Game machine

JP2023162501A5Pending Publication Date: 2025-05-27SOPHIA CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2022072850
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-04-27
Publication Date
2025-05-27

AI Technical Summary

Technical Problem

Conventional gaming machines, such as pachinko machines, suffer from monotony in gameplay progression, leading to a lack of sustained player interest.

Method used

The gaming machine incorporates performance control means to execute games based on predetermined conditions, featuring display means that arrange areas according to ranking, allowing for multiple types of ranking performances with determined rankings, including decorative special figure variable display games and special symbol fluctuations.

Benefits of technology

This enhances gameplay interest by providing dynamic and engaging experiences through varied performance displays and game states, improving player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To increase interest of a game.SOLUTION: A game machine that can execute a game on the basis of the satisfaction of a predetermined condition and generate a state advantageous to a player, includes: performance control means (performance control device 300) for controlling a performance of a game; and display means (display device 41) controlled by the performance control means and capable of displaying the performance of the game. The performance control means can execute a specific performance including multiple types of ranking performances, each of which has a determined ranking. For a part or all of the ranking performance, setting is made so that the areas to be displayed on the display means are arranged in accordance with the ranking.SELECTED DRAWING: Figure 33
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine that executes a game based on the establishment of a predetermined condition, and is capable of generating an advantageous state for a player. [Background technology]

[0002] A typical example of a conventional gaming machine is a pachinko machine. In this pachinko machine, when a gaming ball enters a starting hole provided in the gaming area (starting winning), a variable display game is started in which a plurality of identification information (patterns, symbols, etc.) displayed on a variable display device provided in the gaming area is variably displayed. If the result of the variable display game is a special result, a special variable winning device is opened, and a special game state is entered in which the player wins a profit. In such gaming machines, it is possible to execute effects to heighten the player's anticipation (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-181255 Summary of the Invention [Problem to be solved by the invention]

[0004] However, if the presentation simply progresses sequentially, the presentation becomes monotonous and the interest of the game cannot be sufficiently increased. An object of the present invention is to increase the interest of the game. [Means for solving the problem]

[0005] In order to solve the above problems, the invention described in claim 1 is as follows: A gaming machine that executes a game based on the establishment of a predetermined condition and can generate a state advantageous to a player, A performance control means for controlling the performance of a game; a display means controlled by the effect control means and capable of displaying game effects; The performance control means It is possible to execute specific effects including multiple types of ranking effects, each of which has a predetermined ranking, The display means is characterized in that, for part or all of the ranking effects, the display areas are set to be arranged in order of ranking. [Effects of the Invention]

[0006] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] 1 is a perspective view of a gaming machine according to an embodiment of the present invention, viewed from the front side. [Figure 3] FIG. [Figure 4] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 5] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 6] This figure shows an example of the distribution rate of the results of the special pattern variation display game, the distribution rate of the big hit pattern, the small hit pattern, the normal pattern probability, and the number of games to reach the ceiling. [Figure 7] FIG. 10 is a diagram for explaining the transition of game states. [Figure 8] 10 is a flowchart illustrating a main process. [Figure 9] 10 is a flowchart illustrating a main process. [Figure 10] 10 is a flowchart illustrating a timer interrupt process. [Figure 11] 10 is a flowchart illustrating special game processing. [Figure 12] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 13]10 is a flowchart illustrating the special chart reservation information determination process. [Figure 14] This is a flowchart explaining the special chart normal processing. [Figure 15] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 16] This is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 17] This is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 18] 10 is a flowchart illustrating processing during special chart change. [Figure 19] 10 is a flowchart illustrating a time-saving end setting process. [Figure 20] This is a flowchart explaining the processing during special chart display. [Figure 21] This is a flowchart explaining the processing during special chart display. [Figure 22] 10 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 23] 10 is a flowchart illustrating a support operation setting process. [Figure 24] This is a flowchart explaining the jackpot end processing. [Figure 25] This is a flowchart explaining the jackpot end setting process 1 and the jackpot end setting process 2. [Figure 26] 10 is a flowchart illustrating a specific area switch monitoring process. [Figure 27] This is a flowchart explaining the processing of remaining balls in a small win. [Figure 28] This is a flowchart explaining the small hit end processing. [Figure 29] 10 is a flowchart illustrating the main processing of the performance control device. [Figure 30] 10 is a flowchart illustrating a received command check process. [Figure 31] 10 is a flowchart illustrating a received command analysis process. [Figure 32] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 33] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 34] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 35] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 36] FIG. 10 is a diagram illustrating selectable patterns and reliability. [Figure 37] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 38] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 39] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 40] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 41] FIG. 10 is a diagram illustrating selectable patterns and reliability. DETAILED DESCRIPTION OF THE INVENTION

[0008] First Embodiment FIG. 1 is a front view of a gaming machine 10 of this embodiment, and FIG. 2 is a perspective view of the front side of the gaming machine 10 of this embodiment. 1 and 2, a gaming machine 10 of this embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed. A gaming board 30 (see FIG. 3) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent plate holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front of the gaming board 30 is attached to the front frame (main body frame) 12.

[0009] A display board 350 that covers the front of the gaming board 30 is provided on the glass frame 15 at a position behind the cover glass 14. The display board 350 allows the gaming board 30 to be seen through and is capable of displaying a predetermined display. In the gaming machine of this embodiment, the display board 350 is configured with a light guide plate that makes an image appear when light is introduced from the side edge, but it may also be configured with a transparent liquid crystal display device or an EL display device. When the display board 350 does not have a predetermined display, it is transparent and does not obstruct the view of the game board 30 behind. When the predetermined display is made on the display board 350, the visibility of the game board 30 behind is reduced in the area of ​​the predetermined display. In this state, the game board 30 behind may be visible through the predetermined display, or the game board 30 behind may not be visible due to the predetermined display.

[0010] At the top of the glass frame 15, a model name display section 16 for displaying the model name of the gaming machine 10 and the like is provided. In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps, LEDs, etc. for decoration and presentation, and to emit light for the purpose of alerting when an abnormality occurs (for example, if a dispensing abnormality occurs, the lamps, LEDs, etc. will light up (blink) in an abnormality alert color (e.g., red)), as well as speakers (upper speaker) 19a that emit sounds (e.g., sound effects). Furthermore, speakers (lower speaker) 19b are also provided at the bottom of the front frame 12 and the glass frame 15. In addition, when an abnormality occurs, the details of the abnormality are notified by voice from the speakers (upper speaker) 19a and (lower speaker) 19b. It should be noted that a lamp for alerting to a dispensing abnormality may be provided at a predetermined location on the glass frame 15.

[0011] The lower part of the glass frame 15 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), and an upper tray ball outlet 22 through which game balls dispensed from a payout unit provided on the back side of the gaming machine 10 flow out. Furthermore, the upper edge of the upper tray 21 is provided with an effect button 25 that incorporates an effect button switch 25a (see FIG. 5) for receiving pressing input from the player. The effect button 25 also incorporates a drive source that vibrates the effect button 25. In other words, the gaming machine 10 of this embodiment is equipped with a vibration function that vibrates the effect button 25 to provide a predetermined notification. The effect button 25 may be configured to be convertible from a normal state (the state shown in FIGS. 1 and 2) to a protruding state (a state in which the upper surface (pressure surface) of the effect button 25 is higher than in the normal state).

[0012] At the bottom of the front frame 12, there are provided a lower tray (receiving tray) 23 for storing game balls dispensed when the upper tray 21 is full, a handle 24 for the ball launching device, etc. Furthermore, at the bottom right of the front frame 12, there is provided a keyhole 26 for inserting a key to open or lock the front frame 12 and glass frame 15.

[0013] Also, to the right of the effect button 25 are provided a loan button (ball loan button) 27a that the player operates when borrowing balls from an adjacent ball loan machine, a return button (discharge button) 27b that is operated to eject a prepaid card from the card unit of the ball loan machine, a balance indicator (balance display section) 27c that displays the balance of the prepaid card, an upper tray operation lever 27d that is operated to cause game balls in the upper tray 21 to flow down to the lower tray 23, and a mobile terminal placing section 28 on which the player can place a mobile terminal such as a smartphone. Also, to the left of the effect button 25 are provided a volume adjustment button 27e, a cross key 29, etc. In the gaming machine 10 of this embodiment, when the player rotates the handle 24, the ball launching device launches the gaming balls supplied from the upper tray 21 toward the gaming area 32 on the front of the gaming board 30. In addition, when the player operates the effect button 25 or the cross key 29, effects that involve the player's operation can be performed in the variable display game (decorative special symbol variable display game) on the display device 41 (see FIG. 3).

[0014] Next, an example of the game board 30 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 30 of this embodiment. As shown in Figure 3, the gaming board 30 comprises a flat gaming board main body that serves as a mounting base for various components. The gaming board main body is made of wood or synthetic resin, and a gaming area 32 is provided on the front side of the gaming board main body, surrounded by resin side cases 33 and an outer wall (guide rail) 31, which are provided at each of the four corners of the gaming board 30. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launching device into the gaming area 32 surrounded by the outer wall 31. The gaming area 32 is provided with windmills, obstacle spikes, and other components that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.

[0015] A center case 40 that forms a window portion that serves as a display area for the variable display game is attached approximately in the center of the game area 32. Behind the window portion formed in the center case 40, a display device 41 is arranged as a performance display device (variable display device) that variably displays multiple pieces of identification information.

[0016] The display device 41 (variable display device) is composed of a device having a display screen such as an LCD (liquid crystal display) or CRT (cathode ray tube). The area (display area) on the display screen where images can be displayed can display still images or moving images as presentation images, and information related to the game, such as multiple identification information (special symbols), characters that present the special symbol variable display game, and background images that enhance the presentation effects, is displayed. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, and a decorative special symbol variable display game corresponding to the special symbol variable display game is played. Furthermore, the display screen displays images for presentations based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.).

[0017] The center case 40 is provided with a warp flow path forming member 614 that forms a warp flow path for guiding game balls flowing down the game area 32 to the inside of the center case 40, and a stage section 620 on which game balls that have passed through the warp flow path can roll. The stage section 620 of the center case 40 is located above the start winning opening 36, so that game balls that roll on the stage section 620 can easily enter the start winning opening 36. Additionally, board effect devices 44 that operate to produce game effects are provided at the top and bottom of the center case 40. A bottom effect device 44a provided at the bottom of the center case 40 is operable between a position below the center case 40 and a position closer to the center of the display device 41 than this position. Upper performance device 44b, which is provided on the top of center case 40, is operable between a position above center case 40 and a position closer to the center of display device 41 than this position. Upper performance device 44b also has rotating operating member 44c that resembles a propeller, and performances can also be created by the operation of operating member 44c. That is, the lower performance device 44a constitutes a first movable part having a first movable member that can be operated, and the upper performance device 44b constitutes a second movable part having a second movable member that can be operated.

[0018] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. A gate switch 34a (see FIG. 4) is provided inside the normal symbol start gate 34 to detect a game ball that has passed through the normal symbol start gate 34. When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.

[0019] Three general winning openings 35 are arranged in the game area 32 on the lower left side of the center case 40, and one general winning opening 35 is arranged in the game area 32 on the right side of the center case 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches 35a (see FIG. 4) provided in the general winning openings 35.

[0020] A start winning hole 36 (first start winning area) that provides the start condition for the special chart 1 variable display game (first special chart variable display game) is provided in the game area 32 below the center case 40. A game ball that enters the start winning hole 36 is detected by the start winning hole 1 switch 36a (see FIG. 4).

[0021] A normal variable winning device 37 (second start winning area) that provides the start conditions for the special chart 2 variable display game (second special chart variable display game) is provided on the right side of the center case 40. A game ball that has won the normal variable winning device 37 is detected by the start port 2 switch 37a (see Figure 4). The normal variable winning device 37 is equipped with a movable member 37b, which is normally kept in a closed state (a state disadvantageous to the player) that prevents game balls from flowing in. When the result of the normal variable display game reaches a predetermined result, the movable member 37b is operated in an inverted V shape by a normal electric solenoid 37c (see FIG. 4) as a drive device, and the normal variable winning device 37 is changed to an open state (a state advantageous to the player) that allows game balls to easily flow in. In addition, the normal variable winning device 37 may be configured to allow game balls to win even when the movable member 37b is in the closed state, and to make it more difficult for game balls to win in the closed state than in the open state.

[0022] The game area 32 at the lower right of the center case 40 is equipped with a special variable prize winning device (large prize opening) 38 that can be switched between a state that does not accept game balls and a state that easily accepts game balls depending on the results of the special variable prize winning game. The special variable prize winning device 38 has an attacca-style opening / closing door 38c whose upper end can be rotated toward the front to open. When opened, it converts the upper large prize opening into a state that allows game balls to flow in. The special variable prize winning device 38 converts the large prize opening from a closed state to an open state depending on the results of the special variable prize winning game, facilitating the flow of game balls into the large prize opening, thereby awarding the player a predetermined game value (prize balls). Game balls that enter the special variable prize winning device 38 are detected by a large prize opening switch (count switch) 38a (see Figure 4).

[0023] Inside the large prize opening (prize area), a specific area into which game balls can flow is provided, and a lever member operated by a lever solenoid 38f (see FIG. 4) is provided to change the probability of game balls flowing into the specific area. A specific area switch 38d (see FIG. 4) capable of detecting the flow of game balls is provided in the specific area, and based on the detection of a game ball by the specific area switch 38d, a state advantageous to the player is generated (in this embodiment, a special game state is generated). Game balls that flow into the specific area are discharged to the outside of the special variable prize device 38.

[0024] Furthermore, inside the large prize opening there is provided a remaining ball discharge port switch 38e (see FIG. 4) that detects game balls that do not flow into the specific area and are discharged to the outside of the special variable prize opening device 38. When the number of game balls detected by the large prize opening switch 38a provided inside the large prize opening (the number of game balls that flow into the large prize opening) matches the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e (the number of game balls that are discharged from the large prize opening), it can be confirmed that all game balls in the large prize opening have been discharged, and basically a new large prize opening will not be opened until this confirmation is complete.

[0025] In the game area 32 below the starting winning hole 36, there is provided an outlet 30a for collecting game balls that did not enter the winning holes, etc. Also, outside the game area 32, in the lower right corner of the game board body 80, there is provided a collective display device 50 that executes the special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and the normal chart variable display game.

[0026] The collective display device 50 includes a special chart 1 display (first special chart change display unit) 51 for the special chart 1 change display game, a special chart 2 display (second special chart change display unit) 52 for the special chart 2 change display game, a special chart 1 hold display 53 for notifying the start memory number of the special chart 1 change display game, and a special chart 2 hold display 54 for notifying the start memory number of the special chart 2 change display game.

[0027] The collective display device 50 also includes a round display unit 55 that displays the number of rounds (the number of times the special variable prize winning device 38 opens and closes) at the time of a jackpot, and a game status display unit 56 that displays the game status of the gaming machine 10. This game status display unit 56 includes a first game status display unit 56a that notifies the player of the preferred playing style (playing style corresponding to the game status) between left-handed (normal play) and right-handed play, a second game status display unit 56b that notifies the player of the time-saving mode (when the variable time-saving function is activated), and a third game status display unit 56c that notifies the player of the high jackpot probability state when the gaming machine 10 is powered on. Note that in this embodiment of the gaming machine, the special symbol probability is always constant, so the third game status display unit 56c is not used. Furthermore, the collective display device 50 is equipped with a general map display 57 for the general map variation display game, and a general map hold display 58 for notifying the start memory number of the general map variation display game.

[0028] FIG. 4 is a block diagram of the control system of the pachinko gaming machine 10 of this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU section 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.

[0029] The CPU section 110 includes a gaming microcomputer (CPU) 111 called an amusement chip (IC), and an oscillation circuit (crystal oscillator) 113 equipped with an oscillator such as a quartz crystal resonator and generating a clock that serves as a reference for the CPU's operating clock, timer interrupts, and random number generation circuit. The gaming control device 100 and electronic components driven by the gaming control device 100, such as solenoids and motors, are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.

[0030] The power supply unit 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of 32V from a 24V AC power supply and a DC-DC converter that generates a lower level DC voltage such as 12V or 5V from 32V DC, a backup power supply unit 420 that supplies power supply voltage to the RAM inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0031] In this embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board, as in this embodiment, they are not subject to replacement, thereby reducing costs.

[0032] The backup power supply unit 420 can be composed of a single large-capacity capacitor, such as an electrolytic capacitor. The backup power is supplied to the gaming microcomputer 111 (especially the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after power is cut off. In other words, the gaming control device 100 functions as a game information storage and retention means that can store and retain game information even when a power outage occurs and power supply to the gaming machine is stopped, and can resume game play based on the stored information after the power is restored. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410. If the voltage drops below 17V, for example, it detects a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time has passed. It also outputs a reset signal after a predetermined time has passed since power was turned on or power was restored.

[0033] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

[0034] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM (Random Access Memory) 111C that can be read and written at any time.

[0035] The ROM 111B stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner, and the RAM 111C is used as a working area for the CPU 111A during game control and as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM may be used as the ROM 111B or RAM 111C.

[0036] The ROM 111B also stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the presentation content, and whether or not a reach state occurs. The variation pattern table is a table that the CPU 111A uses to determine a variation pattern by referring to the variation pattern random numbers 1 to 3 stored as start memory. The variation pattern table also includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a second-half variation group table and a second-half variation pattern selection table) for determining a second-half variation pattern that is a variation pattern after a reach state has been reached, and tables (such as a first-half variation group table and a first-half variation pattern selection table) for determining a first-half variation pattern that is a variation pattern before a reach state has been reached.

