high-frequency support mode (time-saving gaming state and variable probability gaming state) and low-frequency support mode. In addition, when setting individual fluctuation tables for each type of gaming state or support mode, the average value of the fluctuation display time may be higher in the normal gaming state (low-frequency support mode), for example, in the time-saving gaming state and in the variable-probability gaming state (high-frequency support mode). frequency support mode). In addition, when setting different fluctuation tables for the time-saving gaming state and the variable probability gaming state, the average value of the variable display time may be set longer in the time-saving gaming state than in the variable probability gaming state, or It may be set longer than the time-saving gaming state.

[0153] Here, FIG. 11 is a block diagram showing an example of the general card reservation storage area 412c of the storage area of ​​the main controller 4 shown in FIG. As shown in FIG. 11, the general reservation storage area 412c includes the general reservation area SE1, the second reservation area SE2, the third reservation area SE3, the fourth reservation area SE4, and the fluctuation Contains pending number storage area SNA and general drawing execution area SAE.

[0154] The first holding area SE1 to the fourth holding area SE4 is a normal winning random number counter C4 which is obtained as normal drawing correctness information used in the winning drawing when a game ball passes through the through gates 317L and 317R. , a normal winning type random number counter C5, and a normal pattern fluctuation type counter CS2.

[0155] The ordinary figure fluctuation reservation number storage area SNA stores the number of ordinary figures first reservation area SE1 to ordinary figure fourth reservation area SE4 in which ordinary figures validity information is stored. That is, the normal figure fluctuation pending number storage area SNA is a storage area that stores the number of pending rights to play the normal figure game.

[0156] The normal pattern execution area SAE is a memory used to move the normal pattern validity information in the normal pattern first holding area SE1 when the fluctuating display of the normal pattern starts in the normal pattern display section 361 of the main display section 36. It is an area. Then, at the start of one normal pattern game, the MPU 41 calculates the numerical information (normal winning random number counter C4, normal winning type random number counter C5, general pattern variation type Based on the value of the counter CS2), the per-normal pattern validity table (see Fig. 12(A) and Fig. 12(B)) and the per-normal pattern type distribution table (Fig. 12(C) and Fig. 12 (D)) is used to perform a lottery for a common symbol, and a common symbol variation table (not shown) is used to determine the common symbol fluctuation display time for the normal symbol. At this time, if the general pattern validity information stored in the general pattern first holding area SE1 is moved to the general pattern execution area SAE, the general pattern correctness information stored in the general pattern second holding area SE2 is moved to the general pattern execution area SAE. The normal pattern validity information that was shifted to the first holding area SE1 and stored in the normal pattern third holding area SE3 was shifted to the normal pattern second holding area SE2, and the normal pattern correctness information was stored in the general pattern fourth holding area SE4. The information is shifted to the third holding area SE3.

[0157] The normal winning random number counter C4 is periodically updated by sequentially incrementing it by 1 within the range of 0 to 299, for example, in step S1003 of the main timer interrupt processing in FIG. 17, which will be described later, and after reaching the maximum value. set back to 0. Then, the value of the normal winning random number counter C4 at the timing when the game ball enters the through gates 317L and 317R is stored in the normal pattern first holding area SE1 to the normal pattern fourth holding area SE4 of the normal pattern holding storage area 412c. be done. In addition, at a predetermined timing, a lottery to determine whether or not to open the electric accessory 315b for a predetermined period of time is performed based on the value of the normal winning random number counter C4 stored in the general drawing holding storage area 412c.

[0158] Here, FIGS. 12(A) and 12(B) are diagrams illustrating an example of a normal figure hit / fail table. In this embodiment, there are two types of normal pattern hit / failure tables: a low frequency support mode normal pattern hit / failure table shown in FIG. 12(A), and a high frequency support mode normal pattern hit / fail table shown in FIG. 12(B). is set. That is, in this embodiment, as will be described later, the probability of hitting a regular symbol is different between the low-frequency support mode and the high-frequency support mode, and the probability of hitting a regular symbol is higher in the high-frequency support mode than in the low-frequency support mode. It is set.

[0159] The low-frequency support mode normal figure hit / failure table shown in FIG. 12(A) is a table used in the normal figure winning lottery in the normal gaming state, which is the low-frequency support mode. As shown in FIG. 12(A), in the low-frequency support mode normal pattern hit / failure table, if the value of the random number counter C4 per normal pattern is 0, the value of the random number counter C4 per normal pattern is 1 to 299. If it is set to off. That is, in the normal game state (low-frequency support mode), the probability of winning a normal figure is set to 1 / 300, and the operating frequency of the electric accessory 315b is made low.

[0160] The high-frequency support mode normal figure winning probability table shown in FIG. 12(B) is a table used in the normal figure winning lottery in the variable probability gaming state and time-saving gaming state, which are the high-frequency support mode. As shown in FIG. 12(B), in the high-frequency support mode normal figure hit / failure table, contrary to the low frequency support mode normal figure hit / failure table, if the value of the random number counter C4 for a common figure is 0, the result is lost. When the value of the random number counter C4 is 1 to 299, it is set to be per ordinary figure. In other words, in the fixed variable gaming state and the time-saving gaming state (high-frequency support mode), the probability of hitting a regular symbol is set to 299 / 300, and the probability of hitting a regular symbol is set higher than in the normal gaming state (low-frequency support mode). At the same time, the frequency of operation of the electric accessory 315b is increased.

[0161] Note that the low-frequency support mode probability of winning a regular pattern and the high-frequency support mode probability of hitting a normal pattern are not limited to the examples shown in FIGS. 12(A) and 12(B), and can be changed as appropriate.

[0162] In step S1003 of the main timer interrupt process in FIG. 17, which will be described later, the normal winning type random number counter C5 is periodically updated by sequentially incrementing by 1 within the range of 0 to 199, for example, and reaches the maximum value. It is then set back to 0. Then, the value of the normal winning type random number counter C5 at the timing when the game ball enters the through gates 317L and 317R is stored in the normal pattern first holding area SE1 to the normal pattern fourth holding area SE4 of the normal pattern holding storage area 412c. Stored. In addition, when the value of the normal hit random number counter C4 stored in the common map 1st reservation area SE1 to the regular map 4th reservation area SE4 is a regular win, By the value of the normal hit type random number counter C5 stored in area SE4, the type per normal map (per short open regular map and per long open regular map), that is, the opening time of the electric accessory 315b is set.

[0163] Here, FIG. 12(C) and FIG. 12(D) are diagrams showing an example of a type distribution table per ordinary figure. In this embodiment, as the type distribution table per general pattern, the low frequency support mode type distribution table per general pattern shown in FIG. 12(C) and the high frequency support mode type distribution table per general pattern shown in FIG. 12(D) are used. Two types are set: minute table and minute table. That is, in the present embodiment, as will be described later, the distribution probabilities of the types per regular map (per short open regular map and per long open regular map) are different between the low frequency support mode and the high frequency support mode.

[0164] Here, in the case of a short-open normal map, the electric accessory 315b is opened for a short time (for example, 0.1 seconds), so that the game ball can enter the second prize opening 315 for a short time (for example, 0.1 seconds). A short open regular map winning game is executed. In this short opening regular game, it is difficult for the game ball to enter the second prize opening 315 because the opening time of the electric accessory 315b is short, and in many cases, the game ball does not enter the second prize opening 315. .

[0165] On the other hand, in the case of a long open normal figure, the electric accessory 315b is opened for a longer time (for example, 6 seconds) than in the short open normal figure game, so that the second prize opening 315 is more open than in the short open normal figure game. A long open normal pattern winning game is executed in which the game ball can enter the ball for a long time (for example, 6 seconds). In this long open regular map winning game, since the opening time of the electric accessory 315b is long, the game ball easily enters the second prize opening 315, and the right to execute the second special map game is limited to the upper limit number (for example, 4 ).

[0166] The low frequency support mode normal figure per type distribution table shown in FIG. 12(C) is a table used in the normal figure winning lottery in the normal gaming state which is the low frequency support mode. As shown in Fig. 12(C), in the low-frequency support mode type distribution table per ordinary figure, when the value of the random number counter C5 per ordinary figure is 0 to 99, the type random number per short open ordinary figure, the type random number per ordinary figure When the value of counter C5 is between 100 and 199, it is set per long open regular map. That is, in the normal game state (low frequency support mode), the distribution ratio between the short open normal pattern and the long open normal pattern is set to 1:1. Of course, in the normal gaming state (low-frequency support mode), the distribution ratio between short-open normal patterns and long-open normal patterns does not necessarily have to be 1:1, and can be changed as appropriate. The distribution rate per figure is zero (the value of the normal per type random number counter C5 per long open general map is zero) or approximately zero (the value of the normal per type random number counter C5 per long open general map is 1 or 2) It is also possible to set it to

[0167] The high-frequency support mode normal figure type distribution table shown in FIG. 12(D) is a table used in the common figure lottery in the variable probability gaming state and time-saving gaming state, which are high-frequency support modes. As shown in FIG. 12(D), in the high-frequency support mode per ordinary figure type distribution table, if the value of the type random number counter C5 per ordinary figure is 0, the type random number counter C5 per short open ordinary figure, If the value of is between 1 and 199, it is set per long open general map. In other words, in the variable probability gaming state and the time-saving gaming state (high frequency support mode), it is set so that it is easier to be sorted into the long open normal pattern than the short open normal pattern. Of course, the distribution ratio between short open regular symbols and long open regular symbols in the variable probability gaming state and time-saving gaming state (high frequency support mode) is not limited to the example shown in FIG. 12(D), but may be determined as appropriate. It can be changed, and for example, it is also possible to set the distribution rate per short open regular map to zero (the value of the normal win type random number counter C5 per short open regular map is zero).