[0037] Here, the term "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device with a variable display state, which derives and displays multiple display results at different times, and in which the gaming state becomes a gaming state advantageous to the player (special gaming state) when the multiple display results become a predetermined special result pattern. In other words, the "reach state" refers to a display state in which the display results already derived and displayed satisfy the conditions for becoming a special result pattern, even when some of the multiple display results have not yet been derived and displayed. The "reach state" also includes, for example, a state in which multiple variable display areas are displayed while maintaining a set of special result patterns (a so-called "full rotation reach"). In addition, the reach state refers to the display state at the time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and refers to the display state when at least some of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfy the conditions for becoming a special result mode.

[0038] Therefore, for example, if the decorative special symbol variable display game displayed on the display device in response to the special symbol variable display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.In addition to this, when the variable display of all variable display areas is temporarily stopped, the state in which the conditions for a special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be set as a reach state, and the remaining one variable display area may be displayed variably from this reach state.

[0039] This reach state includes multiple reach effects, and the reach effects with different possibilities (different expected values) for deriving a special result mode are set as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expected values ​​increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher possibility of deriving a jackpot compared to when a reach state does not occur.

[0040] The CPU 111A executes the game control program in the ROM 111B, generates control signals (commands) for the payout control device 200 and the presentation control device 300, generates and outputs drive signals for the solenoids and display devices, and controls the entire gaming machine 10. Although not shown, the gaming microcomputer 111 is also equipped with a random number generation circuit for generating a jackpot random number for determining a win in the special symbol variable display game, a special symbol pattern random number for determining a jackpot pattern, a variable pattern random number for determining a variable display pattern in the special symbol variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal symbol variable display game, etc., and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) for the CPU 111A and a clock that provides an update timing for the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.

[0041] Furthermore, in the processing related to the special chart variation display game, the CPU 111A acquires one of the plurality of variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and acquires one of the plurality of variation pattern tables based on the game result of the special chart variation display game (big win, small win, or loss), the probability state of the special chart variation display game as the current game state (low probability state or high probability state), the number of start memories, etc. Here, when the CPU 111A executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111B.

[0042] The payout control device 200 includes a CPU, ROM, RAM, an input interface, an output interface, etc., and controls the driving of the payout motor of the payout unit to pay out prize balls in accordance with a prize ball payout command (command or data) from the game control device 100. The payout control device 200 also controls the driving of the payout motor of the payout unit to pay out loan balls based on a loan ball request signal from the card unit.

[0043] The input section 120 of the gaming microcomputer 111 is connected to a board radio wave sensor 62 that detects the emission of radio waves to the gaming machine, a start port 1 switch 36a in the start winning port 36, a start port 2 switch 37a in the normal variable winning device 37, a winning port switch 35a in the general winning port 35, a large winning port switch 38a in the special variable winning device 38, a gate switch 34a in the general start gate 34, a specific area switch 38d and a remaining ball discharge port switch 38e arranged in the special variable winning device 38, and an out ball detection switch 32a that detects all game balls (safe balls and out balls) that have been fired into the game area 32 and finished playing, and is provided with an interface chip (proximity I / F) 121 that inputs negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 has an input range of 7V-11V, and is configured to detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when the lead wires are cut and left floating, and to output an abnormality detection signal.

[0044] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, detection signals from the start port 1 switch 36a, the start port 2 switch 37a, the prize port switch 35a, the large prize port switch 38a, and the gate switch 34a are input to the second input port 123. Among the outputs of the proximity I / F 121, detection signals from the specific area switch 38d, the remaining ball discharge port switch 38e, and the out ball detection switch 32a are input to the fourth input port 126. Among the outputs of the proximity I / F 121, the detection signal from the board radio wave sensor 62 and the abnormality detection signal output when an abnormality in the sensor or switch is detected are input to the third input port 124.

[0045] In addition, the third input port 124 is also configured to receive the detection signal of a magnetic sensor 61 for detecting fraud, which is provided on the front frame 12 of the gaming machine 10, the detection signal of a vibration sensor 65 that detects vibrations of the gaming machine 10, the detection signal of a glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, and the detection signal of a main frame opening detection switch 64 provided on the front frame (main frame) 12 of the gaming machine 10.

[0046] Furthermore, a signal from a setting key switch 152 that detects operation of the setting key operation unit is input to the third input port 124. The setting key operation unit has a keyhole into which a setting key is inserted, and is configured so that the setting key can be turned from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. The setting key switch 152 is a sensor that can detect when it is turned to the second position, and is in the ON state when it is turned to the second position and in the OFF state when it is not turned to the second position.

[0047] The RAM initialization switch 112 and the setting key operation unit are operation units for selecting from a plurality of probability setting values ​​to which a probability value for a special result in the special chart variation display game is assigned, and by operating these operation units, a probability setting value to which a probability value for a special result in the special chart variation display game is assigned can be selected, and the probability value corresponding to the selected probability setting value is used in the game. Here, six probability setting values, "Setting 1" to "Setting 6," are prepared.

[0048] When selecting a probability setting value, the setting key of the setting key operation unit is turned to the second position, and the gaming machine is powered on while operating (pressing) the RAM initialization switch 112 to enter a probability setting value change mode in which the probability setting value can be changed. The probability setting value can be changed by operating (pressing) the RAM initialization switch 112 while in the probability setting value change mode. The selected probability setting value is displayed on the performance display device 153, which displays the calculated base value and role ratio. Specifically, the performance display device 153 displays information about the probability setting value while operations related to the probability setting value are being performed (while in the probability setting value change mode or probability setting value confirmation mode), and displays the calculated base value and role ratio at other times.

[0049] Furthermore, by turning on the power to the gaming machine with the setting key on the setting key operation unit turned to the second position (without operating the RAM initialization switch 112), the currently selected probability setting value is displayed on the performance display device 153, but the probability setting value cannot be changed, and the game enters a probability setting value confirmation mode. The RAM initialization switch 112 and the setting key operation unit cannot be operated unless the front frame 12 is in the open state. The performance display device 153 is a 7-segment display that displays the probability setting value as numbers 1 to 6. Of course, the display format is not limited to this, and any display format that allows the probability setting value to be recognized is sufficient. Other types of display devices, such as a liquid crystal display device, may also be used, and the probability setting value may be displayed by the lighting format or color of one or more LEDs.

[0050] Furthermore, among the outputs of the proximity I / F 121, the outputs to the second input port 123 and the fourth input port 126 (excluding the detection signal of the out ball detection switch 32a) are also supplied from the main board 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the gaming microcomputer 111 in addition to the second input port 123.

[0051] As described above, the proximity I / F 121 has a signal level conversion function. To enable this level conversion function, the proximity I / F 121 is supplied with a voltage of 12 V from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.

[0052] The data held in the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) the enable signal CE2 by decoding the address assigned to the second input port 123. The same applies to the third input port 124, the fourth input port 126, and the first input port 122 described below.

[0053] The input unit 120 also has a first input port 122 that takes in a frame radio wave irregular signal (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12) from the payout control device 200, a payout busy signal (a signal indicating whether the payout control device 200 is in a state where it can accept commands), a payout abnormality status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored (is full)), and a touch switch signal (a signal based on the input of a touch switch provided on the handle 24) and supplies them to the gaming microcomputer 111 via the data bus 140.

[0054] The input unit 120 is also provided with a Schmitt buffer 125 for inputting signals such as a power outage monitoring signal and a reset signal from the power supply 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply 400 and the initialization switch signal from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals provided on the gaming microcomputer 111 that can receive signals from outside.

[0055] Meanwhile, the reset signal RESET, from which noise has been removed by the Schmitt buffer 125, is input directly to a reset terminal provided on the gaming microcomputer 111 and supplied to each port of the output unit 130. The reset signal RESET is configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning off the test firing signal held in a port (not shown) of the relay board 70 for output to the test firing device. The reset signal RESET may also be configured to be output to the test firing device via the relay board 70. The reset signal RESET is not supplied to the ports 122, 123, 124, and 126 of the input unit 120. The data set by the gaming microcomputer 111 to each port of the output unit 130 immediately before the reset signal RESET is input must be reset to prevent system malfunction, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.

[0056] The output unit 130 is provided with a Schmitt buffer 132 arranged on the communication path from the gaming microcomputer 111 to the presentation control device 300 and on the communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 via serial communication. Note that this is one-way communication that prevents signals from being input from the presentation control device 300 to the gaming control device 100.

[0057] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the test firing device of a certification organization (not shown) of special symbol information for the variable display game and signals indicating the probability of winning via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of the actual pachinko gaming machine (mass-produced product) installed in a gaming parlor. Note that the detection signal of a switch that does not require processing, such as a start switch, output from the proximity I / F 121 is supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0058] Meanwhile, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61, the console radio wave sensor 62, and the vibration sensor 65, are first taken into the gaming microcomputer 111 and processed into other signals or information, and then supplied to the test firing device via the data bus 140, the buffer 133, and the relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where it cannot be controlled. The relay board 70 is equipped with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, as well as a connector that relays and transmits the signal line of the switch detection signal without passing through the buffer. The chip enable signal CE output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.

[0059] The output unit 130 is also provided with a second output port 134 connected to the data bus 140. The second output port 134 is a port for outputting operation data of the large prize opening solenoid (large prize opening solenoid 1) 38b that opens the special variable prize winning device 38, the lever solenoid 38f that operates the lever member in the special variable prize winning device 38, and the normal power solenoid 37c that opens the normal variable prize winning device 37, as well as outputting display data of a performance display device 153 that displays the currently selected probability setting value. The output unit 130 also has a third output port 135 for outputting on / off data for the segment line to which the anode terminal of the LED is connected, depending on the content to be displayed on the collective display device 50, and a fourth output port 136 for outputting on / off data for the digit line to which the cathode terminal of the LED of the collective display device 50 is connected.

[0060] The output unit 130 is also provided with a fifth output port 137 for outputting information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay, and can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in the gaming facility, so that information about the gaming machine 10 can be supplied to the external device. The fifth output port 137 also outputs a launch permission signal to the payout control device 200 via the Schmitt buffer 132.

[0061] Furthermore, the output unit 130 includes a first driver (drive circuit) 138a that receives operation data signals from the large prize opening solenoid 38b, lever solenoid 38f, and normal power solenoid 37c output from the second output port 134 and generates and outputs a solenoid drive signal, a second driver 138b that outputs an on / off drive signal for the segment line on the current supply side of the collective display device 50 output from the third output port 135, a third driver 138c that outputs an on / off drive signal for the digit line on the current draw side of the collective display device 50 output from the fourth output port 136, a fourth driver 138d that outputs an external information signal to be supplied to an external device such as a management device from the fifth output port 137 to the external information terminal board 71, and a fifth driver 138e that receives a display data signal from the performance display device 153 output from the second output port 134 and generates and outputs a drive signal. Note that data is transmitted from the second output port 134 to the fifth driver 138e via serial communication.

[0062] The first driver 138a is supplied with a power supply voltage of DC 32V from the power supply device 400 so that it can drive a solenoid that operates at 32V. The fifth driver 138e is supplied with a power supply voltage of DC 5V from the power supply device 400 so that it can drive a performance display device 153 that operates at 5V. Furthermore, DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines draws current from the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.

[0063] The second driver 138b, which outputs 12V, injects current into the anode terminal of the LED via a segment line, and the third driver 138c, which outputs ground potential, extracts current from the cathode terminal via a segment line, so that the power supply voltage flows through the LEDs selected in sequence by the dynamic drive method, causing them to light up. The fourth driver 138d, which outputs the external information signal to the external information terminal board 71, is supplied with DC 12V in order to give the external information signal a level of 12V. The buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the output section 130 of the game control device 100, that is, on the relay board 70 side, rather than on the main board.

[0064] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to enable two-way communication so that the gaming microcomputer 111 can send and receive data via serial communication with the inspection device 500. Note that, since such data transmission and reception is performed using a serial communication terminal that the gaming microcomputer 111 has, like a normal general-purpose microprocessor, no ports such as input ports 122, 123, 124, and 126 are provided.

[0065] Although not limited to these, non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that have a magnetic detection coil and detect game balls by utilizing the phenomenon in which the magnetic field changes when metal comes close to the coil are used for the start port 1 switch 36a in the start port 36, the start port 2 switch 37a in the normal variable prize device 37, the prize port switch 35a, the large prize port switch 38a, and the gate switch 34a. Also, a microswitch with mechanical contacts can be used for the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the main frame opening detection switch 64 provided on the front frame (main frame) 12 or the like.

[0066] Next, the configuration of performance control device 300 will be described with reference to FIG. The performance control device 300 includes a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls sound output to play various melodies, sound effects, etc. from speakers 19a, 19b.

[0067] The main control microcomputer 311 is connected to a program ROM 321, which is composed of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data; a RAM 322 that provides a working area; an FeRAM 323 that can retain memory contents even when power is cut off during a power outage; and an RTC (real-time clock) 338, which serves as a timekeeping means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcomputer 311 also has an internal RAM that provides a working area. A WDT (watchdog timer) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the gaming microcomputer 111, determines the content of the presentation, and instructs the VDP 312 on the content of the video to be output, instructs the sound source LSI 314 on the sound to be played, turns on decorative lamps, controls the operation of motors and solenoids, and manages the presentation time.

[0068] The VDP 312 is provided with a RAM 312a that provides a working area and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to expand and process image data such as characters read from the image ROM 325.

[0069] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured to transmit and receive data in parallel. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in serial transmission.

[0070] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing for transmitting data are input from the VDP 312 to the main control microcomputer 311. In addition, the VDP 312 also inputs to the main control microcomputer 311 interrupt signals INT0 to INTn for notifying the processing status such as the completion of drawing to the VRAM, and a wait signal WAIT for notifying that it is waiting to receive commands or data from the main control microcomputer 311.

[0071] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be sent to the display device 41 using the LVDS (low amplitude signal transmission) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0072] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speaker 19a provided in the glass frame 15 and the lower speaker 19b provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0073] The presentation control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, decorative special symbol reserve number commands, decorative special symbol commands, variation commands, stop information commands, etc. sent from the game control device 100 to the presentation control device 300 are received as presentation control command signals (presentation commands). Since the gaming microcomputer 111 of the game control device 100 operates on DC 5V and the main control microcomputer 311 of the presentation control device 300 operates on DC 3.3V, the command I / F 331 is provided with a signal level conversion function.

[0074] The effect control device 300 also includes a board decoration LED control circuit 332 that controls a board decoration device 46 equipped with LEDs (light-emitting diodes) on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that controls a frame decoration device equipped with LEDs (light-emitting diodes) on the glass frame 15 (e.g., a frame decoration device 18 including a display board 350), and a board effect movable body control circuit 334 that controls a board effect device 44 equipped on the game board 30 (including the center case 40) (e.g., a movable gadget that enhances the effect in cooperation with the effect display on the display device 41). These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcomputer 311 via an address / data bus 340. Alternatively, a frame effect device equipped with a drive source such as a motor (e.g., a motor that operates an effect device) on the glass frame 15 may be provided, and a frame effect movable body control circuit that drives and controls the frame effect device.

[0075] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15, the cross key 29 provided in the glass frame 15, and the performance prop switch 47 (performance motor switch) which detects the initial position of the motor in the board performance device 44, and inputting a detection signal to the main control microcomputer 311, as well as the function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting a detection signal to the main control microcomputer 311.

[0076] To supply the desired level of DC voltage to performance control device 300 configured as described above and the electronic components controlled by it, normal power supply unit 410 of power supply device 400 is configured to generate DC 32V for driving motors and solenoids, DC 12V for driving display device 41 consisting of an LCD panel, motors, and LEDs, DC 5V as the power supply voltage for command I / F 331, and DC 15V for driving motors, LEDs, and speakers. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, performance control device 300 is provided with a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V. The DC-DC converter may also be provided in normal power supply unit 410.

[0077] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, resetting the devices. The signal is also output from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., resetting them. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the performance control device 300 is powered on.

[0078] In the following explanation, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they will simply be referred to as the special chart variable display game. Also, when there is no distinction between the decorative special chart 1 variable display game and the decorative special chart 2 variable display game, they will simply be referred to as the decorative special chart variable display game. Also, when there is no distinction between a big win (first special result) and a small win (second special result), they will simply be referred to as a win (special result). Also, when there is no distinction between the first special game state, which is a special game state based on a big win, and the second special game state, which is a special game state based on a small win, they will simply be referred to as the special game state.

[0079] A jackpot is a special result (first special result) that accompanies the activation of a conditional device, while a minor jackpot is a special result (second special result) that does not accompany the activation of a conditional device. The conditional device is activated when a jackpot occurs in a special symbol variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set (the special symbol continuous activation device is activated) to continuously activate the special variable prize winning device 38, a special electric device. The non-activation of the conditional device means that the aforementioned flag is not set, for example, when a minor jackpot lottery is won. The "conditional device" may be a software means, such as a software-controlled flag, or a hardware means, such as an electrically controlled switch. The term "conditional device" is commonly used in the pachinko gaming machine field to refer to a device whose activation is a necessary condition for the continuous operation of an electric device, and is used in this specification with the same meaning.

[0080] In the gaming machine 10 of this embodiment, a game is played by shooting gaming balls (pachinko balls) from a ball shooting device toward a gaming area 32. The shot gaming balls flow down the gaming area 32 while changing their rolling direction due to direction-changing elements such as obstacle nails and windmills arranged at various locations within the gaming area 32, and either win a prize in a normal start gate 34, a normal winning opening 35, a start winning opening 36, a normal variable winning device 37, or a special variable winning device 38, or flow into an outlet 30a provided at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins a prize in the normal winning opening 35, the start winning opening 36, a normal variable winning device 37, or a special variable winning device 38, a number of prize balls corresponding to the type of winning opening are discharged from a payout unit controlled by a payout control device 200 (see FIG. 4) to the upper tray 21 or the lower tray 23 of the glass frame 15.

[0081] In the gaming machine 10 of this embodiment, the player can adjust the launch force to launch the gaming ball into the left gaming area (so-called left shot) in order to aim for a win in the start winning hole 36 or the general winning hole 35 located to the left of the start winning hole 36, and can aim for a win in the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, or the general winning hole 35 by launching the gaming ball into the right gaming area (so-called right shot).

[0082] The normal map start gate 34 is provided with a gate switch 34a, such as a non-contact switch, for detecting game balls that pass through the normal map start gate 34. When a game ball that has been shot into the game area 32 passes through the normal map start gate 34, it is detected by the gate switch 34a. Based on the input of a game ball detection signal from the gate switch 34a provided in the normal map start gate 34, the CPU 111A of the gaming microcomputer 111 of the game control device 100 increments the normal map start memory count (+1) if the normal map start memory count is less than the upper limit (e.g., 4), and stores one normal map start memory in RAM 111C. This number of normal map start winning entries is displayed on the normal map hold indicator 58 of the collective display device 50. The normal map start memory also stores a winning random number value (winning random number value) for determining the outcome of the normal map variable display game, extracted based on the input of the game ball detection signal from the gate switch 34a.

[0083] Then, if there is a normal map start memory and the normal map variation display game can be started, that is, if the normal map variation display game is not being executed and the normal map variation display game is not in a winning state where the normal map variation display game has won and the normal variation winning device 37 is not in a winning state where it has won, the random number value for winning judgment stored in the first stored normal map start memory is compared with the judgment value stored in ROM111B, and the winning or losing of the normal map variation display game is determined, and the normal map variation display game is started. If this random number value for winning judgment matches the judgment value, the normal map variation display game will be a winning game and a specific result mode (normal map specific result) will be derived.

[0084] Furthermore, as a process for executing the normal map variation display game, the game control device 100 performs a process for displaying a normal map variation display on the normal map display device 57 provided on the collective display device 50, which displays a predetermined number of lighting patterns repeatedly in a predetermined order over a predetermined variation time, and then displays a normal map variation display game that stops displaying a lighting pattern (result mode) according to the result. Note that the normal map display device 57 may be configured as the display device 41, and may be configured to use, for example, numbers, symbols, character patterns, etc. as normal identification information, which are displayed in a variable manner for a predetermined time, and then stopped to display the result.

[0085] If the result of the normal map variation display game is a win, the normal map display 57 stops displaying a lighting pattern that results in a special result state, and the normal power solenoid 37c is operated, and control is performed to open the movable member of the normal variation winning device 37 for a predetermined time (for example, 1648 ms). In other words, the game control device 100 serves as a conversion control execution means that performs conversion control of the conversion member (movable member). Furthermore, if the result of the normal map variation display game is a loss, control is performed to display a lighting pattern that results in a loss on the normal map display 57.

[0086] Furthermore, winning balls entering the start winning hole 36 and winning balls entering the normal variable winning device 37 are detected by a start hole 1 switch 36a and a start hole 2 switch 37a provided inside, respectively. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 stores a first start memory that forms a start memory (special symbol start memory) based on winnings in the start winning hole 36 up to a predetermined upper limit number (for example, 4), and stores a second start memory that forms a start memory (special symbol start memory) based on winnings in the normal variable winning device 37 up to a predetermined upper limit number (for example, 1). Based on winnings in the start winning hole 36 and the normal variable winning device 37, a jackpot random number value, a special symbol pattern random number value, and each variable pattern random number value are extracted as start memory information, and the extracted random number values ​​are stored in RAM 111C as the first start memory and the second start memory. The number of memories in this start memory is displayed on the special chart 1 reserve display 53 and special chart 2 reserve display 54, which are used to notify the number of start winnings on the collective display device 50, and is also displayed on the display device 41 of the center case 40 as a decorative special chart start memory display.

[0087] The game control device 100 performs a special chart 1 variable display game on the special chart 1 display device 51 (first variable display device) based on the first start memory, and performs a special chart 2 variable display game on the special chart 2 display device 52 (second variable display device) based on the second start memory. When both the first start memory and the second start memory are stored, the special chart 2 variable display game is executed in priority to the special chart 1 variable display game.

[0088] That is, the game control device (game control means) 100 controls the execution of the special chart 1 variable display game (first special chart variable display game) based on the first start memory stored in response to the entry of a game ball into the start winning port 36 (first start winning area), and also serves as an execution control means for controlling the execution of the special chart 2 variable display game (second special chart variable display game) based on the second start memory stored in response to the entry of a game ball into the normal variable winning device 37 (second start winning area).The execution control means is configured to execute the special chart 2 variable display game based on the second start memory in priority to the special chart 1 variable display game based on the first start memory when the first start memory and the second start memory are stored.

[0089] After performing the variable display, the special chart 1 display 51 and the special chart 2 display 52 stop and display a predetermined result mode. If the result of the special chart variable display game is a jackpot, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (jackpot result mode) corresponding to the first special result, resulting in a jackpot, and the first special game state (so-called jackpot state) is entered. Also, if the result of the special chart variable display game is a small jackpot, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (small jackpot result mode) corresponding to the second special result, resulting in a small jackpot, and the second special game state (so-called small jackpot state) is entered. In other words, the special chart 1 display 51 constitutes a first variable display means capable of displaying the first variable display game (special chart 1 variable display game) based on the entry of a game ball into the start winning hole 36. In addition, the special chart 2 display 52 constitutes a second variable display means capable of displaying a second variable display game (special chart 2 variable display game) based on the winning of a game ball into the normal variable winning device 37.

[0090] Furthermore, the game control device (game control means) 100 can perform control to generate a game state (specific game state) in which the game can proceed under conditions (high probability of winning and normal power support) that are more advantageous to the player than the normal game state after the end of the jackpot game state (first special game state). In other words, the game control device (game control means) 100 serves as specific game state generating means.

[0091] In addition, in response to the execution of the special chart 1 variable display game and the special chart 2 variable display game, a decorative special chart variable display game is executed on the display device 41, which variably displays multiple types of decorative identification information (numbers, symbols, character patterns, etc.). The decorative special chart variable display game on the display device 41 includes a decorative special chart 1 variable display game corresponding to the special chart 1 variable display game, and a decorative special chart 2 variable display game corresponding to the special chart 2 variable display game. Then, a variable display is performed in accordance with the variation of the corresponding special chart variable display game, and a display corresponding to the result is performed in accordance with the derivation of the result mode in the corresponding special chart variable display game.

[0092] That is, the display device 41 constitutes a decoration change display means capable of displaying a decoration change display game (decorative special chart change display game) that changes and displays decoration identification information in accordance with the first change display game (special chart 1 change display game) and the second change display game (special chart 2 change display game). Separate display devices may be used for the decoration special chart 1 change display game and the decoration special chart 2 change display game, or only one of the decoration special chart change display games may be displayed. Furthermore, the gaming machine 10 may not be provided with the special chart 1 display device 51 and the special chart 2 display device 52, and the special chart change display game may be executed using only the display device 41.

[0093] FIG. 6 shows an example of allocation rates in this embodiment. FIG. 6(a) is an example of the distribution rate of the results of the special chart variable display game. For example, as shown in FIG. 6(a), there are four types of results of the special chart variable display game: jackpot, small jackpot, support jackpot, and miss. In this embodiment, the distribution rate of the jackpot is the same for special chart 1 and special chart 2, but it may be different for special chart 1 and special chart 2. Also, in FIG. 6(a), the distribution rate of the jackpot is the same when the probability setting value is "Setting 1," "Setting 2," and "Setting 3," but it may be different. Also, in FIG. 6(a), the distribution rate of the jackpot is the same when the probability setting value is "Setting 4," "Setting 5," and "Setting 6," but it may be different.

[0094] 6(a), the distribution rate of the small hit and the support hit is the same regardless of the probability setting value, but it may be different. In other words, in this embodiment, only the winning probability of the big hit is changed by changing the probability setting value, and the probability of the small hit and the support hit is not changed. In addition, for small wins, the allocation rate for Special Chart 2 is higher than that for Special Chart 1. As a result, the probability of a small win is higher for Special Chart 2, and if a small win occurs, there is a high probability that the first special game state (jackpot) will be reached by flowing into a specific area, making Special Chart 2 a more advantageous special chart variable display game for players.

[0095] Figure 6(b) is an example of the distribution rate of the jackpot type. For example, as shown in Figure 6(b), there are two types of jackpot patterns (jackpot result patterns): 10R jackpot A, in which the 10R jackpot A pattern is stopped and displayed, and 10R jackpot B, in which the 10R jackpot B pattern is stopped and displayed. 10R jackpot A has 10 rounds in the special game mode, and after the special game mode ends, the game enters a normal power support mode with a maximum of 250 games. 10R jackpot B has 10 rounds in the special game mode, and after the special game mode ends, the game enters a state where there is no normal power support. In Figure 6(b), the distribution rate of the jackpot type is different between special chart 1 and special chart 2. Note that the distribution rate may be different depending on whether the game state in which the special chart variable display game is executed is a normal game state or a specific game state.

[0096] Figure 6(c) shows the distribution rate for small win types. For a jackpot that occurs when a game ball flows into a specific area of ​​the special variable winning device 38 during the second special game state based on a small win, the type of jackpot is selected based on the type of small win. If a game ball flows into a specific area during the second special game state based on small win A (V winning), a normal power support state will be entered with a maximum of 250 games after the end of the first special game state. If a game ball flows into a specific area during the second special game state based on small win B, no normal power support will be entered after the end of the first special game state. Note that the distribution rate may be the same for special chart 1 and special chart 2. In other words, a 10R big hit A or small hit A will result in a specific special result in which normal power support is available (second state) after the special game state ends, and a 10R big hit B or small hit B will result in a non-specific special result in which normal power support is not available (first state) after the special game state ends.

[0097] Figure 6(d) shows the winning probability of the normal map variation display game. The probability is low when the normal power support state is not in effect, and high when the normal power support state is in effect. It is sufficient that it is easier to win in the normal variable winning device 37 in a state with normal power support (second state) than in a state without normal power support (first state), and it is also possible to change one or more of the probability, variable time, opening time, or normal power maximum count number.

[0098] In addition, the gaming machine of this embodiment is equipped with a so-called ceiling function, as shown in Figure 6(e). That is, when the number of game executions reaches the ceiling number (here, 959), the system switches to a normal power support state with a limit of 250 games without triggering a special game state. The number of game executions is always counted regardless of whether normal power support is present or not in a low probability state, and counting is suspended in a high probability state. In the gaming machine of this embodiment, the special symbol probability is always constant, so it is always counted. Furthermore, the number of game executions is the sum of the number of times the special symbol 1 variable display game and the special symbol 2 variable display game are executed.

[0099] The count of the number of times the game is executed is cleared when the normal power support state is entered due to the ceiling number of times being reached, or when the condition device is activated (first special game state). The timing of clearing the count of the number of times the game is executed can be changed as appropriate, and for example, it may be cleared when the RAM initialization switch 112 is operated and the clearing of the number of times the game is executed is selected, or when the power is turned on instead of when the RAM is cleared.

[0100] Furthermore, when clearing RAM, the count of the number of times a game is executed may be cleared when the RAM is cleared without a setting change, and the count of the number of times a game is executed may not be cleared when the RAM is cleared with a setting change. An example of a RAM clear that does not involve a setting change is when the power is turned on while the RAM initialization switch 112 is on and the setting key switch 152 is not on. In this way, by not clearing the count of the number of times a game is executed when the RAM is cleared with a setting change, it becomes difficult to determine that a setting change has been made.

[0101] [Game state transition diagram (game flow)] First, we will explain the transition (shift) of the game state under the game control of the game control device 100. Fig. 7 is a diagram illustrating a game state transition diagram (game flow) showing the transition of the game state in this embodiment. The game states include a normal game state ST1, a first special game state ST2 based on a first special result (big hit), a second special game state ST3 based on a second special result (small hit), a specific game state ST4, and a remaining reserve consumption state ST5. In each game state, a presentation mode that is controlled by the presentation control device 300 and determines the presentation style of the game, a main starting area that is the starting area that should be mainly targeted in that game state, a main variable special chart that is the type of special chart variation display game that should mainly be executed, and a launch direction of the game ball are determined.

[0102] In the gaming machine 10 of this embodiment, a left-handed shot can aim for a win in the start winning slot 36, and a right-handed shot can aim for a win in the normal variable winning device 37. In other words, the player can select the starting area to aim for. Furthermore, each game state is designed to primarily play either the special symbol 1 variable display game or the special symbol 2 variable display game. The game is designed so that the player will play according to this design, and it is advantageous for the player to primarily play the one special symbol variable display game designated as the primary game in the design. In this specification, the one special symbol variable display game designated as the primary game in each game state is sometimes referred to as the "main variable," and the other special symbol variable display game is sometimes referred to as the "irregular variable."

[0103] The normal game state ST1 is a state in which there is no normal power support that improves the opening time per unit time of the normal variable winning device 37 to make winning easier, and there is no time reduction that shortens the variable time of the special chart variable display game or the normal chart variable display game. The main variable special chart is the special chart 1 variable display game, and the main starting area is the starting winning hole 36, and the firing direction is set to left-handed to aim at this starting winning hole 36. In addition, the presentation mode that defines the presentation style is the normal stage.

[0104] The first special game state ST2 is a state in which there is no normal power support and no time reduction. The presentation mode that defines the presentation is the jackpot mode. In this first special game state ST2, the special variable winning device 38 is opened, so the launch direction is set to right-hand hitting. In the second special game state ST3, normal power support and time reduction may or may not be present depending on the situation at the time of small hit derivation. Basically, the state at the time of small hit derivation is inherited, but when a small hit is derived and the termination conditions of the specific game state ST4 are met, normal power support and time reduction end with the end of the special chart variable display game that results in a small hit, so in this case normal power support and time reduction are not present. In addition, the presentation mode that determines the presentation mode is set to small hit mode. In this second special game state ST3, the special variable winning device 38 is opened, so the launch direction is set to right-hand hit.

[0105] The specific gaming state ST4 is a state in which the player remains in the state for a specified number of games after the first special gaming state ST2, and is a state in which normal power support is provided to increase the opening time per unit time of the normal variable winning device 37, making it easier to win. When normal power support is available, there is also a time-saving feature that shortens the fluctuation time of the special chart fluctuation display game. The main fluctuation special chart is the special chart 2 fluctuation display game, and the main starting area is the normal fluctuation winning device 37. The firing direction is set to right-hand hitting to aim at this normal fluctuation winning device 37. The special game state ST4 is more advantageous to the player than the normal game state ST1 because it mainly plays the special chart 2 fluctuation display game, which has normal power support and a high frequency of small wins.

[0106] The remaining reserved consumption state ST5 is a state in which the special chart 2 variable display game can be executed based on the second start memory remaining when the specific game state ST4 ends. In this remaining reserve consumption state ST5, there is no normal power support, but there is a time reduction to shorten the fluctuation time of the special chart fluctuation display game. Because there is no normal power support, the firing direction is set to left hit so as to aim at the start winning hole 36, but since it is a short period following the specific game state ST4, it is not necessary to clearly instruct left hit. The remaining reserve consumption state ST5 mainly executes the special chart 2 variable display game based on the second start memory that mainly occurs in the specific game state ST4, and is therefore a more advantageous state for the player than the normal game state ST1.

[0107] The transition of the game state occurs when the first special result (big hit) is derived, the second special result (small hit) is derived, a support hit is derived, the first special game state ends, the second special game state ends, the specified number of games is played, and the ceiling is reached. If a jackpot occurs in the normal game state ST1, the game transitions to the first special game state ST2. After the first special game state ST2 ends, if the first special result is a 10R jackpot A with normal power support, normal power support and time reduction will be in effect for the period until the end condition of the normal power support state is met, and the game transitions to the specific game state ST4. Also, if the first special result is a 10R jackpot B without normal power support, the game transitions to the normal game state ST1 if there is no second start memory, and to the remaining reserved consumption state ST5 if there is a second start memory. If a jackpot occurs in the specific game state ST4 or the remaining reserved consumption state ST5, the state transitions to the first special game state ST2, and then to the specific game state ST4. Also, if a support hit occurs or the ceiling is reached, the game state changes to the specific game state ST4 without passing through the first special game state ST2.

[0108] In the specific game state ST4, the normal power support makes it easier for the game ball to enter the normal variable winning device 37, which can generate a second start memory, and the special game 2 variable display game can be executed. If the termination condition of the normal power support state is met in this specific game state ST4, the normal power support ends, and if there is a remaining reserve, which is the second start memory that occurred in the specific game state ST4, the state changes to the remaining reserve consumption state ST5, and if there is no remaining reserve, the state changes to the normal game state ST1.

[0109] The remaining reserved consumption state ST5 can be stayed until the special chart 2 variable display game based on the remaining reserved second start memory ends. In this remaining reserved consumption state ST5, a series of effects are performed consecutively with the special game state ST4. After the remaining reserved consumption state ST5 ends, the game transitions to the normal game state ST1.

[0110] If a small win occurs in the normal game state ST1, the specific game state ST4 or the remaining reserved consumption state ST5, the game state transitions to the second special game state ST3. If a game ball flows into the specific area in the second special game state ST3 (V win), the game transitions to the first special game state ST2. If a game ball flows into the special variable win device 38, there is a possibility that it will flow into the specific area, and it is advantageous for the player to play many special chart 2 variable display games, which have a high probability of small wins. The likelihood of game balls flowing into the specific area is controlled by operating a lever member provided inside the special variable win device 38, which can control the flow of game balls into the specific area, with a lever solenoid 38f, to switch between a state that allows game balls to flow into the specific area and a state that prevents game balls from flowing into the specific area.