[0168] In addition, the opening of the electric accessory 315b is not limited to once per game per common figure, but may be opened multiple times. In this case, the opening time and opening interval (interval between openings) of each opening of the electric accessory 315b in one game per normal figure may be one type or multiple types.

[0169] The general figure fluctuation type counter CS2 is updated at least once in step S1402 each time the main process of FIG. It is repeatedly updated in step S1414 even within the remaining time within the main process. Then, the value of the regular pattern fluctuation type counter CS2 at the timing when the game ball enters the through gates 317L and 317R is stored in the standard pattern first holding area SE1 to the standard pattern fourth holding area SE4 of the standard pattern holding storage area 412c. Stored. Furthermore, at a predetermined timing, the general pattern fluctuation display time is determined by referring to the general pattern fluctuation display table (not shown) based on the value of the general pattern fluctuation type counter CS2 stored in the general pattern holding storage area 412c. Ru.

[0170] The general pattern fluctuation display table (not shown) includes, for example, a high frequency support mode general pattern fluctuation table that is referred to when in high frequency support mode, and a low frequency support mode general pattern fluctuation table that is referred to when in low frequency support mode. and a fluctuation display table. In the high-frequency support mode ordinary figure fluctuation display table and the low-frequency support mode ordinary figure fluctuation display table, a plurality of ordinary figure fluctuation display times are set in correspondence with, for example, the value of the ordinary figure fluctuation type counter CS2. Further, the high-frequency support mode ordinary figure fluctuation display table is usually set so that the average time of ordinary figure fluctuation display time is shorter than that of the low-frequency support mode ordinary figure fluctuation display table. For example, some of the variable display times set in the high frequency support mode general pattern fluctuation display table are set to be longer than some of the variable display times set in the low frequency support mode general pattern fluctuation display table. All the fluctuation display times set in the high frequency support mode general pattern fluctuation display table may be set to be longer than all the fluctuation display times set in the low frequency support mode general pattern fluctuation display table. It's okay.

[0171] Note that a common pattern fluctuation display table may be set in both the high-frequency support mode and the low-frequency support mode, and at least one of the high-frequency support mode general pattern fluctuation display table and the low-frequency support mode general pattern fluctuation display table. One type of general pattern fluctuation display time may be set in one general pattern fluctuation display table. Further, the general pattern fluctuation display time may be set according to the general pattern fluctuation pending number X. For example, the general pattern fluctuation display time may be set to become shorter as the general pattern fluctuation pending number X increases. , it may be set so that the smaller the number of pending changes in ordinary figures X is, the longer the ordinary figure fluctuation display time becomes.

[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 gaming machine shown in FIG. The game information storage area 412d stores game information regarding game history, ball payout performance, and the like. In the present embodiment, the game information storage area 412d contains, as game information, "Number of out balls", "Number of balls paid out from the general winning hole", "Number of balls paid out from the first winning hole", and "Number of balls paid out from the second winning hole". ”, “Variable winning slot payout number of balls”, “Setting value”, “Base information”, “Continuous accessory ratio information”, “Role ratio information”, “Cumulative number of jackpot drawings”, “Number of unit jackpot drawings”, The "number of jackpot hits" and "number of consecutive losses" are stored. Among these game information, "game setting value", "base information", "continuous character ratio information", "character ratio information", and "number of unit jackpot drawings" are game information related to ball payout performance (performance information ).

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

[0174] “Number of balls paid out from the general winning hole” is an integrated value of game balls that are paid out in response to winnings to the general winning hole 313 in the normal gaming state (low probability mode and low frequency support mode). This "Number of balls paid out from the general winning hole" is set by the prize ball command in step S1403 in the main process of FIG. When setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls according to the winning to the general winning opening 313 in the process, it is updated to a value that adds the number of balls paid out due to the current winning. .

[0175] “Number of balls paid out from the first winning hole” is an integrated value of game balls paid out in response to winnings to the first winning hole 314 in the normal gaming state (low probability mode and low frequency support mode). This "number of balls paid out from the first winning hole" is the number of prize balls in step S1403 in the main process of FIG. When setting the prize ball command to make the payout control device 7 pay out the number of prize balls according to the winning to the first winning opening 314 in the command setting process, the value obtained by adding the number of balls paid out due to the current winning. Update to.

[0176] “Number of balls paid out from the second winning hole” is an integrated value of game balls that are paid out in response to winnings to the second winning hole 315 in the time-saving gaming state (low probability mode and high frequency support mode). This "number of balls paid out from the second winning hole" is the number of prize balls in step S1403 in the main process of FIG. When setting the prize ball command to make the payout control device 7 pay out the number of prize balls according to the winning to the second winning opening 315 in the command setting process, the value added with the number of balls paid out due to the current winning. Update to.

[0177] “Variable winning hole payout number of balls” is an integrated value of game balls paid out in response to winnings in the variable winning hole 316 in the jackpot game state. This "variable winning hole payout number" is the prize ball command setting in step S1403 in the main process of FIG. When setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls according to the winning to the variable winning opening 316 in the process, it is updated to a value that adds the number of paid balls due to the current winning. .

[0178] "Game setting value" is for selecting the low probability mode winning / failure table (see Figure 9(A)) and the high probability mode winning / failing table (see Figure 9(B)) used in the jackpot lottery (win / fail determination). . In other words, the "gaming setting value" defines the jackpot probability in the low probability mode and the high probability mode. In this embodiment, as described later, there are six levels of setting values ​​(six types of low probability mode success / failure tables with different jackpot probabilities (see Figure 9(A)) and high probability mode success / failure tables (see Figure 9(B))). is being prepared. The "gaming setting value" is updated in the gaming setting value changing process shown in FIG. 35, which will be described later.

[0179] "Base information" is information about the "base" which is the payout rate (ball output rate) in the normal gaming state (low probability mode and low frequency support mode), and this "base" is the "number of out balls" in the normal gaming state. ” is the ratio of the total number of balls paid out of the “general winning hole number of paid out balls” and “first winning hole number of paid out balls”. If the “base” is expressed in a mathematical formula, “base” = 100 × (“Number of balls paid out from the general winning hole” + “Number of balls paid out from the first winning hole”) / “Number of out balls”. The "base information" includes information regarding the current base BL, the previous 60,000 ball base B1, and the previous 60,000 ball 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 in the specific performance information update process of FIG. 36, which will be described later (steps S2505 and S2506). Specifically, the "base" when the most recent number of out balls reached 60,000 balls is the previous 60,000 ball base B1, and the "base" when the previous number of out balls reached 60,000 balls is The 60,000-ball base B2 from the previous game is saved as "base information" in the game information storage area of ​​RAM412. Further, until the counter value of the number of out balls reaches 60,000 balls, it 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. In addition, if the current base BL is calculated until the counter value of the number of out balls reaches 60,000 balls, the "base information" includes the "general winning hole number of balls paid out" and "1st winning hole". Apart from the "Number of balls paid out" and "Number of out balls", "Number of balls paid out from the general winning hole", "Number of balls paid out from the first winning hole", and "Number of out balls" for base calculation are stored.

[0180] In this embodiment, the "base information" includes "current base BL", "previous 60,000 ball base B1", and "previous 60,000 ball base B2", and the past two 60,000 ball bases are the history. However, it is also possible to record the 60,000 ball base for the past three or more times as a history. Further, the "base information" may include the cumulative base from when the gaming machine 10 was installed in the gaming hall to the present.

[0181] "Continuous role ratio information" is the total number of balls paid out by winning in all winning holes (general winning hole 313, 1st winning hole 314, 2nd winning hole 315, and variable winning hole 316) from which prize balls are paid out. This is information regarding the "continuous role ratio" which is the ratio occupied by the number of balls paid out from the variable winning opening. Expressing the "continuous accessory ratio" mathematically, "continuous accessory ratio" = 100 x "number of variable winning holes paid out balls" / "total number of paid balls". The "continuous accessory 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 "continuous accessory ratio information" is stored as the cumulative continuous accessory ratio from the time when the gaming machine 10 was installed in the game hall to the present. In addition, "continuous role item ratio information" is for a certain period of time (for example, for a certain number of jackpots (for example, 100 times), or for a period until a certain number of jackpot drawings (for example, 1000 times) are executed in the normal gaming state. , it may be a continuous role item ratio for a period until the number of out balls reaches a certain number (for example, 60,000 balls). Of course, the "continuous accessory ratio information" may include both the cumulative consecutive accessory ratio and the continuous accessory ratio over a certain number of periods.

[0182] "Accessory ratio information" is based on the total number of balls paid out by winning in all winning holes (general winning hole 313, 1st winning hole 314, 2nd winning hole 315, and variable winning hole 316) from which prize balls are paid out. , is information regarding the "accessory ratio" which is the ratio of the total number of balls paid out from the second winning hole and the variable number of balls paid out from the variable winning hole. When expressing the "accessory ratio" in a mathematical formula, it is "accessory ratio" = 100 x ("number of balls paid out from the second winning opening" + "number of balls paid out from the variable winning opening") / "total number of balls paid out". The "accessory ratio information" is updated, for example, in the specific performance information update process shown in FIG. 36, which will be described later. In the present embodiment, the "accessory object ratio information" is stored as the cumulative accessory ratio from when the gaming machine 10 was installed in the game hall to the present. In addition, "accessory ratio information" is for a certain period of time (for example, for a certain number of jackpots (for example, 100 times), for a period until a certain number of jackpot drawings (for example, 1000 times) are executed in the normal gaming state, It may also be a ratio of bonuses to a period until the number of out balls reaches a certain number (for example, 60,000 balls). Of course, the "continuous accessory ratio information" may include both the cumulative accessory ratio and the accessory ratio over a certain number of periods.

[0183] "Cumulative number of jackpot drawings" is the number of jackpot drawings held in the normal gaming state (low probability mode and low frequency support mode) from the start of the gaming machine 10 before the opening of the game hall to the present. It is the number of times. In other words, the "cumulative jackpot lottery number" is determined by the variable display of the first special symbol in the first special symbol display section 362 of the main display section 36 triggered by a win in the first prize opening 314 in the normal gaming state. It is also the number of cumulative changes displayed. The "cumulative jackpot lottery number" is determined by the first special symbol or the first special symbol in the first special symbol display section 362 or second special symbol display section 363 of the main display section 36 in step S2106 in the special symbol fluctuation start process of FIG. 28, which will be described later. 2 It is added by 1 each time the variable display of the special map starts. Further, the "cumulative jackpot lottery number" is cleared from the gaming information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.

[0184] “Number of unit jackpot drawings” refers to the number of times jackpot drawings were held (main This is the number of times the symbol variation display of the first special symbol display section of the display section 36 has been executed. In this embodiment, the fixed number is "250 balls", and the difference ball is the number of balls obtained by subtracting "the number of balls paid out from the general winning hole" and "the number of balls paid out from the first winning hole" from the "number of out balls". In other words, the "unit jackpot lottery number" is the number of fluctuating displays of the first special symbol in the first special symbol display section 362 for an average of 1,000 yen (jackpot (number of times the lottery was received). Note that the "number of unit jackpot drawings" may be the number of jackpot drawings for a certain number of "out balls" in the normal gaming state. The “unit jackpot lottery number” is updated in the specific performance information update process of FIG. 36, which will be described later. In this embodiment, the "number of unit jackpot drawings" is stored as the cumulative number of unit jackpot drawings from the time the gaming machine 10 was installed in the game hall until the present. In addition, the "unit jackpot lottery number" refers to a certain period (for example, a period for a certain number of jackpot draws (for example, 100 times), a period until a certain number of jackpot drawings (for example, 1000 times) are executed in the normal gaming state, It may be for a period until the number of out balls reaches a certain number (for example, 60,000 balls). Of course, both the cumulative number of unit jackpot drawings and the number of unit jackpot drawings in a certain number of periods may be stored as game information as the "number of unit jackpot drawings."

[0185] The "number of jackpots" is the number of times that the jackpot lottery result has been a jackpot since the gaming machine 10 was started before the game hall opened for business until now. The "number of jackpots" is incremented by 1 each time a jackpot game is started in the jackpot game control process of FIG. 29, which will be described later, for example. Further, the "number of jackpots" is cleared from the gaming information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.

[0186] "Number of consecutive losses" is the number of times that the lottery result in the jackpot lottery is consecutively a loss in the normal gaming state (low probability mode and low frequency support mode), and if the lottery result is a jackpot, it becomes 0 times. cleared. The "number of consecutive misses" is determined when the first special symbol or the second special symbol is When starting the variable display of the special figure, if the result of the judgment based on the low probability mode correctness table in step S2103 is wrong, it is added by 1, and if the result of the judgment is a jackpot, it is cleared to 0 times. be done. In this embodiment, the "number of consecutive losses" is cleared from the gaming information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off. Of course, the "number of consecutive losses" may not be cleared from the game information storage area 412d when the main power of the gaming machine 10 is turned off.

[0187] Returning to the explanation of FIG. 14, the performance information display device 4A displays "base information" and "setting values" stored as gaming information (performance information) in the gaming information storage area 412d set in the RAM 412. . The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a set value display section 45, a set value change operation section 46, and a ROM47. 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 the "base information" of the gaming machine 10, and is provided at a position where it can be viewed when the inner frame 12 is expanded (FIG. 3 reference). The performance display monitor 43 is composed of a plurality (four in this embodiment) of 7-segment displays 431 to 434, and is referred to as a 4-digit 7-seg display. Although the performance display monitor 43 is preferably provided in the main control device 4, it may be provided in a device other than the main control device 4 in the main control unit 331, and may be provided in other components of the game other than the main control unit 331. may be provided. It is also possible to display the "base information" using the first special symbol display section 362 and / or the second special symbol display section 363 of the main display section 36.

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

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

[0191] The performance display switch 44 is used to collectively turn on and off the power of the performance display monitor 43 (four 7-segment displays 431 to 434) when pressed, and is located in an easily operable position when the inner frame 12 is unfolded. (see Figure 3). In the illustrated example, the power is turned on when the upper half of the performance display switch 44 is pressed, and the power is turned off when the lower half is pressed. When the performance display switch 44 is operated to turn on the power, the four 7-segment displays 431 to 434 are energized, allowing the performance display monitor 43 to display base information. On the other hand, when the performance display switch 44 is operated to turn off the power, the power to the four 7-segment displays 431 to 434 is cut off, and the base information on the performance display monitor 43 is hidden. . Note that the performance display switch 44 may be provided at a location other than the main controller 4.

[0192] Here, FIG. 15(A) is a display example on the performance display monitor 43. As shown in FIG. 15(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are off, so the base information is not displayed. As shown in FIGS. 15(B) to 15(D), when the performance display switch 44 is turned on, unless the performance display switch 44 is turned off, the current base BL → the previous 60,000 yen is displayed as "base information". It loops in order from ball base B1 → 60,000 ball base B2 → current base BL, and each base is displayed repeatedly at regular intervals. The example shown in Fig. 15(B) shows that the current base BL is 28%, and the example shown in Fig. 15(C) shows that the previous 60,000 ball base B1 is 34%. The example shown in shows that the 60,000 ball base B2 from the previous game was 32%. On the other hand, as shown in FIG. 15(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off and the base information on the performance display monitor 43 is hidden.

[0193] In addition, the program required to display "base information" on the performance display monitor 43, such as the program that calculates the current base BL, the previous 60,000 ball base B1, and the previous 60,000 ball base B2, and the program that calculates the current base information on the performance display monitor 43. A program for sequentially displaying the BL, the previous 60,000-ball base B1, and the two-previous 60,000-ball base B2 at regular intervals is stored in the ROM47 provided in the main controller 4 separately from the ROM412 of the MPU41. This makes it possible to reduce the load on the ROM 411 of the MPU 41. However, if the ROM 411 of the MPU 41 has sufficient capacity, the program necessary for displaying the "base information" on the performance display monitor 43 may be stored in the ROM 411. Further, a program necessary for displaying the "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM provided separately from the main controller 4.

[0194] In addition, in the performance display monitor 43, instead of or in addition to the "base information", "continuous accessory ratio information" and "accessory ratio information" are stored in the game information storage area 412d. Other performance information may also be displayed.

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

[0196] Returning to the explanation of FIG. 14, the setting value display section 45 is used to select the low probability mode success / failure table (see FIG. 9(A)) and the high probability mode success / failure table (see FIG. 9(B)) to be referred to in the jackpot lottery. It displays the above-mentioned game setting values, and is composed of a 7-segment display. Note that the set value display unit 45 is not limited to a 7-segment display, and may be configured with other forms of display such as a dot matrix display, a liquid crystal display, or an organic EL display, and may be configured using the performance display monitor 43. Game setting values ​​may also be displayed.

[0197] The set value change operation unit 46 switches the power of the 7-segment display device on and off when pressed, and when the power of the 7-segment display device is turned on, the set value can be changed by rotating the set value change operation unit 46. The set value change operation unit 46 has a function as a contact type switch that is turned on and off by a pressing operation, for example, and a function as a rotary switch whose contacts are switched by a rotation operation (rotation by a predetermined angle). Here, FIG. 16 is a diagram showing an example of display on the set value display section 45 of the main controller 4.

[0198] As shown in FIG. 16(A), when the set value display section 45 is in the off state and the set value change operation section 46 is pressed, the 7 segment display is energized and the set value display section is turned off. A number will be displayed at 45. The numbers displayed at this time are the setting values ​​stored in the game information storage area 412d of the RAM 412, and indicate the current setting values. In the illustrated example, the setting value is "1". On the other hand, if the set value change operation section 46 is pressed while the set value display section 45 is lit, the power to the 7-segment display is cut off, causing the set value display section 45 to turn off. Become.

[0199] As shown in FIG. 16(B), when the set value display section 45 is in a lit state and the set value change operation section 46 is rotated, the number displayed on the set value display section 45 is changed. . In the illustrated example, when the set value display section 45 is rotated clockwise, the number displayed on the set value display section 45 increases, and when the set value display section 45 is rotated counterclockwise, the number displayed on the set value display section 45 becomes larger. The number displayed will be smaller. When the number displayed on the setting value display section 45 is changed by rotating the setting value display section 45, the changed number is stored in the game information storage area 412d of the RAM 412 as a setting value. Therefore, if the power to the 7-segment display is turned off by pressing the set value change operation part 46 while the number corresponding to the desired set value is displayed on the set value display part 45, the power will not be turned off. The number that was displayed immediately before is determined as the setting value. As a result, the MPU 41 selects a low probability mode validity table (see FIG. 9(A)) or a high probability mode validity table (see FIG. 9(B)) selected according to the setting values ​​stored in the game information storage area 412d of the RAM 412. A jackpot lottery can be held based on the following.

[0200] Note that the method of changing the set value is not limited to the method of rotating the set value changing operation section 46 and then turning off the power of the set value display section 45. For example, the setting value can be determined by rotating the setting value change operation unit 46 and then pressing the operation button 20 (see Figure 1), or by repeatedly pressing or holding down the operation button 20 (see Figure 1). A method of changing the number displayed on the value display section 45 and then turning off the power of the set value display section 45.The set value is displayed by inserting a key into the keyhole provided in the main control device 4, etc. and rotating the key. Alternatively, the key may be removed after changing the number displayed on the section 45.