[0111] Also, if no game ball flows into the specific area in the second special game state ST3, the game state transitions to the specific game state ST4, the remaining reserved consumption state ST5, or the normal game state ST1. If the termination condition of the specific gaming state ST4 is not met, the game state transitions to the specific gaming state ST4. Also, if the termination condition of the specific gaming state ST4 is met and there is a remaining reservation, which is a second start memory that occurred in the specific gaming state ST4, the game state transitions to the remaining reservation consumption state ST5. Also, if the termination condition of the specific gaming state ST4 is met and there is no remaining reservation, the game state transitions to the normal gaming state ST1.

[0112] The control of a gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process shown in Figures 8 and 9, and a timer interrupt process shown in Figure 10 that is performed at a predetermined time interval (for example, 4 ms).

[0113] [Main processing] First, the main processing will be described. The main processing starts when the power is turned on. As shown in FIGS. 8 and 9, this main processing first performs a process to disable interrupts (step X1), followed by a stack pointer setting process (step X2) to set a stack pointer, which is the top address of an area where values ​​of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is designated (step X3), and the upper address of the RAM top address is set in a predetermined register (e.g., D register) (step X4). In this embodiment, the RAM address range is 0000h to 01FFh, with the upper addresses being 00h or 01h. In step X4, the top address, 00h, is set. Next, a launch stop signal is output, setting the launch permission signal to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 is outputting a launch stop signal, thereby prohibiting the launch of game balls.

[0114] Then, the state of the RAM initialization switch 112 and the setting key switch 152 is read (step X6), and a process for setting a power-on delay timer is performed (step X7). In the process of step X7, a predetermined initial value is set, thereby setting a waiting time (e.g., 3 seconds) for waiting for the programs of the slave control means (e.g., the payout control device 200 and the presentation control device 300) that perform various controls in accordance with instructions from the game control device 100, which constitutes the master control means, to start up normally. This prevents the slave control devices from missing commands if the game control device 100 starts up first when power is turned on and sends a command to the slave control devices (e.g., the payout control device 200 and the presentation control device 300) before they start up, causing the slave control devices to miss the command. In other words, the game control device 100 serves as a waiting means for delaying the start of the master control means (game control device 100) when power is turned on, and setting a predetermined waiting time for the start of the slave control devices (e.g., the payout control device 200, the presentation control device 300, etc.).

[0115] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register not subject to validity check) that is not subject to RAM validity check (checksum calculation). This eliminates the need to exclude part of the RAM area when calculating check data such as a checksum for the RAM area, thereby preventing the control at power-on from becoming complicated.

[0116] After performing the process of setting the power-on delay timer (step X7), it is determined whether a power outage has occurred (step X8), and if a power outage has occurred (step X8; Y), the process waits for the power to the gaming machine to be cut off. Specifically, in step X8, for example, the number of times (for example, two) to read and check the power outage monitoring signal input from the power supply device 400 via the port and data bus is set, and a determination is made as to whether the power outage monitoring signal is on. If the power outage monitoring signal is on, a determination is made as to whether the power outage monitoring signal has remained on for the set number of checks. If the power outage monitoring signal has not remained on for the set number of checks, the process returns to determining whether the power outage monitoring signal is on. If the power outage monitoring signal has remained on for the set number of checks, a determination is made that a power outage has occurred. The same applies to steps X34 and X54, which will be described later. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been received continuously for a predetermined period of time, it is possible to prevent erroneous detection of a power outage due to noise, etc., and to appropriately deal with any malfunctions that occur when the power is turned on.

[0117] That is, the gaming control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. This makes it possible to respond to a power outage that occurs during the period when the startup of the gaming control device 100, which serves as the main control means, is delayed, and malfunctions at power-on can be dealt with appropriately. Note that access to RAM is not permitted until the end of the standby time, and the contents stored at the time of the previous power outage remain retained, so there is no need to perform backup processing if a power outage occurs here. Therefore, even if a power outage occurs during the standby time, there is no need to back up the RAM, and the burden on control can be reduced.

[0118] On the other hand, if a power outage has not occurred (step X8; N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, if the waiting time has not ended, the process returns to the process of determining whether a power outage has occurred (step X8). Also, if the timer value is 0 (step X10; Y), that is, if the waiting time has ended, access is permitted to readable and writable RWM (read / write memory) such as RAM and EEPROM (step X11), and off data is output to all output ports (setting them to a state where there is no output) (step X12).

[0119] Next, a serial port (a port pre-installed in the gaming microcomputer 111, which in this embodiment is used for communication with the presentation control device 300 and the payout control device 200) is set (step X13), and a process is performed to start a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator) (step X14). The CTC circuit is provided in the clock generator in the gaming microcomputer 111. The clock generator includes a frequency divider circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) to the CPU 111A based on the frequency-divided signal, and a signal CTC that triggers a random number update to be supplied to the random number generation circuit. Next, a RAM abnormality flag is set (step X15). Here, regardless of whether or not there is an abnormality in the RAM, it is assumed that there is an abnormality in the RAM, and the RAM abnormality flag is temporarily set in a predetermined register.

[0120] Next, it is determined whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, 5Ah) (step X16). If it is normal (step X16; Y), it is determined whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) (step X17). If the value of the power outage inspection area 2 is normal (step X17; Y), a checksum calculation process (step X18) is performed to calculate the checksum of a specified area in the RWM, and it is determined whether the calculated checksum matches the checksum at the time of power outage (step X19). If the checksums match (step X19; Y), there is no abnormality in the RAM, so the RAM abnormality flag is cleared (step X20) and the process proceeds to step X21.

[0121] Furthermore, if it is determined that the check data in the power failure inspection area is not normal (step X16; N or step X17; N), or if it is determined that the checksums do not match (step X19; N), it is determined whether both the setting key switch 152 and the RAM initialization switch 112 are in the on state based on the state read in step X6 (step X21). If at least one of the setting key switch 152 and the RAM initialization switch 112 is in the off state (step X21; N), it is determined whether the RAM abnormality flag is set (step X22). If the RAM abnormality flag is set (step X22; Y), there is an abnormality in the RAM, so a main abnormality error notification command is sent to the performance control board (performance control device 300) to notify that the game control device 100 is abnormal (step X24).

[0122] On the other hand, if the RAM abnormality flag is not set (step X22; N), it is determined whether the probability setting change flag is set (step X23). Then, if the probability setting change flag is set (step X23; Y), a main abnormality error notification command is sent to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the probability setting flag that was set before the power outage occurred. In other words, if the power to the gaming machine is cut off and restarted while the probability setting value is being changed, the operation of the gaming control device 100 will stop, so the processing of step X24 will be performed. Next, the 7-segment display data at the time of game stop is output to the fifth driver 138e via the second output port 134 (step X25). After that, ON data of the security signal is output, and OFF data of signals other than the security signal is output (step X26), and the process returns to step X25.

[0123] Furthermore, if both the setting key switch 152 and the RAM initialization switch 112 are in the on state (step X21; Y), it is determined whether the RAM abnormality flag is set (step X27). If the RAM abnormality flag is not set (step X27; N), the probability setting change in progress flag is set (step X29). This causes the system to transition to probability setting value change mode. After that, a command indicating that the probability setting is being changed is sent to the performance control board (performance control device 300) (step X30), and the system transitions to step X31. Upon receiving the command indicating that the probability setting is being changed, the performance control device 300 issues a notification indicating that the probability setting value is being changed by displaying the display device 41, lighting up the LEDs of the frame decoration device 18 and board decoration device 46, operating the board performance device 44, outputting sound from the speakers 19a and 19b, etc. On the other hand, if the RAM abnormality flag is set (step X27; Y), the process of clearing the probability setting value is performed (step X28). As a result, 0 is set in the area for the probability setting value in the RWM, and the probability setting value becomes "setting 1". After that, the process of steps X29 and X30 is performed, and the process proceeds to step X31.

[0124] Also, if at least one of the setting key switch 152 and the RAM initialization switch 112 is in the OFF state (step X21; N), and neither the RAM abnormality flag nor the probability setting change flag is set (step X22; N and step X23; N), it is determined whether the setting key switch 152 is in the ON state based on the state read in step X6 (step X35). Then, if the setting key switch 152 is not in the ON state (step X35; N), it is determined whether the RAM initialization switch 112 is in the ON state based on the state read in step X6 (step X43).

[0125] If it is determined that the RAM initialization switch 112 is not in the ON state (step X43; N), that is, if both the setting key switch 152 and the RAM initialization switch 112 are in the OFF state, the process proceeds to step X41 and processing is performed in the case where normal recovery from a power outage occurs. On the other hand, if it is determined that the RAM initialization switch 112 is in the ON state (step X43; Y), the process proceeds to step X44 to perform initialization processing. That is, the RAM initialization switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 serves as initialization means that initializes the data stored in the RAM based on the operation of the initialization operation unit.

[0126] Also, if the setting key switch 152 is in the on state (step X35; Y), the probability setting confirmation flag is set (step X36). This causes the mode to transition to probability setting value confirmation mode. After that, a command indicating that the probability setting is being confirmed is sent to the performance control board (performance control device 300) (step X37). Upon receiving the command indicating that the probability setting is being confirmed, the performance control device 300 notifies the user that the probability setting value is being confirmed by displaying the display device 41, lighting up the LEDs of the frame decoration device 18 and board decoration device 46, operating the board performance device 44, outputting sound from the speakers 19a and 19b, etc.

[0127] Then, to ensure that the security signal is output for 50 ms or more, a value corresponding to 128 ms is saved in the security signal control timer area (step X31). The security signal is output in the probability setting value change / confirmation process (step X122) of the timer interrupt processing if the mode is the probability setting value change mode or the probability setting value confirmation mode; otherwise, it is output in the external information editing process (step X120) of the timer interrupt processing. Therefore, if the probability setting value change mode or the probability setting value confirmation mode ends in less than 128 ms, the security signal continues to be output by the external information editing process (step X120) of the timer interrupt processing. In other words, even if the probability setting value change mode or the probability setting value confirmation mode ends in less than 128 ms, the security signal is output for 128 ms after transitioning to the probability setting value change mode or the probability setting value confirmation mode. Note that the value saved in the security signal control timer area in step X31 is not limited to the value corresponding to 128 ms. However, since a security signal must be output for at least 50 ms after switching to probability setting value change mode or probability setting value confirmation mode, a value corresponding to 50 ms or more must be saved.

[0128] Then, the interrupt is permitted (step X32), and it is determined whether the setting key switch 152 is in the OFF state (step X33). In step X33, the determination is not based on the state read in step X6 (the state at the time of power-on), but on the state read in the input process (step X103) of the timer interrupt process (FIG. 10) (the current state). If it is determined in step X33 that the setting key switch 152 is in the OFF state, the probability setting value is confirmed. If the setting key switch 152 is not in the off state (step X33; N), it is determined whether a power outage has occurred (step X34), and if a power outage has not occurred (step X34; N), the process returns to step X33, and if a power outage has occurred (step X34; Y), the process proceeds to step X55. If it is determined in step X34 that a power outage has occurred while the probability setting change flag is set, it is determined in step X23 of the main processing (FIGS. 8 and 9) after the power outage is restored that the probability setting change flag is set.

[0129] On the other hand, if the setting key switch 152 is in the OFF state (step X33; Y), a process to prohibit interrupts (step X38) is performed. Between the process to permit interrupts (step X32) and the process to prohibit interrupts (steps X38, X55), a timer interrupt process (Fig. 10) is performed at a predetermined time interval (for example, 4 ms). In this timer interrupt process, a probability setting change / confirmation process (step X122), which is a process related to the probability setting value, is performed. In other words, the main process waits until the probability setting value change or confirmation is completed (or until a power outage occurs). Next, a command to end the notification is sent to the performance control board (performance control device 300) (step X39). Upon receiving the command to end the notification, the performance control device 300 ends the notification that is currently being executed (the notification indicating that the probability setting value is being changed or the notification indicating that the probability setting value is being confirmed).

[0130] Next, it is determined whether the probability setting change flag is set (step X40), and if the probability setting change flag is not set (step X40; N), that is, if the probability setting confirmation flag is set, a power outage recovery process (step X41) is performed to save the initial values ​​at the time of power outage recovery in the areas to be initialized (for example, the power outage inspection area, the checksum area, and the area related to error fraud monitoring). The probability setting confirmation flag is cleared in this step X41. Then, a power outage recovery command corresponding to the special game processing number is sent to the performance control board (performance control device 300) (step X42), and the process proceeds to step X47. In this embodiment, in step X42, multiple commands are sent, such as a model designation command, a probability setting information command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a performance count information command, and a screen designation command. As a screen designation command, if both special game 1 and special game 2 are in normal processing, as described below, that is, if they are waiting for customers and are not in a special game state, and the special game state is not in progress, a customer waiting demo screen command is sent, and otherwise a recovery screen command is sent. In addition to these commands, depending on the model, high probability count information commands and the like are also sent.

[0131] On the other hand, if the probability setting change in progress flag is set (step X40; Y), the RAM area other than the probability setting value is cleared to 0 (step X44). In step X44, the RAM area for the probability setting value (work area (1-byte area for the probability setting value)) and the RAM area for performance display (display of base value and role ratio) (work area and stack area) are not cleared, but the RAM area for game control (work area and stack area) is cleared to 0. Therefore, the probability setting change in progress flag is cleared in this step X44. Note that in step X44, the stack area and unused area may or may not be cleared.

[0132] Then, the initial values ​​at the time of RAM initialization are saved in the area to be initialized (step X45). The area to be initialized here is the area related to the customer waiting demo area and the setting of the presentation mode. Then, the command at the time of RAM initialization is sent to the presentation control board (presentation control device 300) (step X46). In the case of this embodiment, in step X46, multiple commands are sent, such as a model designation command, a probability setting information command, a special chart 1 reserved number command, a special chart 2 reserved number command, a probability information command, a presentation count information command, and a RAM initialization command (a command for displaying the customer waiting demo screen and announcing RAM initialization with light and sound for a predetermined time (e.g., 30 seconds)). Depending on the model, in addition to these commands, a presentation count information command and a support count information command, which is information on the number of times the special chart variable display game with normal power support has been executed, are also sent.

[0133] Next, the random number generation circuit is activated (step X47). Specifically, the CPU 111A sets a code (specified value) for activating the random number generation circuit in a predetermined register (CTC update permission register) within the random number generation circuit. The CPU 111A also sets a bit permutation pattern for the hardware random number (here, the jackpot random number) generated by the hardware of the random number generation circuit. The bit permutation pattern determines how the bit arrangement of the extracted random number (the arrangement before bit permutation in the upper row) is permuted in a predetermined order and stored as a different bit arrangement (the arrangement after bit permutation in the lower row). Permuting the bits of the random number according to this bit permutation pattern can disrupt the regularity of the random number and increase the confidentiality of the random number. The bit permutation pattern may be a fixed single pattern, or may be selected from multiple pre-prepared patterns. Alternatively, the user may freely set the bit permutation pattern.

[0134] Thereafter, the value of a predetermined register (software random number registers 1 to n) in the random number generation circuit at the time of power-on is extracted, and the corresponding initial value random numbers (in this embodiment, the special symbol pattern random number that determines the winning symbol of the special symbol, and the random number that determines the winning of the normal symbol (winning random number)) are saved in a predetermined area of ​​the RWM as initial values ​​(start values) (step X48), and then an interrupt is permitted (step X49). The random number generation circuit in the CPU 111A used in this embodiment is configured so that the initial value of the software random number register changes each time the power is turned on, so by using this value as the initial value (start value) of the various initial value random numbers, the regularity of the random numbers generated by the software can be disrupted, making it difficult for players to obtain illegal random numbers.

[0135] Next, an initial value random number update process (step X50) is performed to update the values ​​of various initial value random numbers and disrupt the regularity of the random numbers. While not particularly limited, in this embodiment, the jackpot random number, special symbol random number, and winning random number are configured to be generated using random numbers generated by a random number generation circuit. However, the jackpot random number is a so-called "high-speed counter" updated based on a clock speed equal to or faster than the CPU's operating clock, while the special symbol random number and winning random number are "slow-speed counters" updated based on a CTC output (a CTC (CTC2) separate from the CTC (CTC0) of the timer interrupt processing) that operates at the same cycle as the program's processing unit, the timer interrupt processing. Furthermore, the special symbol random number and winning random number employ a so-called "initial value change method," in which the start value is changed using each initial value random number (generated by software) each time the random number completes a cycle. The random numbers may be updated by a counter method using +1 or -1, or by a random method in which all values ​​within the range appear separately without overlap until a cycle is completed. In other words, the jackpot random number is a random number that is updated only by hardware, while the special pattern random number and winning random number are random numbers that are updated by hardware and software. In this embodiment, there is no random number (winning pattern random number) to determine the winning pattern for the regular map, so there is only one type of winning pattern for the regular map, but it is also possible to provide a winning pattern random number and select the winning pattern for the regular map from multiple types.

[0136] After the initial value random number update process of step X50, a process to prohibit interrupts (step X51) is performed, and then a performance display editing process (step X52) is performed. Then, after the process to allow interrupts (step X53) is performed, it is determined whether a power outage has occurred (step X54), and if a power outage has not occurred (step X54; N), the process returns to the initial value random number update process (step X50). In other words, if a power outage has not occurred, the initial value random number update process, performance display editing process, and power outage monitoring are repeatedly performed. By allowing interrupts (step X49) before the initial value random number update process (step X50), if a timer interrupt occurs during the initial value random number update process, the interrupt process is executed with priority, and it is possible to avoid the interrupt process being overwhelmed by the timer interrupt being made to wait by the initial value random number update process.

[0137] In addition, there is a method in which the initial value random number update process in step X50 is performed not only within the main processing but also within the timer interrupt processing.If such a method is adopted, in order to avoid the initial value random number update process being executed in both, when performing the initial value random number update process in the main processing, it is necessary to prohibit interrupts before updating and then canceling the interrupt.However, if the initial value random number update process is not performed within the timer interrupt processing as in this embodiment, but is only performed within the main processing, there is no problem in canceling the interrupt before the initial value random number update process, which has the advantage of simplifying the main processing.