[0201] Here, the performance information display device 4A including the set value display section 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. Further, 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 set value display section 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 respect to the front frame 11, the setting value display section 45 can be set to the outside of the game machine 10 (on the front side of the front frame 11). ), it is possible to select a visible state or an invisible state. That is, by closing the game board 31 (control unit 33) with respect to the front frame 11, the set value display section 45 cannot be seen, while the game board 31 (control unit 33) is opened with respect to the front frame 11. The setting value display section 45 can be visually checked. As a result, when a player plays a game on the gaming machine 10, the set value display section 45 is not visible unless the game board 31 is opened. The value is prevented from being grasped by the player. Then, when the setting value display section 45 is in the lit state, the setting value changing operation section 46 is turned off by pressing the setting value changing operation section 46. Therefore, by keeping the set value display section 45 in an off state during business hours of the game hall, the set value display section 45 can be visually recognized when the game board 31 is opened due to balls jamming in the game machine 10, etc. Even if the player is in the state, it is possible to prevent the player from grasping the set value through the set value display section 45.

[0202] On the other hand, when the set value display section 45 is in the off state, when the set value change operation section 46 is pressed, the set value display section 45 is turned on, and the numbers corresponding to the game set values ​​are hidden. Therefore, when the game board 31 is opened to the front frame 11 and the set value change operation section 46 is pressed during non-business hours of the game hall, the set value display section 45 is turned on. The game setting value can be confirmed based on the numbers displayed on the setting value display section 45, and furthermore, the game setting value can be changed by rotating the setting value changing operation section 46. This makes it possible to change the setting value outside of business hours with a simple operation while ensuring the confidentiality of the setting value during 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 device 4 in the main control unit 331. 33 may be provided separately from the main control unit 331.

[0204] [Sub control unit 332] As shown in FIG. 7, the sub-control unit 332 is equipped with a sound lamp control device 5 and a display control device 6, and based on the control signal input from the main control unit 331, the symbol fluctuation display and the Execute the performance display.

[0205] [Audio 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 unit configured as a 1-chip microcomputer. Furthermore, the MPU 51 has a built-in ROM 511 and RAM 512.

[0206] The ROM 511 is a nonvolatile storage section in which control programs and parameter information are stored in advance. The ROM 511 also stores information such as sounds and lamp blinking patterns used in special figure game effects, jackpot game effects, and the like. The RAM 512 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 51. Note that the RAM 512 may be a nonvolatile storage unit.

[0207] The audio lamp control device 5 sends commands to the display control device 6 based on commands (control signals) input from the main control device 4 by using the MPU 51 to execute processing according to the control program stored in the ROM 511. (control signal) to control the display on the symbol display section 341. The audio lamp control device 5 also controls the playback audio output from the speaker 26 and the blinking mode of the illumination section 27 in accordance with the display on the symbol display section 341. For example, the MPU 51 controls the image display on the symbol display section 341, the playback audio output from the speaker 26, and the blinking mode of the illumination section 27 when executing a special figure game performance and a jackpot game performance that will be described later.

[0208] The input / output I / F 52 is an input / output interface that inputs a signal to the audio lamp control device 5 and outputs a control signal 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. Then, commands such as a special figure variation pattern command, a first special figure hold command, a second special figure hold command, and a special figure shift command are input from the main control device 4 to the audio lamp control device 5. Furthermore, the audio lamp control device 5 outputs display variation pattern commands and the like to the display control device 6. Note that another embodiment may include a configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the audio lamp control device 5. Further, a configuration in which the sub-control unit 332 includes one control device having the functions of both the audio lamp control device 5 and the display control device 6 can be considered as another embodiment.

[0209] Further, the input / output I / F 52 is connected to the speaker 26 and the illumination section 27. In the audio lamp control device 5, the MPU 51 controls the audio output from the speaker 26 and the blinking mode of the illumination section 27 based on commands input from the main controller 4. Further, an operation switch 20a is connected to the input / output I / F 52. As a result, the MPU 51 detects that the operation button 20 has been operated, and based on the detection result, the image game performance is executed on the symbol display section 341 and the sound is output from the speaker 26. It is also possible to control audio output effects, lamp effects based on the blinking mode of the illumination section 27, and the like.

[0210] The MPU 51 inputs the general figure fluctuation pattern command, the electric accessory opening command, the electric accessory closing command, the special figure fluctuation pattern command, the first special figure hold command, the second special figure hold command, and the special figure change pattern command input from the main controller 4. Figure shift command, jackpot game start command, opening start command, opening end command, open / close execution mode start command, round game start command, round game end command, interval start command, interval end command, open / close execution mode end command, ending start command , an ending end command, a jackpot game end command, a game setting value change command, and other commands to perform predetermined arithmetic processing.

[0211] Specifically, when a special figure variation pattern command is input, the MPU51 determines a special figure variation pattern based on the special figure variation pattern command, and controls the display of the display variation pattern command corresponding to the special figure variation pattern. It is transmitted to the device 6 (see step S3107 in the command determination process in FIG. 47), and starts symbol variation display on the symbol display section 341. At this time, in the symbol display section 341, when the special symbol variation pattern command indicates a miss, a combination of decorative symbols corresponding to the miss is displayed.

[0212] [Display control device 6] The display control device 6 controls the display of the symbol display section 341 based on commands (control signals) input from the audio lamp control device 5. Specifically, the display control device 6 executes the symbol variation display and the effect display by controlling the display of the symbol display section 341 based on the display variation pattern command etc. input from the audio lamp control device 5.

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

[0214] The MPU 61 is an arithmetic unit configured as a one-chip microcomputer, and has a built-in ROM 611 and RAM 612. The display control device 6 also includes other circuits such as a timer circuit for measuring time and an interrupt circuit for accepting interrupts. The MPU 61 executes processing according to a control program stored in the ROM 611 or the like. Furthermore, part or all of the processing 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 plurality of types of variable symbols such as decorative symbols used in the variable symbol display of the symbol display section 341, preview effect images, reach effect images, jackpot effect images, and miss effect images. ing. Note that the images displayed on the symbol display section 341 include still images and moving images. Further, the ROM 611 stores a display schedule corresponding to each variable display pattern command. Specifically, the display schedule includes the type of image to be used and the display timing, as well as the variable display time of the variable symbol. In the display control device 6, the MPU 61 causes the symbol display section 341 to display an image according to the display schedule corresponding to the variable display pattern command, thereby realizing the symbol variable display and the effect display.

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

[0217] [Payout control device 7] The payout control device 7 is equipped with an MPU 71, an input / output I / F 72, and the like. The MPU71 is an arithmetic unit configured as a 1-chip microcomputer. Furthermore, the MPU71 has a built-in ROM711 and RAM712.

[0218] The ROM 711 is a nonvolatile storage section in which control programs and parameter information are stored in advance. Further, the RAM 712 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 71. Note that the RAM 712 may be a nonvolatile storage unit.

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

[0220] As described above, the dispensing device 132 is for dispensing game balls from the tank 131 toward the upper tray 23, and includes a drive unit 132a such as a motor that drives a ball stopping member that switches whether or not to disburse game balls. It also includes a payout sensor 132b that individually detects the game balls being paid out. The payout control device 7 pays out an arbitrary number of game balls by controlling the drive unit 132a based on the detection result by the payout sensor 132b. Further, the payout control device 7 is provided with a state return switch 73. The state return switch 73 is operated, for example, when a dispensing error such as a ball jam in the dispensing device 132 occurs to eliminate the ball jam (return to normal state).

[0221] The ball rental device 100 is installed in the island facility together with the gaming machine 10. The ball lending device 100 stores data in a recording medium such as a card inserted into the ball lending device 100 in response to the operation of a ball lending operation device (not shown) provided on the front frame 11 of the gaming machine 10. It is possible to pay out a number of game balls corresponding to a preset amount within the range of the amount set in advance and lend them to the player. Specifically, by inputting a control signal to pay out a predetermined number of game balls from the ball lending device 100 to the payout control device 7, the MPU 71 controls the payout device 132 to pay out a predetermined number of game balls. paid out. Note that the recording medium is not limited to a card, and may be, for example, a coin-shaped or stick-shaped storage medium with a built-in IC chip. Further, the ball lending device 100 may be capable of lending out a predetermined number of game balls according to the amount of cash by inserting cash.

[0222] [Launching control device 8] The launch control device 8 includes a launch control IC81 that controls the drive of the game ball launch mechanism 32. Specifically, the launch control IC 81 moves the game balls stored in the upper tray 23 to the launch rail 321 by driving the ball feeding device 322 of the game ball launch mechanism 32 while the launch handle 22 is rotated. Let it feed on top. Then, the launch control IC 81 detects the amount of operation of the launch handle 22 and directs the game ball on the launch rail 321 toward the game board 31 by driving the solenoid 323 of the game ball launch mechanism 32 according to the amount of operation. and fire it. At this time, the firing control IC 81 drives the ball feeding device 322 and the solenoid 323 using a clock signal that switches ON and OFF at a preset period (for example, 0.6 seconds) as a drive signal. As a result, in the game machine 10, one game ball is fired toward the game area every 0.6 seconds.

[0223] Further, the firing handle 22 is provided with a variable resistor for detecting the amount of rotational operation by the player, and a voltage is input to the firing control IC 81 according to the amount of rotational operation of the firing handle 22. As a result, the firing control IC 81 determines that, based on the voltage value input according to the amount of rotational operation of the firing handle 22, the greater the amount of rotational operation of the firing handle 22, the stronger the firing intensity of the game ball from the game ball firing mechanism 32 becomes. Adjust the voltage applied to solenoid 323 to make it stronger.

[0224] Further, the firing handle 22 includes a touch sensor 21a for detecting that the player is touching the firing handle 22, and a ball stop switch 21b for the player to arbitrarily operate to stop the firing of the game ball. is provided. The firing control IC 81 uses the touch sensor 21a and the ball stop switch 21b to detect when the touch sensor 21a detects that the player is not touching the firing handle 22, or when the ball stop switch 21b is operated by the player. When this is detected, the game ball firing mechanism 32 stops firing the game balls. As a result, for example, the firing handle 22 is fixed in a rotated state, and gaming in a situation where the player is not touching the firing handle 22 is prevented. Further, the player can stop the firing of the game ball by operating the ball stop switch 21b with his thumb or the like at any timing while rotating the firing handle 22.

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

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

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

[0228] Further, when the power supply control device 9 determines that the power supply is cut off, it inputs a power outage signal to the main control device 4, the audio lamp control device 5, the payout control device 7, and the like. For example, when the power supply control device 9 outputs a preset DC voltage of 24V based on the power supplied from the power supply equipment, the power supply control device 9 is in a power outage state when the DC voltage reaches less than the preset 22V. I judge that. Note that when the main control device 4, audio lamp control device 5, payout control device 7, etc. receive a power outage signal from the power supply control device 9, they interrupt the control being executed and execute a predetermined NMI interrupt process.

[0229] [Processing of main controller 4] Next, the processing executed by the MPU 41 of the main control device 4 will be explained with reference to FIGS. 17 to 41. Specifically, in the gaming machine 10, the MPU 41 performs a startup process that is started when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is periodically started, and a process that is executed during a power outage. Executes NMI interrupt processing, etc. Note that in this embodiment, descriptions of startup processing, NMI interrupt processing, etc. will be omitted, and main timer interrupt processing and main processing will be described. Furthermore, in the start-up process, it is checked whether the RAM 412 is operating normally, and execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.

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

[0231] <Step S1001> As shown in FIG. 17, in step S1001, the MPU 41 executes sensor detection processing to determine the detection state of the sensors connected to the main control device 4. For example, the detection states of ball entering sensors 313a to 316a, 317La, 317Ra, out ball sensor 318a, etc. are determined. At this time, if the entry of the game ball into any of the ball entry sensors 313a to 316a, 317La, and 317Ra is detected, the MPU41 stores that information in the RAM 412 as winning detection information. Furthermore, when an out ball is detected by the out ball sensor 318a, the MPU 41 adds 1 to the number of out balls stored in the gaming information storage area 412d of the RAM 412 and updates the number of out balls in the gaming information storage area 412d. do.

[0232] <Step S1002> Next, in step S1002, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal winning random number initial value counter CIN2. Specifically, the MPU41 adds 1 to the counter values ​​of the jackpot random number initial value counter CIN1 and the normal winning random number initial value counter CIN2, and when the counter value reaches the maximum value, clears the corresponding counter value to 0. do.

[0233] <Step S1003> Subsequently, in step S1003, the MPU 41 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal winning random number counter C4, and the normal winning type random number counter C5. Specifically, the MPU 41 adds 1 to the counter values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal winning random number counter C4, and the normal winning type random number counter C5, and When the value reaches the maximum value, the corresponding counter value is cleared to 0.

[0234] <Steps S1004 and S1005> After that, the MPU 41 executes the start winning process associated with winning to the first winning hole 314 or the second winning hole 315 (step S1004), and executes the firing control process (step S1005). The details of the starting winning process will be described later with reference to FIG.

[0235] The launch control process starts the launch of the game ball on the condition that the touch sensor 21a detects that the player is touching the launch handle 22 and the ball stop switch 21b for stopping the launch is not operated. This is the process of enabling. In addition, the firing control process disables the firing of the game ball when the touch sensor 21a detects that the player is not touching the firing handle 22, or when the ball stop switch 21b is operated. This is the process of The MPU 41 instructs the launch control device 8 to launch the game ball when the launch of the game ball is effective.

[0236] <Step S1006> In step S1006, when the game ball passes through the through gates 317L and 317R, the MPU 41 executes through gate processing to update the information stored in the general figure holding storage area 412c of the RAM 412, and Ends interrupt processing. Note that details of the through gate processing will be described later with reference to FIG. 20.

[0237] [Start winning process] Here, FIG. 18 is a flowchart showing an example of the procedure of the start winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of FIG. Hereinafter, the starting prize winning process will be explained with reference to FIG.

[0238] <Step S1101> As shown in FIG. 18, in step S1101, the MPU 41 determines whether or not there is a win in the first winning hole 314. Here, if the MPU 41 determines that there is a winning in the first winning opening 314 (step S1101: Yes), the process moves to step S1102, and if it determines that there is no winning in the first winning opening 314 (step S1101: No). ), the process moves to step S1106.

[0239] <Steps S1102 and S1103> In step S1102, the MPU41 determines whether the first special symbol reservation number N stored in the first special symbol reservation number storage area NAA of the RAM 412 is the maximum reservation number (4 in this embodiment). Here, if the first special figure reservation number N is the maximum reservation number (step S1102: Yes), the MPU41 moves the process to step S1106. On the other hand, if the first special figure reservation number N is not the maximum reservation number (step S1102: No), the MPU41 executes a process of adding 1 to the first special figure reservation number N (step S1103).

[0240] <Step S1104> In step S1104, the MPU 41 updates the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 that are updated in step S1003 in the main timer interrupt process in FIG. 17, and in step S1402 in the main process in FIG. 21, which will be described later. And obtain the counter value of the special figure fluctuation type counter CS1 updated in S1414, and apply the counter value to the first holding areas REA1 to 4 of the first special figure holding storage area REA of the special figure holding storage area 412b in the RAM 412. It is stored in the first free holding area in the holding area REA4.

[0241] <Step S1105> In step S1105, the MPU 41 determines whether the special symbol validity information for the first special symbol reservation obtained in step S1104 becomes the subject of determination of the validity of the jackpot in step S2102 or S2103 in the special symbol variation start process of FIG. 28, which will be described later. The content of the special figure validity information is confirmed, and the first special figure pending command setting process is executed to set the first special figure pending command in the RAM 412 based on the confirmation result. The details of the first special figure pending 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 win in the second winning hole 315. Here, if the MPU 41 determines that there has been a winning in the second winning opening 315 (step S1106: Yes), the process moves to step S1107, and if it determines that there has been no winning in the second winning opening 315 (step S1106: No). ), the start winning process ends.

[0243] <Steps S1107 and S1108> In step S1107, the MPU41 determines whether the second special symbol reservation number M stored in the second special symbol reservation number storage area NAB of the RAM 412 is the maximum reservation number (four in this embodiment). Here, if the second special figure reservation number M is the maximum reservation number (step S1107: Yes), the MPU41 ends the start winning process. On the other hand, if the second special figure reservation number M is not the maximum reservation number (step S1107: No), the MPU 41 executes a process of adding 1 to the second special figure reservation number M as an update process (step S1108). .

[0244] <Step S1109> In step S1109, the MPU 41 updates 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 in step S1402 in the main process in FIG. 21, which will be described later. And obtain the counter value of the special figure fluctuation type counter CS1 updated in S1414, and apply the counter value to the first reservation areas REB1 to 4 of the second special figure reservation storage area REB of the special figure reservation storage area 412b in the RAM 412. It is stored in the first free holding area in the holding area REB4.

[0245] <Step S1110> In step S1110, the MPU 41 determines whether the special symbol validity information for the second special symbol reservation acquired in step S1109 is subject to determination of the validity of the jackpot in step S2102 or S2103 in the special symbol variation start process of FIG. 28, which will be described later. The content of the special figure validity information is confirmed, and the second special figure pending command setting process is executed to set the second special figure pending command in the RAM 412 based on the confirmation result. Here, the second special figure pending command setting process is similar to the first special figure pending command setting process which will be described later with reference to FIG. 19, so detailed explanation will be omitted. In addition, in the 2nd special figure reservation command setting process, in the 1st special figure reservation command setting process of FIG. You can read "Number N" as "Number M of 2nd special drawings reserved".

[0246] [1st special figure hold command setting process] Here, FIG. 19 is a flowchart showing the procedure of the first special figure pending command setting process executed by the MPU41 in step S1105 in the start winning process of FIG. In addition, the 1st special figure hold command includes information indicating that the command is the 1st special figure hold command, the result of the jackpot lottery (jackpot type or loss), special figure fluctuation display time, and 1st special figure hold. Information such as the number N is included. Hereinafter, the first special figure pending command setting process will be explained with reference to FIG.

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

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

[0249] <Steps S1203 and S1204> In step S1203, the MPU 41 reads the high probability mode validity table (see FIG. 9(B)) that is saved according to the game setting value in step S2410 in the game setting value change process of FIG. 35, which will be described later, and selects the high probability mode. Based on the win / fail table, a win / fail determination is performed to determine whether the counter value of the jackpot random number counter C1 read in step S1201 is a value corresponding to a jackpot win. On the other hand, in step S1204, the MPU 41 reads the low probability mode validity table (see FIG. 9(A)) that is saved according to the game setting value in step S2410 in the game setting value change process of FIG. 35, which will be described later, and Based on the probability mode validity table, it is determined whether the counter value of the jackpot random number counter C1 read in step S1201 is a value corresponding to a jackpot win.

[0250] In addition, in steps S1203 and S1204, the validity determination is performed based on the high probability mode validity table or the low probability mode validity table that is saved according to the game setting value in step S2410 in the game setting value change process of FIG. 35, which will be described later. However, in step S1203 or S1204, after reading the game setting value saved in step S2408 in the game setting value change process of FIG. The propriety judgment may be made by selecting the mode propriety table one by one.