[0138] On the other hand, if a power outage has occurred (step X54; Y), a process of temporarily prohibiting interrupts (step X55) and a process of outputting off data to all output ports (step X56) are performed. Then, power outage inspection area check data 1 is saved in power outage inspection area 1 (step X57), and power outage inspection area check data 2 is saved in power outage inspection area 2 (step X58). Furthermore, a checksum calculation process (step X59) is performed to calculate a checksum at the time of power outage of the RWM, and a process to save the calculated checksum (step X60) is performed, followed by a process to prohibit access to the RWM (step X61), and then the gaming machine waits for the power to be cut off. In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power outage, it is possible to determine whether the information stored in the RWM before the power was cut off has been correctly backed up when the power is turned on again.

[0139] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the game in an integrated manner, and subordinate control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on and sets a predetermined standby time for waiting for the start-up of the subordinate control devices, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time. In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.

[0140] In addition, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated externally, and initialization means (game control device 100) that initializes the data stored in RAM 111C based on the operation of the initialization operation unit, and is configured to read the operation status of the initialization means before the start of the standby time. Moreover, the main control means (game control device 100) is configured to permit access to the RAM 111C after the waiting time has elapsed.

[0141] [Timer interrupt processing] Next, the timer interrupt process will be explained. The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. In other words, it is an interrupt routine that starts at a predetermined period. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled, and the timer interrupt process shown in Figure 10 is started.

[0142] When the timer interrupt processing starts, first, register bank 1 is specified (step X101). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main processing) is moved to RWM. Next, the upper address of the RAM start address is set in a specified register (for example, the D register) (step X102). In step X102, the same processing as step X4 in the main processing is performed, but the register bank is different. Next, inputs from various sensors and switches and signal capture, that is, input processing (step X103) is performed to read the status of each input port.

[0143] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set (step X104), and if the probability setting change flag or the probability setting confirmation flag is set (step X104; Y), a probability setting change / confirmation process (step X122) is performed and the timer interrupt process is terminated. On the other hand, if neither the probability setting change flag nor the probability setting confirmation flag is set (step X104; N), output processing (step X105) is performed to control the drive of actuators such as solenoids (large prize opening solenoid 38b, lever solenoid 38f, and normal power solenoid 37c) based on the output data set in various processes. When a launch stop signal is output in step X5 of the main processing, this output processing outputs a launch permission signal, enabling the launch permission signal to be set to an enabled state. This launch permission signal is output to the launch control device via the payout control device. No signal processing is performed at this time. The launch permission signal is a first signal indicating the launch permission state from the gaming control device, and a second signal (launch permission signal) indicating the launch permission state from the payout control device is also generated within the payout control device and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are set to launch permission, the game ball is enabled for launch.

[0144] Next, a payout command transmission process (step X106) is performed to output the commands set in the transmission buffer by various processes to the payout control device 200, followed by random number update process 1 (step X107) and random number update process 2 (step X108). In random number update process 1 (step X107), the initial values ​​(start values) of the special symbol random number and winning random number that are the subject of the initial value random number update process are updated. After that, a prize port switch / status monitoring process (step X109) is performed to monitor whether or not there is normal signal input from the start port 1 switch 36a, start port 2 switch 37a, prize port switch 35a, and special prize port switch 38a, and to monitor for errors such as setting prize balls, opening the front frame or glass frame, and illegal winning into the normal variable prize device 37 and special variable prize device 38.

[0145] Next, it is determined whether an abnormal discharge is occurring (step X110). An abnormal discharge is when the number of game balls discharged from the special variable winning device 38 (the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e) exceeds the number of game balls flowing into the special variable winning device 38 (the number of game balls detected by the large winning port switch 38a). If an abnormal discharge is occurring, an abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), the process proceeds to step X116. In other words, the game is prevented from proceeding.

[0146] On the other hand, if an abnormal ejection is not occurring (step X110; N), a special chart game process (step X112) that performs processing related to the special chart change display game, and a regular chart game process (step X114) that performs processing related to the regular chart change display game are performed, and a segment LED editing process (step X115) is performed that drives the segment LEDs that are provided in the gaming machine 10 and display the special chart change display game and various information related to the game to display the desired content.

[0147] Next, a magnet irregularity monitoring process (step X116) is performed to check the detection signal from the magnetic sensor 61 and determine whether there are any abnormalities, a panel radio wave irregularity monitoring process (step X117) is performed to check the detection signal from the panel radio wave sensor 62 and determine whether there are any abnormalities, a vibration irregularity monitoring process (step X118) is performed to check the detection signal from the vibration sensor 65 and determine whether there are any abnormalities, and an abnormal discharge monitoring process (step X119) is performed to determine whether an abnormal discharge has occurred. Furthermore, an external information editing process (step X120) is performed to set signals to be output to various external devices in an output buffer, and a performance display monitor control process (step X121) is performed to control the performance display device 153, and then the timer interrupt process is terminated.

[0148] In this embodiment, the process of restoring the interrupt inhibited state (i.e., the process of allowing an interrupt) and the process of restoring the register bank designation (i.e., the process of designating register bank 0) are automatically performed at the time of interrupt return (at the end of timer interrupt processing). Note that, depending on the CPU used, there are gaming machines that require an instruction to execute the process of restoring the interrupt inhibited state and the process of restoring the register bank designation.

[0149] [Special game processing] Next, the details of the special game process (step X112) in the timer interrupt process will be explained. In the special game process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, the entire process related to the special game variable display game is controlled, and the display of the special game is set.

[0150] As shown in Fig. 11, in the special symbol game processing, first, a start port switch monitoring process (step A1) is performed to monitor winnings of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins in the normal variable winning device 37 that forms the start winning port 36 or the second start winning port, various random numbers (such as a jackpot random number) are extracted, and a game result advance determination is performed to determine the game result based on the winning in advance at a stage before the start of the special symbol variable display game based on the winning.

[0151] Next, a special prize opening switch monitoring process (step A2) is performed. In this special prize opening switch monitoring process, a process is performed to monitor the detection of a gaming ball at the special prize opening switch 38a provided in the special variable prize winning device 38. Then, a specific area switch monitoring process is performed to monitor the detection of a gaming ball in the specific area 38h (step A3).

[0152] Next, if the special game processing timer is not "0", it is updated by -1 (step A4). The minimum value of the special game processing timer is set to "0". Then, it is determined whether the value of the special game processing timer is "0" (step A5). If the value of the special game processing timer is "0" (step A5; Y), that is, if the time is up or has already been up, a special game sequence branch table to be referenced for branching to the process corresponding to the special game processing number is set in a register (step A6), and the table is used to obtain the branch destination address of the process corresponding to the special game processing number (step A7). Then, a subroutine call is made according to the special game processing number (step A8).

[0153] In step A8, if the special chart game processing number is "0", the start of the change in the special chart change display game is monitored, and special chart normal processing (step A9) is performed to set the start of the change in the special chart change display game, set the performance, and set the information necessary to perform processing during the special chart change. In step A8, if the special chart game processing number is "1", special chart change processing (step A10) is performed to set the stop display time of the special chart and set the information necessary to perform processing while the special chart is displayed.

[0154] In step A8, if the special chart game processing number is "2", and the result of the special chart variable display game is a jackpot, special chart display processing (step A11) is performed to set a fanfare command according to the type of jackpot, set the fanfare time according to the large prize opening pattern of each jackpot, and set the information necessary to perform fanfare / interval processing.

[0155] In step A8, if the special game processing number is "3", fanfare / interval processing (step A12) is performed to set the opening time of the large prize opening, update the number of times it is opened, and set the information necessary to perform processing while the large prize opening is open. In step A8, if the special game processing number is "4", if the jackpot round is not the final round, an interval command is set, and if it is the final round, an ending command is set, and processing during opening of the large prize opening (step A13) is performed to set information necessary for processing the remaining balls in the large prize opening.

[0156] In step A8, if the special game processing number is "5", if the jackpot round is the final round, the remaining ball processing in the jackpot opening (step A14) is performed, which sets the time for the remaining balls in the jackpot opening to be discharged and sets the information necessary to perform the jackpot end processing. In step A8, if the special game processing number is "6", a jackpot end process (step A15) is performed to set information necessary for performing special normal processing.

[0157] In step A8, if the special game processing number is "7", small win fanfare processing (step A16) is performed, which sets the opening time and opening pattern of the large prize opening when a small win occurs, sets the fanfare command, and sets the information necessary to perform small win processing. In step A8, if the special game processing number is "8", small win processing (step A17) is performed to set the ending command and the information necessary for small win remaining ball processing. In step A8, if the special game processing number is "9", small win remaining ball processing (step A18) is performed, which sets the time for the remaining balls that entered the large prize opening during small win processing to be discharged, and sets the information necessary to perform small win end processing. In step A8, if the special game processing number is "10", a small win end process (step A19) is performed to set information necessary for performing special normal processing.

[0158] After that, after preparing a table for controlling the fluctuation of the special symbol 1 display 51 (step A20), a pattern fluctuation control process (step A21) for controlling the fluctuation of the special symbol by the special symbol 1 display 51 is performed. Then, after preparing a table for controlling the fluctuation of the special symbol 2 display 52 (step A22), a pattern fluctuation control process (step A23) for controlling the fluctuation of the special symbol by the special symbol 2 display 52 is performed. After that, a lever solenoid control process (step A24) for controlling the operation of the lever solenoid 38f is performed, and the special symbol game process is terminated. On the other hand, in step A5, if the value of the special symbol game process timer is not "0" (step A5; N), that is, if the time has not expired, the process proceeds to step A20 and the subsequent processes are performed.

[0159] [Special diagram starter switch common processing] Next, we will explain the details of the special start port switch common processing performed in the above-mentioned start port switch monitoring processing. The special start port switch common processing is a process that is performed in common for each input when there is an input from the start port 1 switch 36a or the start port 2 switch 37a.

[0160] As shown in FIG. 12, in the special start gate switch common processing, first, the start gate signal output count, which is the number of times information regarding the number of wins on the start gate switch being monitored, between the start gate 1 switch 36a and the start gate 2 switch 37a, is output to an external management device of the gaming machine 10, is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether the output count will overflow (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the start gate signal output count field of the RWM (step A134), and processing proceeds to step A135. On the other hand, if the output count overflows (step A133; Y), processing proceeds to step A135. In this embodiment, values ​​from "0" to "255" can be stored in the start gate signal output count field. If the loaded value is "255," the updated value becomes "0" by updating by +1, and it is determined that the output count will overflow.

[0161] Next, it is determined whether the number of reserved special drawings (start memories) to be updated corresponding to the start port switch to be monitored, among the start port 1 switch 36a and the start port 2 switch 37a, is less than the upper limit value (step A135). If the number of reserved special drawings to be updated is not less than the upper limit value (step A135; N), the special drawing start port switch common processing is terminated.

[0162] Also, if the number of reserved special charts to be updated is less than the upper limit (step A135; Y), the number of reserved special charts to be updated (number of reserved special charts 1 or number of reserved special charts 2) is updated by +1 (step A136), and the target start port winning flag is saved (step A137). Next, the address of the random number storage area corresponding to the start port switch and number of reserved special charts to be monitored is calculated (step A138), and the jackpot random number prepared in the hardware random number acquisition process is saved in the jackpot random number storage area of ​​the RWM (step A139).

[0163] Next, the special pattern random number of the start port switch to be monitored is extracted and prepared (step A140), and saved in the special pattern random number storage area of ​​the RWM (step A141). Next, the fluctuation pattern random numbers 1 to 3 are saved in the fluctuation pattern random number storage area of ​​the corresponding RWM (step A145), and the special chart reservation information determination process (step A146) is performed. Next, a decorative special chart reserve number command corresponding to the start port switch and special chart reserve number to be monitored is prepared (step A147), and a performance command setting process (step A148) is performed to terminate the special chart start port switch common process.

[0164] Here, the game control device 100 (RAM111C) serves as a start memory means for extracting predetermined random numbers based on the detection of a game ball in the start area of ​​the start winning port 36 or the normal variable winning device 37, and storing the predetermined number as a start memory that serves as the right to execute the variable display game. Also, the start memory means (game control device 100) stores various random number values ​​extracted based on the winning of a game ball into the first start winning port (start winning port 36) as a first start memory up to a predetermined number, and stores various random number values ​​extracted based on the winning of a game ball into the second start winning port (normal variable winning device 37) as a second start memory up to a predetermined number.

[0165] [Special drawing reservation information determination processing] Next, we will explain the details of the special chart reserved information determination process (step A146) in the above-mentioned start port switch common process. The special chart reserved information determination process is a pre-reading process that determines the result-related information corresponding to the start memory before the start timing of the special chart variable display game based on the corresponding start memory.

[0166] As shown in Fig. 13, first, a jackpot determination process (step A154) is performed to determine whether or not a jackpot random number value matches the jackpot determination value. If the determination result is a jackpot (step A155; Y), a jackpot special symbol random number check table corresponding to the target start port switch is set (step A156), and stop symbol information corresponding to the special symbol random number prepared in step A140 of the special symbol start port switch common processing is obtained (step A157), and the process proceeds to step A168.

[0167] On the other hand, if the judgment result is not a jackpot (step A155; N), a small hit judgment process (step A159) is performed to judge whether or not it is a small hit depending on whether or not the jackpot random number value matches the small hit judgment value. If the judgment result is a small hit (step A160; Y), a small hit special symbol random number check table is set (step A161), and the stop symbol information corresponding to the special symbol symbol random number prepared in step A140 of the special symbol start port switch common processing is acquired (step A162), and the process proceeds to step A168.

[0168] On the other hand, if the judgment result is not a small win (step A160; N), a support win judgment process (step A163) is performed to judge whether or not the big win random number value matches the support win judgment value. If the judgment result is not a support win (step A164; N), the stop symbol information of the loss is set (step A167), and the process proceeds to step A168. Also, if the judgment result is a support hit (step A164; Y), a special chart pattern random number check table for a support hit is set (step A165), and the stop pattern information corresponding to the special chart pattern random number prepared in step A140 of the special chart start port switch common processing is obtained (step A166), and processing proceeds to step A168.

[0169] Then, a pre-reading stop symbol command corresponding to the target start switch and stop symbol information is prepared (step A168), and a performance command setting process is performed (step A169). Next, a special symbol information setting process (step A170) is performed to set special symbol information, which is a parameter for setting a variation pattern, and a variation pattern setting process is performed to set the variation mode of the special symbol variation display game (step A171). Then, a pre-reading variation pattern command corresponding to the first half variation number indicating the first half variation pattern in the variation mode of the special chart variation display game and the second half variation number indicating the second half variation pattern is prepared (step A172), a performance command setting process is performed (step A173), and the special chart pending information determination process is terminated. Note that the special chart information setting process in step A170 and the variation pattern setting process in step A171 are the same as the processes executed at the start of the special chart variation display game in the special chart normal process.

[0170] By the above processing, a look-ahead symbol command including the result of the special symbol variation display game based on the start memory to be look-ahead, and a look-ahead variation pattern command including information on the variation pattern in the special symbol variation display game based on that start memory are prepared and sent to the performance control device 300. This makes it possible to notify the performance control device 300 of the judgment result (look-ahead result) of result-related information corresponding to the start memory (whether or not it is a jackpot and the type of variation pattern) before the start timing of the special symbol variation display game based on the corresponding start memory, and in particular by changing the decorative special symbol start memory display displayed on the display device 41, it becomes possible to notify the player of the result-related information before the start timing of the special symbol variation display game.

[0171] That is, the game control device 100 serves as a pre-determination means for determining the random number stored as a start memory in the start memory means (game control device 100) before the execution of the variable display game based on the start memory (for example, determining whether a special result will be obtained or not). Note that the time for pre-determining the random number value stored in correspondence with the start memory is not limited to the time of the start winning when the start memory occurs, but may be any time before the variable display game based on the start memory is executed.

[0172] [Special chart normal processing] Next, the details of the special chart normal processing (step A9) in the special chart game processing described above will be explained. As shown in Fig. 14, in the special chart normal processing, first, it is determined whether the special chart 2 reserved number (second start memory number) is "0" (step A301). If it is determined that the special chart 2 reserved number is "0" (step A301; Y), it is determined whether the special chart 1 reserved number (first start memory number) is "0" (step A305). Then, if it is determined that the special chart 1 reserved number is "0" (step A305; Y), it is determined whether the customer waiting demo has started (step A309), and if the customer waiting demo has not started (step A309; N), a customer waiting demo in progress flag is set in the customer waiting demo flag area (step A310).

[0173] Next, a customer waiting demo command is prepared (step A311), and a performance command setting process (step A312) is performed. Next, "0" for the special symbol normal processing is set as the processing number (step A313), and the processing number is saved in the special symbol game processing number area (step A314). Then, the variable symbol discrimination flag area is cleared (step A315), and a fraud monitoring period flag is saved in the large prize entrance fraud monitoring period flag area (step A316), and the special symbol normal processing is terminated. In other words, when the special symbol variable display game is in a state where it can be started but the start condition is not met, a customer waiting demo command that constitutes waiting information is sent to the performance control device 300. On the other hand, if it is determined in step A309 that the customer waiting demo has already started (step A309; Y), the process proceeds to step A313 without performing the processes of steps A310 to A312.

[0174] Also, in step A301, if the special chart 2 reserved number is not "0" (step A301; N), prepare a decorative special chart reserved number command corresponding to the special chart 2 reserved number (step A302). Next, perform the performance command setting process (step A303), perform the special chart 2 variable start process (step A304), and end the special chart normal process. Also, in step A305, if the number of reserved special figures 1 is not "0" (step A305; N), prepare a decorative special figure reserved number command corresponding to the reserved number of special figures 1 (step A306). Next, perform the performance command setting process (step A307), perform the special figure 1 variation start process (step A308), and end the normal special figure process.

[0175] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start process (step A308) in the above-mentioned special chart normal process will be explained. The special chart 1 variation start process is a process performed at the start of the first special chart variation display game. As shown in FIG. 15(a), first, a special chart 1 variation flag indicating the type of special chart variation display game to be executed (here, special chart 1) is saved in the variation pattern discrimination flag area (step A321). Next, a jackpot random number is determined and miss information or jackpot information is set in jackpot flag 1 to determine whether the first special chart variation display game is a jackpot or not, and a jackpot flag 1 setting process (step A322) is performed to set miss information or small hit information in a small hit flag to determine whether the first special chart variation display game is a small hit or not, and to set miss information or small hit information in a support hit flag to determine whether the first special chart variation display game is a support hit or not.

[0176] Next, a special symbol 1 stop pattern setting process (step A323) for setting the special symbol 1 stop pattern (pattern information) is performed, followed by a special symbol information setting process (step A324) for setting the special symbol information, which is a parameter for setting the variation pattern. The parameters used include the game status, the number of reserved symbols, the stop symbol pattern number, and the number of remaining normal power support times. Next, a special symbol 1 variation pattern setting information table, which is a table containing information for referencing various information related to setting the variation pattern of the first special symbol variation display game, is prepared (step A325). After that, a variation pattern setting process (step A326) is performed to set the variation pattern, which is the variation mode in the first special symbol variation display game, followed by a variation start information setting process (step A327) to set information on the start of variation in the first special symbol variation display game.

[0177] Next, the processing number is set to "1" for the special chart change processing (step A328), and the processing number is saved in the special chart game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and a signal related to the start of the special pattern 1 fluctuation (for example, the special pattern 1 fluctuation signal is turned ON) is saved in the test signal output data area (step A331). After that, a fluctuation flag is saved in the special pattern 1 fluctuation control flag area (step A332), and the initial value (here, 100 ms) of the flashing control timer (the timer for the flashing period of the special pattern 1 display 51) is set in the special pattern 1 flashing control timer area (step A333). Next, the initial value (here, "0") is saved in the special pattern 1 fluctuation pattern number area (step A334), and the special pattern 1 fluctuation start processing is terminated.

[0178] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start process (step A304) in the above-mentioned special chart normal process will be explained. The special chart 2 variation start process is a process performed at the start of the second special chart variation display game, and is the same process as the process in the special chart 1 variation start process shown in Figure 15 (a) is performed on the second start memory.

[0179] As shown in Fig. 15(b), first, a special symbol 2 variation flag indicating the type of special symbol variation display game to be executed (here, special symbol 2) is saved in the variation symbol discrimination flag area (step A341). Next, a jackpot random number is determined and miss information or jackpot information is set in the jackpot flag 2 for determining whether the second special symbol variation display game is a jackpot or not, and a jackpot flag 2 setting process (step A342) is performed in which miss information or small hit information is set in the small hit flag for determining whether the second special symbol variation display game is a small hit or not, and miss information or small hit information is set in the support hit flag for determining whether the second special symbol variation display game is a support hit or not.

[0180] Next, a special symbol 2 stop pattern setting process (step A343) for setting the special symbol 2 stop pattern (pattern information) is performed, followed by a special symbol information setting process (step A344) for setting the special symbol information, which is a parameter for setting the variation pattern. The parameters used include the game status, the number of reserved symbols, the stop symbol pattern number, and the number of remaining normal power support times. Next, a special symbol 2 variation pattern setting information table, which is a table containing information for referencing various information related to setting the variation pattern of the second special symbol variation display game, is prepared (step A345). After that, a variation pattern setting process (step A346) is performed to set the variation pattern, which is the variation mode in the second special symbol variation display game, followed by a variation start information setting process (step A347) to set information on the start of variation in the second special symbol variation display game.

[0181] Next, the processing number is set to "1" for the special chart change processing (step A348), and the processing number is saved in the special chart game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and a signal related to the start of the special pattern 2 fluctuation (for example, the special pattern 2 fluctuation signal is turned ON) is saved in the test signal output data area (step A351). After that, a fluctuation flag is saved in the special pattern 2 fluctuation control flag area (step A352), and the initial value (here, 100 ms) of the flashing control timer (the timer for the flashing period of the special pattern 2 display 52) is set in the special pattern 2 flashing control timer area (step A353). Next, the initial value (here, "0") is saved in the special pattern 2 fluctuation pattern number area (step A354), and the special pattern 2 fluctuation start processing is terminated.

[0182] That is, the game control device 100 serves as a special symbol variation display game execution control means for executing a special symbol variation display game based on the start memory stored in the start memory means. Also, the special symbol variation display game execution control means executes a first special symbol variation display game as a special symbol variation display game based on the first start memory, and executes a second special symbol variation display game as a special symbol variation display game based on the second start memory.

[0183] [Special chart 1 stop pattern setting process] Figure 16 shows the special chart 1 stop pattern setting process (step A323) in the special chart 1 change start process of this embodiment. In this special chart 1 stop pattern setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step A431), and if it is a jackpot (step A431; Y), a special chart pattern random number is loaded from the special chart 1 special chart pattern random number storage area (for reserved number 1) (step A432). Next, a special chart 1 jackpot pattern table is set (step A433), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 1 stop pattern number area (step A434). This process selects the type of jackpot.

[0184] Next, the system sets the special symbol 1 jackpot stop symbol information table (step A435), obtains the stop symbol pattern corresponding to the stop symbol number, and saves it in the stop symbol pattern area (step A436). The stop symbol pattern is used to set the stop symbol on the special symbol display (here, special symbol 1 display 51) and the stop symbol on the display device 41. Next, the system obtains the round limit information corresponding to the stop symbol number and saves it in the round limit information area (step A437), obtains the time reduction judgment data corresponding to the stop symbol number and saves it in the time reduction judgment data area (step A438), and saves the presentation mode transition information corresponding to the stop symbol pattern and probability state (step A439). This information is used to set the variation pattern scenario, which is information related to the execution mode of the special game state, the presentation mode after the special game state ends, and the transition of the variation selection tables after the special game state ends. Then, the system prepares a decorative special symbol command corresponding to the stop symbol pattern (step A455).

[0185] On the other hand, if the big win 1 flag does not indicate a big win (step A431; N), it is determined whether the small win flag 1 indicates a small win (step A440). If it indicates a small win (step A440; Y), a special win pattern random number is loaded from the special win pattern random number storage area (for reserved number 1) (step A441). Next, a special win pattern table is set (step A442), and the stop pattern number corresponding to the loaded special win pattern random number is obtained and saved in the special win pattern number area (step A443). This process selects the type of small win. Then, the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A444), the performance mode transition information corresponding to the stop pattern pattern is saved (step A445), and a decorative special win command corresponding to the stop pattern pattern is prepared (step A455).

[0186] Also, if the small hit flag 1 is not a small hit (step A440; N), it is determined whether the support hit flag 1 is a support hit (step A446), and if it is a support hit (step A446; Y), a special chart pattern random number is loaded from the special chart 1 special chart pattern random number storage area (for reserved number 1) (step A447). Next, a special chart 1 support hit pattern table is set (step A448), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 1 stop pattern number area (step A449). This process selects the type of support hit.

[0187] Then, a stop pattern corresponding to the stop pattern number is obtained and saved in the stop pattern area (step A450), time reduction judgment data corresponding to the stop pattern number is obtained and saved in the time reduction judgment data area (step A451), performance mode transition information corresponding to the stop pattern is saved (step A452), and a decorative special pattern command corresponding to the stop pattern is prepared (step A455). Also, if the support hit flag 1 is not a support hit (step A446; N), the stop symbol number at the time of loss is saved in the special symbol 1 stop symbol number area (step A453), the loss stop symbol pattern is saved in the stop symbol pattern area (step A454), and a decorative special symbol command corresponding to the stop symbol pattern is prepared (step A455). By the above processing, the stop symbol corresponding to the result of the special symbol variable display game is set.

[0188] Thereafter, the decorative special symbol command is saved in the decorative special symbol command area (step A456), and the performance command setting process (step A457) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the symbol data corresponding to the stop symbol number is saved in the test signal output data area (step A458), and the special symbol 1 special symbol symbol random number storage area (for reserved number 1) is cleared to 0 (step A459), and the special symbol 1 stop symbol setting process is terminated.

[0189] [Special chart 2 stop pattern setting process] 17 shows the special chart 2 stop pattern setting process (step A343) in the special chart 2 variable start process of this embodiment. Note that the special chart 2 stop pattern setting process is the same process as the special chart 1 stop pattern setting process, but for the special chart 2. In this special chart 2 stop pattern setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step A471), and if it is a jackpot (step A471; Y), a special chart pattern random number is loaded from the special chart 2 special chart pattern random number storage area (for reserved number 1) (step A472). Next, a special chart 2 jackpot pattern table is set (step A473), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 2 stop pattern number area (step A474). This process selects the type of jackpot.

[0190] Next, a special symbol 2 jackpot stop symbol information table is set (step A475), and a stop symbol pattern corresponding to the stop symbol number is acquired and saved in the stop symbol pattern area (step A476). The stop symbol pattern is used to set the stop symbol on the special symbol display (here, special symbol 2 display 52) and the stop symbol on the display device 41. Next, round limit information corresponding to the stop symbol number is acquired and saved in the round limit information area (step A477), time reduction judgment data corresponding to the stop symbol number is acquired and saved in the time reduction judgment data area (step A478), and presentation mode transition information corresponding to the stop symbol pattern and probability state is saved (step A479). This information is used to set a variation pattern scenario, which is information related to the execution mode of the special game state, the presentation mode after the special game state ends, and the transition of the variation selection tables after the special game state ends. Then, a decorative special symbol command corresponding to the stop symbol pattern is prepared (step A495).

[0191] On the other hand, if the big win flag 2 is not a big win (step A471; N), it is determined whether the small win flag 2 is a small win (step A480). If it is a small win (step A480; Y), a special pattern random number is loaded from the special pattern 2 special pattern random number storage area (for reserved number 1) (step A481). Next, a special pattern 2 small win table is set (step A482), and the stop pattern number corresponding to the loaded special pattern random number is obtained and saved in the special pattern 2 stop pattern number area (step A483). This process selects the small win type. Then, the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A484), the performance mode transition information corresponding to the stop pattern pattern is saved (step A485), and a decorative special pattern command corresponding to the stop pattern is prepared (step A495).

[0192] Also, if the small hit flag 2 is not a small hit (step A480; N), it is determined whether the support hit flag 2 is a support hit (step A486), and if it is a support hit (step A486; Y), a special chart pattern random number is loaded from the special chart 2 special chart pattern random number storage area (for reserved number 1) (step A487). Next, a special chart 2 support hit pattern table is set (step A488), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 2 stop pattern number area (step A489). This process selects the type of support hit.

[0193] Then, a stop pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A490), time reduction judgment data corresponding to the stop pattern number is obtained and saved in the time reduction judgment data area (step A491), performance mode transition information corresponding to the stop pattern is saved (step A492), and a decorative special pattern command corresponding to the stop pattern is prepared (step A495). Also, if the support hit flag 2 is not a support hit (step A486; N), the stop symbol number at the time of loss is saved in the special symbol 2 stop symbol number area (step A493), the loss stop symbol pattern is saved in the stop symbol pattern area (step A494), and a decorative special symbol command corresponding to the stop symbol pattern is prepared (step A495). By the above processing, the stop symbol corresponding to the result of the special symbol variable display game is set.

[0194] Thereafter, the decorative special symbol command is saved in the decorative special symbol command area (step A496), and the performance command setting process (step A497) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the symbol data corresponding to the stop symbol number is saved in the test signal output data area (step A498), the special symbol 2 special symbol symbol random number storage area (for reserved number 1) is cleared to 0 (step A499), and the special symbol 2 stop symbol setting process is terminated. In this way, when setting the stopping pattern for each result, by using a common special pattern random number regardless of the result, the number of types of random numbers required can be reduced, the specifications and programs of the gaming machine can be simplified, and the burden on control can be reduced.

[0195] [Special chart change processing] FIG. 18 shows the special chart variation process (step A10) in the special chart game process of this embodiment. In this special symbol variation processing, first, a symbol stop command corresponding to the variable symbol discrimination flag is prepared (step A601), and a performance command setting process (step A602) is performed. Next, a display time corresponding to the stopped symbol pattern is set (step A603), and the set display time is saved in the special symbol game processing timer area (step A604). In other words, the game control device 100 serves as a stop display time setting means for setting the stop display time that displays the stop result state of the variable display game.

[0196] Next, it is determined whether normal power support is in progress (step A605), and if normal power support is not in progress (step A605; N), the process proceeds to step A612. If normal power support is in progress (step A605; Y), the time reduction fluctuation count in the time reduction fluctuation count field is updated by -1 (step A609), and it is determined whether the time reduction fluctuation count has become 0 (step A610). If the time reduction variation count is 0 (step A610; Y), a time reduction end setting process is performed to end the normal power support (step A611), and the process proceeds to step A612. If the time reduction variation count is not 0 (step A610; N), the process proceeds to step A612.

[0197] After the performance mode information check process (step A612), it is determined whether the remaining reserved consumption state has ended (step A613). The remaining reserved consumption state here ends when the condition for ending the remaining reserved consumption state ST5 is met, and also when there are no remaining reserved at the end of the specific game state ST4. If the remaining reservation consumption state has not ended (step A613; N), proceed to step A616. Also, if the remaining reservation consumption state has ended (step A613; Y), determine whether the result is a miss (step A614). If the result is not a loss (step A614; N), the process proceeds to step A616. If the result is a miss (step A614; Y), a signal regarding the end of the time reduction (for example, turning off the big hit 2 signal) is saved in the external information output data area (step A615), and the process proceeds to step A616.

[0198] In step A616, the processing number is set to "2" for the special symbol display processing (step A616), and the processing number is saved in the special symbol game processing number area (step A617). Furthermore, a signal relating to the end of the special symbol 1 variation (for example, the special symbol 1 variation signal is turned OFF) is saved in the test signal output data area (step A618), a signal relating to the end of the special symbol 2 variation (for example, the special symbol 2 variation signal is turned OFF) is saved in the test signal output data area (step A619), and a control timer initial value (for example, 256 ms) is saved in the symbol determination count signal control timer area relating to the number of times the special symbol variation display game is executed for output to the external information terminal (step A620). Then, as information for controlling the special chart 1 variation display game in the special chart 1 display 51, a stop flag related to the stop of variation in the special chart 1 display 51 is saved in the special chart 1 variation control flag area (step A621), and as information for controlling the special chart 2 variation display game in the special chart 2 display 52, a stop flag related to the stop of variation in the special chart 2 display 52 is saved in the special chart 2 variation control flag area (step A622), and the special chart variation processing is terminated.

[0199] [Time-saving end setting process] 19 shows the time-saving end setting process (step A611) during special symbol fluctuation processing. In this time-saving end setting process, first, signals related to the end of time-saving (for example, the special symbol 1 fluctuation time shortening state signal is OFF, the special symbol 2 fluctuation time shortening state signal is OFF, the normal symbol 1 high probability state signal is OFF, the normal symbol 1 fluctuation time shortening state signal is OFF, and the normal electric role 1 opening extension state signal is OFF) are saved in the test signal output data area (step A632).

[0200] Next, a number without time reduction is saved in the game status display number area (step A633), a flag with low probability of normal play and no time reduction is saved in the normal game mode flag area (step A634), and a flag with low probability of special play and no time reduction is saved in the special game mode flag area (step A635). Then, the time-shortening variation count area is cleared (step A636), a signal relating to a left-hit instruction (e.g., turning off launch position designation signal 1) is saved in the test signal output data area (step A638), the number in the left-hit state is saved in the game state display number 2 area (step A639) in order to turn off the display LED during right-hit (e.g., first game state display unit 56a), normal base state information is saved in the normal base state determination area (step A640), and the time-shortening variation count update process is terminated.

[0201] [Processing during special chart display] 20 and 21 show the special symbol display process (step A11) in the special symbol game process of this embodiment. In this processing during the display of the special chart, first, the support hit flag 1 set in the jackpot flag 1 setting processing and the support hit flag 2 set in the jackpot flag 2 setting processing are loaded (step A701), and the support hit flag 1 area and the support hit flag 2 area of ​​the RWM are cleared (step A702). Next, the small hit flag 1 set in the big hit flag 1 setting process and the small hit flag 2 set in the big hit flag 2 setting process are loaded (step A703), and the small hit flag 1 area and small hit flag 2 area of ​​the RWM are cleared (step A704).

[0202] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 set in the jackpot flag 2 setting process are loaded (step A705), and the jackpot flag 1 area and the jackpot flag 2 area of ​​the RWM are cleared (step A706). Then, it is determined whether the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot (step A707; Y), a test signal (for example, a condition device operating signal ON, a role continuous operating device operating signal ON, a special symbol 2 hit signal ON) related to the start of the jackpot of the second special symbol variable display game (special symbol 2 jackpot) is saved in the test signal output data area of ​​the RWM (step A710), and the round number upper limit value table is set (step A711).

[0203] On the other hand, if the jackpot flag 2 is not a jackpot (step A707; N), it is determined whether the loaded jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step A708; Y), a test signal (for example, the condition device operation signal is ON, the special device continuous operation device operation signal is ON, the special pattern 1 hit signal is ON) related to the start of the jackpot of the first special pattern variable display game is saved in the test signal output data area of ​​the RWM (step A709), and the round number upper limit value table is set (step A711).

[0204] Next, the round number upper limit value corresponding to the round number upper limit value information is acquired and saved in the round number upper limit value area of ​​the RWM (step A712). Subsequently, the round LED pointer corresponding to the round number upper limit value information is acquired and saved in the round LED pointer area of ​​the RWM (step A713).