[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 a jackpot win. Here, if the MPU 41 determines that the counter value read from the jackpot random number counter C1 is a value corresponding to a jackpot win (step S1205: Yes), the process moves to step S1206. On the other hand, if the MPU 41 determines that the counter value read from the jackpot random number counter C1 is not a value corresponding to jackpot winning (step S1205: No), that is, if it is a loss, the process moves to step S1208.

[0252] <Step S1206> In step S1206, the MPU41 reads the counter values ​​of the jackpot type counter C2 and the special symbol variation type counter CS1 from the RAM412. For example, when the special symbol winning / failure information is stored in the third holding area REA3 in step S1104 in the starting winning process of FIG. 18, the jackpot type counter included in the special drawing winning / failure information stored in the third holding area REA3 The counter values ​​of C2 and special figure variation type counter CS1 are read. In addition, among the first holding area REA1 to the fourth holding area REA4, the holding area in which the special symbol winning / failure information is stored in step S1104 in the starting winning process of FIG. 18 is stored in the first special drawing holding number storage area NAA. This can be determined by the value of the number of reservations N.

[0253] <Step S1207> In step S1207, the MPU41 sets the jackpot type counter C2, the special symbol fluctuation type counter CS1, and the first special symbol reservation number N to the first special symbol reservation command. In this way, since the first special figure hold command includes the first special figure hold number N read out in step S1201, the MPU 51 of the audio lamp control device 5 that receives the first special figure hold command By referring to the number of reservations N included in the 1 special symbol reservation command, the 1st special symbol reservation command corresponds to the 1st special symbol validity information stored in any of the 1st reservation area REA1 to the 4th reservation area REA4. It is possible to recognize whether the

[0254] <Steps S1208 and S1209> In step S1208, MPU41 reads the counter value of special symbol variation type counter CS1 from RAM412. Next, the MPU41 sets the information indicating that the lottery result in the jackpot lottery is a loss, the special symbol fluctuation type counter CS1, and the first special symbol reservation number N to the first special symbol reservation command (step S1209).

[0255] The first special figure hold command set in step S1207 or S1209 of the first special figure hold command setting process is stored in the RAM 412 and is executed by the MPU 41 of the main controller 4 in FIG. It is deleted after being sent to the audio lamp control device 5 together with other commands in step S1401 of the main process. Furthermore, the content of the first special figure hold command explained here is only an example, and if it is possible to grasp the same content as the first special figure hold command in the voice lamp control device 5, it will be explained here. It's not limited to what you do. For example, it is also possible that part or all of the information of the first special figure reservation command is included in other commands.

[0256] [Through gate processing] Here, FIG. 20 is a flowchart showing the procedure of the through gate process executed by the MPU 41 in step S1006 in the main timer interrupt process of FIG. In the through gate process, when the game ball passes through the through gates 317L, 317R, the MPU 41 updates the information stored in the general figure reservation storage area 412c of the RAM 412. The through gate process will be explained below with reference to FIG.

[0257] <Step S1301> As shown in FIG. 20, in the through gate process, the MPU 41 first determines whether the game ball has passed through the left through gate 317L (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 of FIG. If the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), the process moves to step S1303, and if it determines that the game ball has not passed through the left through gate 317L. (Step S1301: No), the process moves to step S1302.

[0258] <Step S1302> If the MPU41 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 winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. If the MPU 41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), the process moves to step S1303, and if it determines that the game ball has not passed through the right through gate 317R. (Step S1302: No), the through gate process ends.

[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 it determines that the game ball has passed through the right through gate 317R (step S1302: Yes), the RAM 412 Determine whether or not the regular pattern fluctuation pending number X stored in the regular pattern fluctuation pending number storage area SNA set in the general pattern pending storage area 412c is the maximum pending number (4 in this embodiment) S1303). If the general figure fluctuation pending number X is the maximum pending number (step S1303: Yes), the MPU 41 ends the through gate processing, and if the general pattern fluctuation pending number X is not the maximum pending number (step S1303: No), The process moves to step S1304.

[0260] <Steps S1304 and S1305> If the number of pending variations in general patterns Obtain the counter values ​​of the normal winning random number counter C4 and the normal winning type random number counter C5 that are updated, and the value of the normal pattern fluctuation type counter CS2 that is updated in steps S1402 and S1414 of the main process in FIG. The value is stored in the first free holding area among the first to fourth holding areas SE4 of the general drawing holding storage area 412c in the RAM 412 (step S1305), and the through gate process ends.

[0261] [Main processing of main controller 4] Next, the main processing executed by the MPU 41 of the main control device 4 will be explained with reference to FIG. In the main process, main control processes for the progress of the regular figure game, special figure game, and jackpot game are executed. In the main process, the processes in steps S1401 to S1411 are executed as periodic processes at a cycle of, for example, 4 msec, and the counter update processes in steps S1413 and S1414 are executed in the remaining time from the end of the processes in steps S1401 to S1411 until the next cycle. Ru.

[0262] <Step S1401> As shown in FIG. 21, in step S1401, the MPU 41 transmits output data such as commands set in the main timer interrupt processing in FIG. Execute external output processing to send to. For example, in RAM 412, the regular pattern fluctuation pattern command, electric accessory opening command, electric accessory closing command, special pattern fluctuation pattern command, 1st special pattern holding command, 2nd special pattern holding command, special pattern shift command, jackpot game start Command, opening start command, opening end command, open / close execution mode start command, round game start command, round game end command, interval start command, interval end command, opening / closing execution mode end command, ending start command, ending end command, jackpot game If a command such as an end command or a game setting value change command is set, the command is sent to the audio lamp control device 5. Further, 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 MPU41 updates the values ​​of the special figure variation type counter CS1 and the regular figure variation type counter CS2. Specifically, the MPU41 adds 1 to the counter values ​​of the special pattern variation type counter CS1 and the regular pattern variation type counter CS2, and when the counter value reaches the maximum value, clears the corresponding counter value to 0. .

[0264] <Step S1403> In step S1403, the MPU 41 sets a 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 determines whether a winning has occurred in the general winning hole 313, the first winning hole 314, the second winning hole 315, the variable winning hole 316, etc., based on the winning detection information stored in the RAM 412. to judge. If a prize has been won, a prize ball command indicating the number of prize balls to be paid out in accordance with the winning is set in the RAM 412. At this time, in the normal gaming state (low probability mode and low frequency support mode), if a winning occurs in the general winning hole 313 or the first winning hole 314, the MPU 41 stores it in the gaming information storage area 412d of the RAM 412. The number of balls paid out from the general winning hole or the number of balls paid out from the first winning hole is updated to the value obtained by adding the number of balls paid out due to the current winning. In addition, in the time saving gaming state (low probability mode and high frequency support mode) or the variable probability gaming state (high probability mode and high frequency support mode), when a winning occurs in the second winning hole 315, the MPU 41 uses the RAM 412 The number of balls paid out from the second winning slot stored in the game information storage area 412d is updated to the value obtained by adding the number of balls paid out due to the current winning. Furthermore, in the jackpot game state, when a winning occurs in the variable winning opening 316, the MPU 41 changes the number of balls paid out from the variable winning opening stored in the gaming information storage area 412d of the RAM 412 to the number of balls paid out due to the current winning. Update to the added value.

[0265] <Step S1404> In step S1404, the MPU 41 executes the standard game control process that controls the progress of the standard game. In addition, the details of the general figure game control process will be described later with reference to FIGS. 22 to 24.

[0266] <Step S1405> In step S1405, the MPU 41 executes a normal pattern winning game control process that controls the progress of a normal pattern winning game that is executed when the result of the normal pattern winning lottery is a win. In addition, the details of the game control process per normal figure will be described later with reference to FIG.

[0267] <Step S1406> In step S1406, the MPU41 executes a special figure game control process that controls the progress of the special figure game. The details of the special pattern game control process will be described later with reference to FIGS. 26 to 28, but in the special pattern game control process, when starting the variable display of special symbols, the pattern variation display in the pattern display section 341 The special figure fluctuation pattern command necessary for this is set. At this time, the MPU 41 controls the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 that are updated in step S1003 of the main timer interrupt process in FIG. 17, and the special figure that is updated in steps S1402 and S1414 of this process. Based on each value of the fluctuation type counter CS1, a special figure fluctuation pattern command indicating the lottery result of the jackpot lottery and the fluctuation display time is set in the RAM 412.

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

[0269] <Step S1408> In step S1408, the MPU 41 executes a gaming state transition process that controls the transition of various gaming states (normal gaming state, time-saving gaming state, variable probability gaming state, variable probability jackpot gaming state, and normal jackpot gaming state). Note that details of the gaming state transition process will be described later with reference to FIGS. 33 and 34.

[0270] <Step S1409> In step S1409, MPU41 executes game setting value change processing. In this game setting value change process, a process for controlling display or non-display of setting values ​​or changing game setting values ​​stored in the game information storage area 412d according to the operation on the setting value change operation unit 46 is executed. . Note that details of the game setting value changing process will be described later with reference to FIG. 35.

[0271] In addition, in this embodiment, the game setting value changing process is executed in the main process, but during the start-up process that is started when the power is turned on, or between the start-up process and the start of launching the game ball. It is also conceivable that it will be executed in a limited manner. As a result, after the player starts playing, the game setting values ​​cannot be changed until the next power is turned on, so game setting values ​​cannot be changed during the business hours of the game hall. It can be prevented.

[0272] <Step S1410> In step S1410, the MPU 41 executes specific performance information update processing of the game information. In this embodiment, base information and the like are updated as specific performance information. Note that details of the specific performance information update process will be described later with reference to FIGS. 36 and 37.

[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, a process of displaying the base information updated in the specific performance information update process of step S1410 on the performance display monitor 43 is executed. Note that details of the display control process of the performance display monitor 43 will be described later with reference to FIGS. 38 to 41.

[0274] <Step S1412> In step S1412, the MPU 41 determines whether the execution timing for the next main process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. Here, when the MPU 41 determines that the timing to execute the next main process has arrived (step S1412: Yes), the process moves to step S1401 and executes each process from S1401 described above. On the other hand, if the MPU 41 determines that the execution timing of the next main process has not arrived (step S1412: No), the MPU 41 executes During the remaining time, steps S1413 and S1414 are repeatedly executed until it is determined that the timing for executing the next main process has arrived (step S1412: Yes).

[0275] <Step S1413> In step S1413, the MPU41 updates the jackpot random number initial value counter CIN1 and the normal winning random number initial value counter CIN2. Specifically, the MPU41 adds 1 to the counter values ​​of the jackpot random number initial value counter CIN1 and the normal winning random number initial value counter CIN2, and when the counter value reaches the maximum value, sets the counter value to 0. clear.

[0276] <Step S1414> In step S1414, the MPU41 updates the special figure variation type counter CS1 and the regular figure variation type counter CS2. Specifically, 1 is added to the counter values ​​of the special figure variation type counter CS1 and the regular figure variation type counter CS2, and when these counter values ​​reach the maximum value, the counter values ​​are cleared to 0. Then, after updating the special figure variation type counter CS1 and the regular figure variation type counter CS2, the MPU41 returns the process to step S1412.

[0277] [Public figure game control process] Here, FIG. 22 is a flowchart showing an example of the procedure of the common figure game control process executed in step S1404 in the main process of FIG. In the normal pattern game control process, processing for controlling the fluctuating display and stop display of the normal pattern on the normal pattern display section 361 of the main display section 36 is executed. Hereinafter, the normal figure game control process will be explained with reference to FIG.

[0278] <Step S1501> As shown in FIG. 22, in the normal pattern game control process, the MPU 41 first determines whether the normal pattern fluctuation display flag indicating that the normal pattern is being displayed in a variable manner (the normal pattern game is being executed) is on. is determined (step S1501). The normal pattern fluctuation display flag is set to ON in step S1711 when the normal pattern fluctuation display (normal pattern game) is started in the normal pattern fluctuation start process shown in FIG. When the general figure game ends), it is set to OFF in step S1510 in the corresponding general figure game control process.

[0279] MPU41, when the common figure fluctuation display flag is on (step S1501: Yes), that is, when the common figure game is being executed, the process moves to step S1507. On the other hand, when the flag during normal pattern fluctuation display is off (step S1501: No), that is, when the normal pattern game is not being executed, the MPU 41 moves the process to step S1502.

[0280] <Step S1502> If the common figure fluctuation display flag is off (step S1501: No), that is, if the common figure game is not being executed, the MPU 41 determines that the electric accessory 315b is being opened (the common figure game is being executed). It is determined whether the electric accessory opening flag indicating ``is on'' (step S1502). The electric accessory opening flag is set to ON in step S1811 when the electric accessory 315b is opened, and is set to ON in step S1818 when the electric accessory 315b is closed, in the normal game control process of FIG. Set to off.

[0281] MPU41, when the electric accessory opening flag is on (step S1502: Yes), that is, when the game per common symbol is being executed, ends the corresponding common symbol game control process. On the other hand, when the electric accessory opening flag is off (step S1502: No), that is, when the normal figure winning game is not being executed, the MPU 41 moves the process to step S1503.

[0282] <Step S1503> When the electric accessory opening flag is off (step S1502: No), that is, when the normal winning game is not being executed, the MPU 41 determines that the jackpot game flag indicating that the jackpot game is being executed is on. It is determined whether or not (step S1503). The jackpot game in progress flag is set to ON in step S2206 when the jackpot game is started in the jackpot game control process of FIG. 29 described later, and is set to OFF in step S2252 when the jackpot game ends.

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

[0284] Of course, the common figure game may be started while the jackpot game is being executed. In this case, according to the support mode type (high-frequency support mode and low-frequency support mode) before the jackpot game starts, that is, according to the game state before shifting to the jackpot game state, the normal figure holding storage area 412c is Based on the validity information (values ​​of the random number counter C4 per common pattern, the random number counter C5 per common pattern type random number counter C5, and the variation type counter CS2 of the common pattern per general pattern) moved from the general pattern first holding area SE1 to the general pattern execution area SAE, the general pattern is transferred to the general pattern execution area SAE. A determination of whether the winning lottery is correct or not is executed. In other words, if the gaming state before the jackpot game is executed is the variable probability gaming state or the time-saving gaming state that is the high-frequency support mode, the regular pattern winning probability table for the high-frequency support mode (see FIG. 12(B)), Based on the type of per-regular pattern table (see Figure 12(D)) and the fluctuation table of standard patterns (not shown), the lottery per per-regular pattern (hit or miss on a standard pattern), the type of per-universal pattern (hit a long open standard pattern or short) (per open regular map) and regular map fluctuation display time are set. On the other hand, if the gaming state before the jackpot game is executed is a normal gaming state in which the jackpot is played in a low-frequency support mode, the normal pattern winning probability table for the low-frequency support mode (see Figure 12(A)), the normal pattern winning type Based on the table (see Figure 12(C)) and the normal pattern fluctuation table (not shown), the lottery per normal pattern (hit or missed), the type of per normal pattern (per long open general pattern or per short open general pattern) ), and the normal map fluctuation display time are set.

[0285] On the other hand, when the jackpot game flag is off (step S1503: No), that is, when the jackpot game is not being executed, the MPU 41 moves the process to step S1504.

[0286] <Step S1504> When the jackpot game flag is off (step S1503: No), that is, when the jackpot game is not being executed, the MPU 41 stores it in the normal pattern fluctuation pending number storage area SNA set in the normal pattern pending storage area 412c of the RAM 412. It is determined whether or not the number of pending regular pattern fluctuations X is 0 (step S1504). The MPU 41 ends the general pattern game control process when the normal pattern fluctuation pending number X is 0 (step S1504: Yes), and when the normal pattern fluctuation pending number X is not 0 (step S1504: No), the process The process moves to step S1505.

[0287] <Step S1505> If the normal pattern fluctuation pending number X is not 0 (step S1504: No), the MPU 41 executes the general pattern data setting process for the general pattern validity information stored in the general pattern pending storage area 412c (step S1505), The process moves to step S1506. Note that details of the general map data setting process will be described later with reference to FIG. 23.

[0288] <Step S1506> In step S1506, the MPU 41 executes a normal symbol fluctuation start process for causing the normal symbol display section 361 of the main display section 36 to execute a variable display of the normal symbol based on the information stored in the common symbol holding storage area 412c. , the general figure game control process ends. Note that the details of the normal pattern fluctuation start process will be described later with reference to FIG. 24.

[0289] <Step S1507> If the normal figure fluctuation display flag is on (step S1501: Yes), that is, if the normal figure game is being executed, the MPU 41 determines that the jackpot game flag indicating that the jackpot game is being executed is on. It is determined whether or not (step S1507). The jackpot game in progress flag is set to ON in step S2206 when the jackpot game is started in the jackpot game control process of FIG. 29 described later, and is set to OFF in step S2252 when the jackpot game ends.

[0290] When the jackpot game flag is on (step S1507: Yes), that is, when the jackpot game is being executed, the MPU 41 moves the process to step S1509. On the other hand, when the jackpot game flag is off (step S1507: No), that is, when the jackpot game is not being executed, the MPU 41 moves the process to step S1508.

[0291] <Step S1508> If the jackpot game in progress flag is off (step S1507: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether or not the normal pattern fluctuation display time has elapsed since the start of the normal pattern fluctuation display ( Step S1508). That is, the MPU 41 determines whether or not it is the timing to stop displaying the normal symbols that are variably displayed in the normal symbol display section 361 of the main display section 36 (end the common symbol game).

[0292] When the regular symbol fluctuation display time has elapsed (step S1508: Yes), the MPU 41 is configured to stop displaying the regular symbol fluctuating in the regular symbol display section 361 of the main display section 36 (end the regular symbol game). If there is, the process moves to step S1509. On the other hand, if the normal pattern fluctuation display time has not elapsed (step S1508: No), the MPU 41 stops displaying the normal symbols that are variably displayed in the normal pattern display section 361 of the main display section 36 (ends the normal pattern game). ), if it is not the timing to do so, the general figure game control process is ended.

[0293] <Steps S1509~S1511> When the flag during normal figure fluctuation display is on (step S1501: Yes) and when the jackpot game flag is on (step S1507: Yes), that is, when the jackpot game is started while the normal figure game is being executed, Or, if the regular symbol fluctuation display time of the regular symbols has elapsed (step S1508: Yes), that is, if it is the timing to stop displaying the fluctuating regular symbols (end the regular symbol game), the MPU 41 The normal symbol is stopped and displayed on the symbol according to the result of the lottery for the common symbol that corresponds to (step S1509), and the common symbol fluctuation display flag is set to indicate that the normal symbol is being displayed fluctuatingly (the common symbol game is being executed). is set to off (step S1510). Furthermore, the MPU41 sets the normal pattern variation stop display flag indicating that the normal pattern is stopped and displayed, that is, the normal pattern game has ended (step S1511), and ends the normal pattern game control process.

[0294] In addition, the ordinary figure fluctuation stop display flag is used to determine whether it is the timing to start the ordinary figure winning game (release the electric accessory 315b) in step S1801 of the ordinary figure winning game control process in FIG. 25, which will be described later. Referenced for.