[0205] Next, a decorative special symbol command is loaded from the decorative special symbol command area of ​​the RWM and prepared (step A714), and a presentation command setting process (step A715) is performed. After that, a probability information command related to information that sets the probability of a winning result in the normal symbol variation display game and the special symbol variation display game to the normal probability state (low probability state) is prepared (step A716), and a presentation command setting process (step A717) is performed. Next, a fanfare command corresponding to the symbol information (stop symbol number or stop symbol pattern) set in the special symbol 1 or special symbol 2 stop symbol setting process is prepared (step A718), and a presentation command setting process (step A719) is performed. This fanfare command constitutes special game state start information that is sent to the presentation control device 300 when the special game state starts.

[0206] Next, the jackpot opening information and signals corresponding to the state of the probability of winning in the normal chart variable display game and the special chart variable display game are saved in the external information output data area of ​​the RWM (step A720). In this embodiment, in step A720, the jackpot 2 signal and the jackpot 3 signal are saved as signals corresponding to the jackpot opening information and the state of the probability. The ON / OFF of each is determined by the jackpot opening information and the state of the probability. For example, the jackpot 2 signal is ON if it is a jackpot with a payout (the jackpot opening information is other than jackpot opening information 1), and ON if it is a jackpot without a payout (such as a sudden jackpot; the jackpot opening information is jackpot opening information 1) during the time-saving state, and OFF otherwise. In addition, the jackpot 3 signal is ON when the jackpot is with balls, and is OFF when the jackpot is without balls. In the gaming machine of this embodiment, all jackpots are with balls.

[0207] Then, the jackpot fanfare time corresponding to the jackpot opening information and the probability of winning in the normal and special game variations is set (step A721), and the set jackpot fanfare time is saved in the special game processing timer area (step A722). The special game mode flag is then loaded, and the loaded flag is saved in the special game mode flag save area (step A723). This stores information about the probability state and time-saving state of the special game when a special result occurs. The presentation mode after the special game state ends is then determined based on the stored information.

[0208] Then, the large prize opening illegal winning number area of ​​the large prize opening corresponding to the large prize opening opening information is cleared (step A724), and an out-of-illegal-monitoring-period flag is saved in the large prize opening illegal-monitoring-period flag area of ​​the large prize opening corresponding to the large prize opening opening information (step A725). After that, a fanfare / interval processing transition setting process 1 (step A726) for transitioning to the fanfare / interval processing is performed, and the special symbol display processing is terminated. In other words, the game control device 100 constitutes a special game state generating means for generating a special game state that converts the special variable winning device 38 to an open state based on the result of either the first special symbol variable display game or the second special symbol variable display game being a special result.

[0209] On the other hand, if the jackpot flag 1 is not a jackpot (step A708; N), it is determined whether the probability state of the special symbol variable display game is in a high probability state (step A727). In the gaming machine of this embodiment, the special symbol probability is always constant, so it is determined that it is not always in a high probability state (step A727; N), and it is determined whether there is a ceiling reached flag (step A728). If there is a ceiling reached flag (step A728; Y), processing related to the start of normal power support based on reaching the ceiling is not performed, and the process proceeds to step A732. The ceiling reached flag is set based on reaching the ceiling and is cleared based on the occurrence of a jackpot. This makes it possible to prevent normal power support based on reaching a new ceiling from starting until after the jackpot has passed.

[0210] If there is no ceiling reached flag (step A728; N), the value of the ceiling counter area is updated by +1 (step A729), and it is determined whether the ceiling has been reached (step A730). If the ceiling has not been reached (step A730; N), the process proceeds to step A732. If the ceiling has been reached (step A730; Y), the ceiling time-saving activation flag and the ceiling reached flag are set (step A731), and the process proceeds to step A732.

[0211] In step A732, it is determined whether the loaded small hit flag 2 is a small hit (step A732), and if it is a small hit (step A732; Y), a test signal (for example, special pattern 2 small hit signal ON) regarding the start of the small hit (special pattern 2 small hit) of the second special pattern variable display game is saved in the test signal output data area of ​​the RWM (step A735), and the process proceeds to step A736. Also, if the small hit flag 2 is not a small hit (step A732; N), it is determined whether the loaded small hit flag 1 is a small hit (step A733), and if it is a small hit (step A733; Y), a test signal (for example, the special pattern 1 small hit signal is turned ON) regarding the start of the small hit (special pattern 1 small hit) of the first special pattern variable display game is saved in the test signal output data area of ​​the RWM (step A734), and then the process proceeds to step A736.

[0212] Next, it is determined whether the probability state of the special symbol variable display game is in a high probability state (step A736). In the gaming machine of this embodiment, since the special symbol probability is always constant, it is determined that the high probability state is not always in a high probability state (step A736; N), and a decorative special symbol command is loaded from the decorative special symbol command area and prepared (step A737), and a performance command setting process (step A738) is performed. Next, a small win fanfare command is prepared (step A739), and a performance command setting process (step A740) is performed. This small win fanfare command also constitutes special game state start information that is sent to the performance control device 300 at the start of the special game state. Then, a small hit fanfare processing transition setting process (step A741) is performed to transition to small hit fanfare processing, and the special chart display processing is terminated.

[0213] On the other hand, if the small hit flag 1 is not a small hit (step A733; N), it is determined whether there is a ceiling time reduction activation flag (step A751). If there is a ceiling time reduction activation flag (step A751; Y), the initial value of the ceiling time reduction number of times is saved in the time reduction fluctuation number area (step A752), and the process proceeds to the support operation setting process (step A756). Here, 250 is saved in the time-shortening variation count area as the termination condition based on the total number of times the special chart 1 variation display game and the special chart 2 variation display game are executed.

[0214] Also, if there is no ceiling time reduction activation flag (step A751; N), it is determined whether the loaded support hit flag 2 is a support hit (step A753). If there is no support hit (step A753; N), it is determined whether the loaded support hit flag 1 is a support hit (step A754). If there is no support hit (step A754; N), a special chart normal processing transition setting process (step A757) is performed to transition to special chart normal processing, and the special chart display processing is terminated.

[0215] On the other hand, if the support hit flag 2 is a support hit (step A753; Y) or if the support hit flag 1 is a support hit (step A754; Y), the initial value corresponding to the time reduction judgment data is saved in the time reduction variation count area (step A755), and the process proceeds to the support operation setting process (step A756). Here, 250 is saved in the time-shortening variation count area as the termination condition based on the total number of times the special chart 1 variation display game and the special chart 2 variation display game are executed. After the support activation setting process (step A756) is performed, the special chart normal processing transition setting process (step A757) is performed to transition to the special chart normal processing, and the processing during special chart display is terminated.

[0216] In the above processing, the determination of whether the ceiling has been reached is made at the end of the special chart change display game (steps A727 to A731), and if a support win and reaching the ceiling occur in the same special chart change display game, the termination condition of the specific game state ST4 based on reaching the ceiling is set (steps A751 to A756).

[0217] It is rare for the ceiling to be reached and the support hit to occur in the same special chart variable display game, and constantly checking this at the start of the special chart variable display game is a waste of control. Therefore, by using the present embodiment, such useless processing is unnecessary, and control at the start of the special chart variable display game can be simplified.

[0218] In addition, when specific fluctuation patterns and result modes are set based on a support hit or reaching the ceiling, if a support hit and reaching the ceiling occur in the same special chart fluctuation display game, the fluctuation pattern and result mode based on the support hit will be selected at the start of the special chart fluctuation display game, but the termination condition of the specific game state ST4 that is granted at the end of the special chart fluctuation display game will be the termination condition based on reaching the ceiling, not the termination condition based on a support hit. Although a contradiction arises in that the fluctuation pattern and result mode corresponding to the support hit are selected, while the termination condition of the specific game state ST4 to be granted is the termination condition based on reaching the ceiling, the player will not be dissatisfied because the transition to the specific game state ST4 will still occur. In particular, if the termination condition based on reaching the ceiling is set to be more advantageous to the player, the player will not be dissatisfied.

[0219] If there is sufficient control at the start of the special chart variation display game, it may be determined at the start of the special chart variation display game whether reaching the ceiling and winning the support hit occur in the same special chart variation display game.If reaching the ceiling and winning the support hit occur in the same special chart variation display game, contradictions can be prevented by setting the variation pattern and result mode of the special chart variation display game to correspond to a miss result or to correspond to reaching the ceiling.In the gaming machine of this embodiment, specific variation patterns and result modes are not set based on the support hit or reaching the ceiling, so such contradictions do not occur.

[0220] [Fanfare / Interval Processing Transition Setting Process 1] 22 shows the fanfare / interval processing transition setting process 1 (step A726) in the special chart display processing described above. In this fanfare / interval processing transition setting process 1, first, the processing number for the fanfare / interval processing is set to "3" (step A791), and the processing number is saved in the special chart game processing number area (step A792).

[0221] Next, a signal related to the start of a jackpot (special game state) (e.g., the jackpot 1 signal is turned ON (output for a jackpot + small jackpot), and the jackpot 4 signal is turned ON (output for a jackpot)) is saved in the external information output data area (step A793), and a signal related to the end of the high probability and time-saving mode (e.g., the special symbol 1 high probability state signal is turned OFF, the special symbol 2 high probability state signal is turned OFF, the special symbol 1 variable time shortening state signal is turned OFF, the special symbol 2 variable time shortening state signal is turned OFF, the normal symbol 1 high probability state signal is turned OFF, the normal symbol 1 variable time shortening state signal is turned OFF, and the normal electric device 1 open extension state signal is turned OFF) is saved in the test signal output data area (step A794). After that, the round number area for managing the number of rounds performed in the special game state is cleared (step A795), a number without time-saving mode is saved in the game state display number area (step A796), and a normal low probability and no time-saving mode flag is saved in the normal game mode flag area (step A797).

[0222] Then, the variable symbol discrimination flag area is cleared (step A798), the high probability notification flag area is cleared to turn off the game status display LED (e.g., the third game status display unit 56c) provided on the game board 30 for displaying the high probability state (step A799), and a special symbol low probability & no time reduction flag is saved in the special symbol game mode flag area (step A800). Next, a probability information command (low probability) is saved in the power outage recovery transmission command area that saves commands output to the performance control device 300 when the power outage is restored (step A801), and the time reduction fluctuation count area for managing the number of special symbol variable display games that can be executed in the time reduction state is cleared (step A803). This ends the normal power support and time reduction state. Furthermore, the ceiling counter area is cleared (step A804), the ceiling time reduction activation flag area is cleared (step A805), and the ceiling reached flag area is cleared (step A806).

[0223] Thereafter, the number of the presentation mode 1 is saved in the presentation mode number area (step A807), the remaining number of spins for presentation area is cleared (step A808), and a no-update code is saved in the next mode transition information area (step A809). Then, a signal relating to a right-hit instruction (for example, turning on the launch position designation signal 1) is saved in the test signal output data area (step A810), and the number in the right-hit state is saved in the game state display number 2 area (step A811) to light up the display LED during right-hit (for example, the first game state display unit 56a), and the fanfare / interval processing transition setting process 1 is terminated.

[0224] [Support operation processing] FIG. 23 shows the support activation processing (step A756) during the processing during the special chart display described above. In this support operation setting process, first, a signal related to the start of time reduction (for example, the jackpot 2 signal and the jackpot 3 signal are turned ON) is saved in the external information output data area (step A821). Next, a timer initial value is saved in the time reduction signal control timer area (step A822). Here, 128 ms is saved as the timer initial value. As a result, of the signals related to the start of time reduction, the jackpot 3 signal is output for only a short time.

[0225] Next, a signal related to the start of time reduction (for example, special pattern 1 variable time reduction state signal ON, special pattern 2 variable time reduction state signal ON, normal pattern 1 high probability state signal ON, normal pattern 1 variable time reduction state signal ON, normal electric device 1 open extension state signal ON) is saved in the test signal output data area (step A823).

[0226] Furthermore, a number indicating time reduction is saved in the game status display number area (step A824), a normal high probability & time reduction flag is saved in the normal gate mode flag area (step A825), and in order to maintain the probability status flag and set time reduction, a special time reduction flag is combined with the special game mode flag area (step A826). Next, a signal relating to a right-hit instruction (for example, turning on the launch position designation signal 1) is saved in the test signal output data area (step A827), and the number during the right-hit state is saved in the game state display number 2 area (step A828) in order to light up the display LED during right-hit (for example, the first game state display unit 56a). Then, a presentation mode information address table is set (step A829), and the address of the table corresponding to the presentation mode transition information set at the start of the variation (when the stop pattern is set) is obtained (step A830). By obtaining the address of the corresponding table based on the presentation mode transition information, a variation pattern scenario, which is information regarding the transition of the variation selection table group, is also obtained.

[0227] Next, as a process for saving information necessary for managing the presentation mode in the game control device 100, first, the presentation mode number of the presentation mode to be set after the end of the special chart variable display game in which the support hit is obtained is acquired and saved in the presentation mode number area (step A831). Furthermore, the number of remaining presentation rotations of the presentation mode to be set after the end of the special chart variable display game in which the support hit is obtained is acquired and saved in the remaining presentation rotation number area (step A832), and next mode transition information of the presentation mode to be set after the end of the special chart variable display game in which the support hit is obtained is acquired and saved in the next mode transition information area (step A833). Based on the information saved here, the presentation mode and the variable selection table group will be transitioned based on the execution of a predetermined number of special chart variable display games after the end of the special chart variable display game in which the support hit is obtained.

[0228] Thereafter, a probability information command corresponding to the effect mode number is prepared (step A834), the command is saved in the power recovery transmission command area (step A835), and effect command setting processing is performed (step A836). Next, an effect rotation count command corresponding to the newly set effect remaining rotation count is prepared (step A837), and effect command setting processing is performed (step A838). A time reduction fluctuation count command corresponding to the time reduction fluctuation count is prepared (step A839), and effect command setting processing is performed (step A840). Then, the time reduction determination data area is cleared (step A841), the performance mode transition information area is cleared (step A842), and the support operation setting process is terminated.

[0229] [Jackpot end processing] FIG. 24 shows the big win end process (step A15) in the special symbol game process of this embodiment. In this jackpot end processing, first, it is determined whether the time-shortening determination data, which is set based on the type of special result that triggered the execution of this special game state, is time-shortening data, which is set when the time-shortening state (state with normal power support) is entered after the special game state ends (step A901). If the data does not include time reduction (step A901; N), jackpot end setting process 1 is performed (step A902), and if the data includes time reduction (step A901; Y), jackpot end setting process 2 is performed (step A903). Then, a presentation mode information address table is set (step A904), and the address of the table corresponding to the presentation mode transition information set at the start of the variation (when the stop pattern is set) is obtained (step A905). The presentation mode transition information also includes a variation pattern scenario, which is information regarding the transition of the variation selection table group.

[0230] Next, as a process for saving information required for managing the presentation mode and the variable selection table group in the game control device 100, first, the presentation mode number of the presentation mode to be set after the special game state ends is obtained and saved in the presentation mode number area (step A906). Furthermore, the remaining number of presentation rotations of the presentation mode to be set after the special game state ends is obtained and saved in the remaining number of presentation rotations area (step A907), and next mode transition information of the presentation mode to be set after the special game state ends is obtained and saved in the next mode transition information area (step A908). Based on the information saved here, the presentation mode and the variable selection table group will transition based on the execution of a predetermined number of special chart variable display games after the special game state ends.

[0231] Then, a probability information command corresponding to the presentation mode number is prepared (step A909), the command is saved in the transmission command area when power is restored (step A910), and the presentation command setting process (step A911) is performed. Here, the probability information command includes multiple commands that further include information on the presentation mode in addition to "with time reduction" or "without time reduction." Next, a performance rotation number command corresponding to the newly set remaining performance rotation number is prepared (step A912), and a performance command setting process is performed (step A913). Next, a time reduction change number command corresponding to the time reduction change number is prepared (step A914), and a performance command setting process is performed (step A915).

[0232] Next, "0" is set as the processing number for the special chart normal processing (step A916), and the processing number is saved in the special chart game processing number area (step A917). Thereafter, signals relating to the end of the jackpot (e.g., jackpot 1 signal OFF, jackpot 3 signal OFF, jackpot 4 signal OFF) are saved in the external information output data area (step A918), and signals relating to the end of the jackpot (e.g., condition device operation signal OFF, role continuous operation device operation signal OFF, special symbol 1 hit signal OFF, special symbol 2 hit signal OFF) are saved in the test signal output data area (step A919). Next, the information in the time reduction determination data area is cleared (step A920), the information in the round LED pointer area indicating the number of jackpot rounds is cleared (step A921), and the information in the presentation mode transition information area is cleared (step A922). Then, the information in the special symbol game mode flag save area is cleared (step A923), and the fraud monitoring period flag is saved in the big prize opening fraud monitoring period flag area (step A924), completing the jackpot end process.

[0233] [Jackpot end setting process 1] 25(a) shows the jackpot end setting process 1 (step A902) in the jackpot end process described above. In this jackpot end setting process 1, first, a signal related to the end of the time reduction (for example, the jackpot 2 signal is turned OFF) is saved in the external information output data area (step A931). Next, a signal related to the end of the time reduction (for example, the special symbol 1 variable time shortening state signal is turned OFF, the special symbol 2 variable time shortening state signal is turned OFF, the normal symbol 1 high probability state signal is turned OFF, the normal symbol 1 variable time shortening state signal is turned OFF, and the normal electric device 1 open extension state signal is turned OFF) is saved in the test signal output data area (step A932).

[0234] Next, a no-time-reduction number is saved in the game status display number area (step A933), a normal low probability & no-time-reduction flag is saved in the normal game mode flag area (step A934), and a no-time-reduction flag is saved in the special game mode flag area (step A935). After that, the time-reduction fluctuation count area is cleared (step A936), and the jackpot end setting process 1 is completed. By the above processing, after the special game state ends, the state will be one without time reduction (one without normal power support).