[0295] In addition, in this embodiment, the execution of the normal pattern game is not limited to the timing to stop displaying the normal pattern that is fluctuated as the normal pattern fluctuation display time of the normal pattern passes (end the normal pattern game). If a jackpot game is started during the game, the fluctuating normal symbols are stopped and displayed (the normal symbol game is ended). That is, when the jackpot game is started, the normal pattern game is forcibly ended before the normal pattern fluctuation display time of the normal pattern passes. Of course, even when a jackpot game is started, the normal pattern game may be continuously executed until the normal pattern fluctuation display time elapses.

[0296] [Public map data setting process] Here, FIG. 23 is a flowchart showing an example of the procedure of the general pattern data setting process executed by the MPU 41 in step S1505 of FIG. 22. In the general pattern data setting process, the storage contents of the general pattern reservation storage area 412c in the storage area of ​​the main control device 4 in FIG. 11 are updated. The general map data setting process will be described below with reference to FIG.

[0297] <Steps S1601~S1603> As shown in FIG. 23, in the general pattern data setting process, the MPU 41 first subtracts 1 from the general pattern fluctuation pending number X stored in the general pattern fluctuation pending number storage area SNA (step S1601), and The general pattern validity information is moved from the holding area SE1 to the general pattern execution area SAE (step S1602). Subsequently, the MPU 41 shifts the general figure validity information stored in the ordinary figure second holding area SE2 to the ordinary figure fourth holding area SE4 one by one (step S1603). Specifically, in step S1603, the general pattern validity information of the general pattern second holding area SE2 is moved to the general pattern first holding area SE1, and the general pattern correctness information of the general pattern third holding area SE3 is moved to the general pattern second holding area SE2. The area SE2 is moved to the area SE2, and the general pattern validity information of the general pattern fourth holding area SE4 is moved to the general pattern third holding area SE3.

[0298] [Public figure fluctuation start process] Here, FIG. 24 is a flowchart showing an example of the procedure of the normal pattern fluctuation start process executed by the MPU 41 in step S1506 of FIG. 22. In the normal symbol variation start process, the variable display of the normal symbols on the normal symbol display section 361 is started, and various commands and flags are set based on the lottery results in the common symbol lottery. Hereinafter, the normal pattern fluctuation start process will be explained with reference to FIG.

[0299] <Step S1701> As shown in FIG. 24, in the normal pattern fluctuation start process, the MPU 41 determines whether or not the high frequency support mode flag indicating the high frequency support mode (probability variable gaming state or time saving gaming state) is on. (Step S1701). The high-frequency support mode flag is set to ON in step S2313 of FIG. 34 when the jackpot game ends in the gaming state transition process described later, and the gaming state changes from the variable probability gaming state or the time-saving gaming state to the variable probability jackpot gaming state or normal. It is set to OFF in step S2307 of FIG. 33 when shifting to the jackpot gaming state, or in step S2326 of FIG. 34 when the gaming state shifts from the time-saving gaming state to the normal gaming state.

[0300] When the high-frequency support mode flag is on (step S1701: Yes), that is, when the high-frequency support mode is the fixed variable gaming state or the time-saving gaming state, the MPU 41 moves the process to step S1702, and selects the high-frequency support mode. If the flag is off (step S1701: No), that is, if the normal gaming state is the low frequency support mode, the process moves to step S1703.

[0301] <Steps S1702 and S1703> If it is the probability variable gaming state or the time saving gaming state which is the high frequency support mode (step S1701: Yes), the MPU41 performs a judgment on the propriety of hitting the common symbol based on the high frequency support mode (step S1702). Specifically, the MPU 41 determines whether or not it is normal based on the high-frequency support mode per-normal pattern propriety table (see Figure 12(B)) and the high-frequency support mode per normal pattern type distribution table (see Figure 12(D)). Whether the values ​​of the normal winning random number counter C4 and the normal winning type random number counter C5, which are included as numerical information in the normal drawing validity information stored in the normal drawing execution area SAE of the drawing holding storage area 412c, correspond to the normal drawing winning. Make a judgment as to whether or not it is true or not.

[0302] On the other hand, if the normal gaming state is the low-frequency support mode (step S1701: No), it is determined whether or not the normal pattern hit is correct based on the low-frequency support mode (step S1703). Specifically, the MPU 41 determines whether or not it is normal based on the low frequency support mode per normal pattern propriety table (see Figure 12(A)) and the low frequency support mode per normal pattern type distribution table (see Figure 12(C)). Whether or not the normal winning random number counter C4 and the normal winning type random number counter C5, which are included as numerical information in the general drawing correctness information stored in the general drawing execution area SAE of the drawing holding storage area 412c, are values ​​corresponding to the general drawing winning. A judgment is made as to whether or not the above is correct.

[0303] <Steps S1704 and S1705> When the MPU 41 determines whether or not it is a win for a common symbol (step S1702 or S1703), the MPU 41 determines whether or not the result of the determination is a long open symbol for which the second winning opening 315 is opened long ( Step S1704). If the result of the judgment is that the long open standard is a hit (step S1704: Yes), the MPU 41 sets on the long open standard hit flag indicating that the result of the check is that the long open standard is a hit ( Step S1705), the process moves to step S1708. On the other hand, if the result of the validity determination is not a long open normal pattern hit (step S1704: No), the MPU 41 moves the process to step S1706.

[0304] <Steps S1706 and S1707> If the result of the win / fail determination is not a long open regular hit (step S1704: No), the MPU 41 determines whether the result of the win / fail determination is a short open regular hit where the second winning opening 315 is opened short. (Step S1706). If the result of the validity determination is a short open regular figure hit (step S1706: Yes), the MPU41 sets on the short open regular figure hit flag indicating that the result of the validity determination is a short open regular figure hit ( Step S1707), the process moves to step S1708. On the other hand, if the result of the validity determination is not a short open regular hit (step S1706: No), that is, if the result of the validity determination is a failure, the MPU 41 moves the process to step S1708.

[0305] <Steps S1708 and S1709> When the long open general map hitting flag is set to on (step S1705), when the short open general map hitting flag is set to on (step S1707), or when the result of the validity determination is negative (step S1706: No), the MPU 41 sets the normal pattern fluctuation pattern, which is the normal symbol fluctuation display time on the normal symbol display section 361 of the main display section 36 in the normal pattern game, with reference to the normal pattern fluctuation display table (not shown). Execute the general figure fluctuation pattern setting process. As mentioned above, the regular pattern fluctuation display table (not shown) includes the high frequency support mode general pattern fluctuation table that is referred to when in the high frequency support mode, and the low frequency fluctuation table that is referred to when in the low frequency support mode. Support mode includes normal figure fluctuation display table. Therefore, in the general pattern fluctuation pattern setting process, the general pattern fluctuation pattern is set based on the general pattern fluctuation display table according to the support mode type. In addition, since the high frequency support mode ordinary symbol fluctuation display table is set so that the average time of the fluctuation display time of the ordinary symbol is shorter than the low frequency support mode ordinary symbol fluctuation display table, the high frequency support mode In this case, compared to the low-frequency support mode, the time for playing the regular game is shorter.

[0306] Then, in addition to the common pattern fluctuation pattern set in step S1708, the MPU 41 receives the result of the judgment of validity in step S1702 or S1703 (result of the common pattern lottery) and the type of support mode (high-frequency support mode and low-frequency support mode). A general figure fluctuation pattern command is set to notify the audio lamp control device 5 of the support mode (different from the support mode) (step S1709), and the process moves to step S1710.

[0307] Note that the common figure fluctuation pattern command is transmitted to the audio lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. On the other hand, the audio lamp control device 5 displays an effect corresponding to the normal pattern game on the symbol display section 341, for example, an effect indicating that the normal pattern game is being executed, based on the normal pattern fluctuation pattern command. An effect showing the results of a drawing or lottery for a common map is executed.

[0308] Further, the general pattern fluctuation pattern command may be a command that notifies the voice lamp control device 5 of at least the general pattern fluctuation pattern, and the general pattern fluctuation pattern result or the type of support mode is not necessarily used as the general pattern fluctuation pattern command. There is no need to notify the audio lamp control device 5. For example, the result of the lottery for common symbols can be determined by setting the lottery result command for common symbols when the judgment is made in step S1702 or S1703, and the type of support mode can be changed to high-frequency support mode or low-frequency support mode. When the transition is made, the audio lamp control device 5 may be notified by setting a support mode type command that can identify the type of support mode after the transition.

[0309] <Steps S1710 and S1711> In step S1710, the MPU 41 starts variable display of normal symbols on the normal symbol display section 361 of the main display section 36 (step S1710). Then, the MPU 41 sets the normal pattern fluctuation display flag to ON, which indicates that the normal pattern is being displayed in a variable manner, that is, that the normal pattern game is being executed (step S1711), and starts the normal pattern fluctuation start process. finish.

[0310] In addition, the normal pattern fluctuation display flag is referred to in step S1501 in the normal pattern game control process of FIG. 22 to determine whether the normal pattern game is being executed (during the normal pattern fluctuation display).

[0311] [Game control processing per normal map] Here, FIG. 25 is a flowchart showing an example of the procedure of the normal symbol game control process executed in step S1405 in the main process of FIG. In the normal figure winning game control process, when the result of the common figure winning lottery is a win, a permissible state is established in whic...

Claims

[Claim 1] A game board having a play 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, A gaming machine characterized in that, when the second rotating means moves while rotating toward the back side of the rotating plate portion, the direction of rotation of the second rotating means can change halfway through its movement toward the back side of the rotating plate portion.