[0235] [Jackpot end setting process 2] Figure 25(b) shows the jackpot end setting process 2 (step A903) in the jackpot end process described above. In this jackpot end setting process 2, first, a signal related to the start of time reduction (e.g., jackpot 2 signal ON) is saved in the external information output data area (step A941). Since the signal related to the start of high probability has been output during the jackpot, it is saved continuously in the external information output data area. Next, signals related to the start of time reduction (e.g., special symbol 1 variable time shortening state signal ON, special symbol 2 variable time shortening state signal ON, normal symbol 1 high probability state signal ON, normal symbol 1 variable time shortening state signal ON, normal electric device 1 open extension state signal ON) are saved in the test signal output data area (step A942).

[0236] Next, the number with time reduction is saved in the game status display number area (step A943), the normal game mode flag area is saved with a normal high probability & time reduction flag (step A944), and the special game mode flag area is saved with a time reduction flag (step A945). After that, the time reduction fluctuation count initial value (here 250) is saved in the time reduction fluctuation count area (step A946), and the jackpot end setting process 2 is completed.

[0237] By the above process, after the special game state ends, the time-saving state (state with normal power support) will be entered. Also, by setting the time-saving fluctuation count initial value (here 250) in the time-saving fluctuation count area, the time-saving state will end by executing the special chart fluctuation display game a predetermined number of times (here 250 times). In other words, the game control device 100 serves as a specific game state generation control means that can generate a specific game state (time-saving state, normal power support state) that makes it easier to win on the normal variable winning device 37 for a predetermined period of time after the special game state ends.

[0238] [Specific area switch monitoring process] FIG. 26 shows the specific area switch monitoring process (step A3) in the special game process. In this specific area switch monitoring process, first, it is determined whether or not a small win is occurring (step A41). Here, a small win refers to the period during which small win processing and small win remaining ball processing are being performed. If this small win is not occurring (step A41; N), the specific area switch monitoring process is terminated. In other words, the specific area switch 38d is only valid during the period during which small win processing and small win remaining ball processing are being performed. Also, if a small win is occurring (step A41; Y), it is determined whether or not the condition device is operating (step A42).

[0239] If the condition device is in operation (step A42; Y), the specific area switch monitoring process is terminated. If the condition device is not in operation (step A42; N), it is determined whether there is an input to the specific area switch (step A43). If there is no input to the specific area switch (step A43; N), the specific area switch monitoring process is terminated. If there is an input to the specific area switch (step A43; Y), a specific area passage flag is set (step A44), and the specific area switch monitoring process is terminated. Later, based on the presence of this specific area passage flag, a process is performed to generate a first special game state.

[0240] [Handling small remaining balls] FIG. 27 shows the small win remaining ball processing (step A18) in the special chart game processing. In this small win remaining ball processing, first, it is determined whether a remaining ball error is occurring (step A861). If a remaining ball error is occurring (step A861; Y), the process proceeds to step A863. If a remaining ball error is not occurring (step A861; N), it is determined whether the remaining ball counter is 0 (step A862). If the remaining ball counter is not 0 (step A862; N), the small win remaining ball processing ends. If the remaining ball counter is 0 (step A862; Y), the process to end the small win from step A863 onwards is carried out.

[0241] That is, the process to end the small win is performed after all remaining balls in the special variable winning device 38 have been discharged. However, in the case of a remaining ball error, in which discharge cannot be confirmed even after a predetermined time has passed since the last game ball flowed into the special variable winning device 38, the process proceeds to end the small win, assuming that the time required for discharge has sufficiently passed. Of course, in the case of a remaining ball error, it is also possible not to proceed to the process to end the small win. Therefore, the process of step A861 may not be performed.

[0242] In the process for ending the small win, first, it is determined whether or not a specific area has been passed (step A863). When the gaming ball flows into and passes through the specific area 38h, it is detected by the specific area switch 38d and the specific area passing flag is set. Here, it is determined whether or not a specific area has been passed based on the presence or absence of this specific area passing flag. If a specific area has been passed (step A863; Y), the process proceeds to step A870 and a process for generating a special gaming state is performed. Also, if a specific area has not been passed (step A863; N), the process proceeds to step A864 and a process for ending the second special gaming state and making it possible to execute the special chart variable display game is performed.

[0243] In the process for ending the second special game state after step A864 and enabling the special symbol variable display game to be executed, the process number is set to 10 for the small win end process (step A864), and the process number is saved in the special symbol game process number area (step A865). Next, the small win ending time is saved in the special symbol game process timer area (step A866), and a fraud monitoring period flag is saved in the upper large prize entry port fraud monitoring period flag area (step A867). Then, the large prize entry port count number area is cleared (step A868), and the small win control pointer area is cleared (step A869), and the small win remaining ball process is ended.

[0244] On the other hand, if a specific area has been passed (step A863; Y) and processing to generate the first special game state after step A870 is performed, a command is loaded and prepared from the decorative special command area (step A870), and a performance command setting process is performed (step A871). Next, a V jackpot fanfare command is prepared (step A872), and a performance command setting process is performed (step A873).

[0245] Then, a signal regarding the start of the jackpot (V jackpot) is saved in the external information output data area (step A874), and a test signal regarding the start of the jackpot (V jackpot) (for example, the condition device operation signal is ON, the special device continuous operation device operation signal is ON, and the special pattern 2 hit signal is ON) is saved in the test signal output data area (step A875).

[0246] Then, the number during the jackpot is saved in the game state display number area (step A876), a round number upper limit table is set (step A877), and the round number upper limit corresponding to the round number upper limit information is acquired and saved in the round number upper limit area (step A878). Furthermore, a round LED pointer corresponding to the round number upper limit information is acquired and saved in the round LED pointer area (step A879), and an initial value (here, 1) is saved in the round number area (step A880). The upper limit for the number of rounds is set to 10, but since the small win operation corresponds to the first round, setting the initial number of rounds value to 1 allows 9 rounds to be released in the special game state.

[0247] Then, the processing number is set to 3 for the fanfare / interval processing (step A881), and saved in the special game processing number area (step A882). Furthermore, the V jackpot fanfare time is saved in the special game processing timer area (step A883), and the fanfare / interval processing transition setting process (step A884) is performed, and the process proceeds to step A868.

[0248] [Small hit end processing] FIG. 28 shows the small win end process (step A19) in the special symbol game process of this embodiment. In this small win end process, first, it is determined whether normal power support is in progress (step A931). If normal power support is in progress (step A931; Y), the process proceeds to step A937. If normal power support is not in progress (step A931; N), a signal related to a left-hit instruction (for example, turning off launch position designation signal 1) is saved in the test signal output data area (step A932), and in order to turn off the display LED during right-hit (for example, first game state display unit 56a), the number during left-hit state is saved in the game state display number 2 area (step A933), and the process proceeds to step A937.

[0249] Next, it is determined whether there is a ceiling time-saving activation flag (step A937). If there is no ceiling time-saving activation flag (step A937; N), proceed to step A940. Also, if there is a ceiling time-saving activation flag (step A937; Y), the initial value of the ceiling time-saving count is saved in the time-saving fluctuation count 1 area and the time-saving fluctuation count 2 area (step A938). Here, 250 is set in the time-saving fluctuation count area. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940.

[0250] Then, the processing number for the special game normal processing is set to "0" (step A940), and the processing number is saved in the special game processing number area (step A941). Furthermore, a signal regarding the end of the small win (for example, turning off the big win 1 signal) is saved in the external information output data area (step A942), and a signal regarding the end of the small win (for example, turning off the special pattern 1 small win signal, turning off the special pattern 2 small win signal) is saved in the test signal output data area (step A943). Next, the variable pattern discrimination flag area is cleared (step A944), the presentation mode transition information area is cleared (step A945), the fraud monitoring period flag is saved in the large prize slot fraud monitoring period flag area (step A946), and the small win end processing is completed.

[0251] Next, we will explain the control in the performance control device 300. The main control microcomputer (CPU) 311 of the performance control device 300 performs the main processing shown in Fig. 29 and timer interrupt processing (not shown).

[0252] [Main processing] As shown in Figure 29, the main processing first performs program start processing. In this program start processing, interrupts are first prohibited (step C1) and the CPU is initialized (step C2). Next, the VDP 312 is initialized (step C3) and interrupts are permitted (step C4). Next, the generation of display data is permitted (step C5), a random number seed is set (step C6), and the initial value at power-on is saved in the area to be initialized (step C7). This clears the power outage detection flag and other flags.

[0253] After the program start processing of steps C1 to C7 is performed, loop processing is performed as main loop processing. In this loop processing, first, the WDT (watchdog timer) is cleared (step C8). Next, effect button input processing (step C9) is performed to create input information from input signals (rising edges) based on operation of the effect button 25 or cross key 29. Input from the effect button 25 or cross key 29 is read within the timer interrupt processing, and in this effect button input processing, processing such as changing the effect content is performed when input is received from the effect button 25 or cross key 29.

[0254] Then, a hall / player setting mode process is performed (step C10), which sets the changeable range of the brightness and volume of the LED and LCD, and accepts player operations such as changing the brightness and volume of the LED and LCD. Next, a random number update process (step C11) is performed to update the random number that determines the details of the variation mode of the decorative special chart variation display game.

[0255] Next, a received command check process (step C12) is performed to analyze and respond to commands from the game control device 100, a display edit process (step C13) is performed to set up and edit drawing commands to control the progress of the presentation, and the preparation of the drawing command is set to complete (step C14). These processes update various data according to the content to be drawn, and finally the drawing data is set in the frame buffer. If the drawing data for the screen to be drawn is ready within 1 / 30 seconds (approximately 33.3 milliseconds), the image can be updated without any problems.

[0256] Then, it is determined whether it is frame switching timing (step C15). In this embodiment, in order to create a system period (1 frame = 1 / 30 seconds), it is determined that it is frame switching timing when two V blank interrupts (1 / 60 seconds) are received. Note that the frame switching timing can be changed as appropriate; for example, the image may be updated (frame switching) at 1 / 60 seconds, or may be updated (frame switching) at a timing slower than 1 / 60 seconds. If it is determined in step C15 that it is not frame switching timing (step C15; N), the processing of step C15 is repeated. On the other hand, if it is determined in step C15 that it is frame switching timing (step C15; Y), an instruction is issued to draw on the screen (step C16).

[0257] After that, a sound control process (step C17) is performed to control the sound output from the speakers (upper speaker 19a, lower speaker 19b), a decoration control process (step C18) is performed to control LEDs such as the board decoration device 46 and the frame decoration device 18 including the display board 350, and a movable body control process (step C19) is performed to control the motors and solenoids of the board performance device 44, and a board performance setting process (step C20) is performed to control the performance, before returning to the process of clearing the WDT (step C8).

[0258] [Received command check process] 30 shows the received command check process in the main process described above. In this received command check process, first, the value of a command reception counter, which counts how many commands have been received in one frame (1 / 30 seconds), is loaded as the number of received commands (step C201), and it is determined whether the number of received commands is not 0 (step C202). If it is determined that the number of received commands is 0 (step C202; N), the received command check process ends. If it is determined that the number of received commands is not 0 (step C202; Y), the content of the command reception counter area is decremented by the number of received commands (step C203).

[0259] Next, the contents of the received command buffer are copied to the command area (step C204), the command read index is incremented by +1 within the range of 0 to 31 (step C205), and it is determined whether copying of the commands corresponding to the number of received commands has been completed (step C206). In this way, in this embodiment, commands are not analyzed directly in the received command buffer, but the contents of the received command buffer are copied to the command area (RAM area for analysis), and the command analysis work is performed in the command area. This makes it possible to move commands (data) to create space in case a command is sent from the game control device 100 during command analysis. Furthermore, command analysis can be performed collectively in units of one main processing round.

[0260] In step C206, if it is determined that copying of the commands corresponding to the number of received commands has not been completed (step C206; N), the process returns to step C204. On the other hand, if it is determined that copying of the commands corresponding to the number of received commands has been completed (step C206; Y), the contents of the command area are loaded (step C207), and received command analysis processing is performed (step C208).

[0261] Next, the address of the command area is updated (step C209), and it is determined whether or not analysis of the number of received commands has been completed (step C210). If it is determined that analysis of the number of received commands has not been completed (step C210; N), the process returns to step C207. If it is determined that analysis of the number of received commands has been completed (step C210; Y), the received command check process ends. In this way, in the received command check process, commands received within one frame (1 / 30 seconds) are analyzed together. In this embodiment, the configuration is such that up to 32 commands can be saved.

[0262] [Received command analysis process] 31 shows the received command analysis process in the received command check process described above. In this received command analysis process, first, the command upper byte is separated into MODE and the lower byte into ACT (ACTION) (step C231), and it is determined whether MODE and ACT are within the normal range (step C232, step C233). If it is determined that MODE and ACT are within the normal range (step C232; Y, step C233; Y), it is determined whether ACT is a correct combination with MODE (step C234).

[0263] Furthermore, if it is determined in step C232 or step C233 that MODE or ACT is not within the normal range (step C232; N, step C233; N), or if it is determined in step C234 that ACT is not a correct combination with MODE (step C234; N), the received command analysis process is terminated.

[0264] In step C234, if it is determined that the ACT for MODE is a correct combination (step C234; Y), it is determined whether or not the MODE is within the range of the variable command (step C235). The variable command is a command that instructs the variable pattern of the special chart. If it is determined that the MODE is within the range of the variable command (step C235; Y), the variable command processing (step C236) is performed, and the received command analysis processing is terminated.

[0265] Also, in step C235, if it is determined that MODE is not within the range of variable system commands (step C235; N), it is determined whether MODE is within the range of jackpot system commands (step C237). Jackpot system commands are commands that command actions related to the effects during a jackpot (such as displaying a fanfare screen or round screen) or commands that command actions related to the effects during a minor jackpot (such as displaying a fanfare screen or end screen). Then, if it is determined that MODE is within the range of jackpot system commands (step C237; Y), jackpot system command processing (step C238) is performed, and the received command analysis processing is terminated.

[0266] Also, in step C237, if it is determined that MODE is not within the range of jackpot-related commands (step C237; N), it is determined whether MODE is within the range of symbol-related commands (step C239). Symbol-related commands are commands that instruct information about the symbol of a special symbol (for example, what symbol to stop on the special symbol). Then, if it is determined that MODE is within the range of symbol-related commands (step C239; Y), symbol-related command processing (step C240) is performed, and the received command analysis processing is terminated.

[0267] Also, if it is determined in step C239 that MODE is not within the range of symbol commands (step C239; N), it is determined whether MODE is within the range of one-off commands such as reserved number commands and error commands (step C241). One-off commands are commands that stand alone, unlike commands that make sense in combination, such as symbol commands and variable command commands. These one-off commands include customer waiting demo commands, reserved number commands, symbol stop commands, probability information commands, error / incorrect commands, and model designation commands. Then, if it is determined that MODE is within the range of one-off commands (step C241; Y), one-off command processing (step C242) is performed, and the received command analysis processing is terminated.

[0268] In addition, in step C241, if it is determined that the MODE is not within the range of the single-shot command (step C241; N), it is determined whether the MODE is within the range of the pre-reading symbol command (step C243). Then, if it is determined that the MODE is within the range of the pre-reading symbol command (step C243; Y), it performs the pre-reading symbol command process (step C244) and ends the received command analysis process.

[0269] Also, in step C243, if it is determined that MODE is not within the range of the pre-reading pattern command (step C243; N), it is determined whether or not MODE is within the range of the pre-reading variation command (step C245). Then, if it is determined that MODE is within the range of the pre-reading variation command (step C245; Y), it performs pre-reading variation command processing (step C246) and ends the received command analysis processing. Also, in step C245, if it is determined that MODE is not within the range of the pre-reading variation command (step C245; N), it ends the received command analysis processing.

[0270] The predictive variation command and predictive symbol command are commands containing information necessary to execute predictive effects. A predictive effect (also called a predictive notice or predictive notice effect) is an effect in which the display device 41 displays a decorative special symbol start memory in a different manner than usual, or displays a special symbol on the display device 41, to notify the player in advance with a predetermined degree of reliability whether a jackpot will be reached (or what the expected variation pattern will be) when a special symbol variation display game corresponding to an unexecuted start memory (pending) is subsequently executed. The predictive commands (predictive variation command and predictive symbol command) are commands that notify the player in advance of the variation pattern or stop symbol corresponding to the start memory that will be the target of the predictive effect, and are transmitted from the game control device 100 to the presentation control device 300 upon a winning start. Normal variation commands and symbol commands that are not predictive are transmitted from the game control device 100 to the presentation control device 300 upon the start of a special symbol variation display game.

[0271] Next, the game presentation will be described. An example of the presentation in the normal stage in normal game state ST1 is shown in Figure 32. Note that the same display content is basically used in other game states, but it is possible to not display some of the display content depending on the game state.

[0272] 32(a), a first decorative game display unit 81 that displays the first decorative game of the decorative special symbol variable display games is provided in the center of the display area of ​​the display device 41. In the first decorative game display unit 81, the decorative special symbol variable display game is displayed by displaying identification information variably and then stationary in each of the variable display areas, that is, the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c.

[0273] A second decorative game display unit 82 that displays a second decorative game among the decorative special symbol variable display games is provided in the upper right portion of the display area of ​​the display device 41. The second decorative game displayed in the second decorative game display unit 82, like the first decorative game displayed in the first decorative game display unit 81, displays variable identification information in the left, center, and right regions, and then stops to display the result. The second decorative game display unit 82 displays identification information (small symbols) that is relatively smaller than the identification information (large symbols) displayed in the first decorative game display unit 81.

[0274] In addition, a first display section 91a, a second display section 91b, a third display section 91c, and a fourth display section 91d, which are areas for displaying effects, are arranged side by side in the lower left of the display area of ​​the display device 41. Furthermore, a fifth display section 92, which is an area for displaying effects, is provided in the lower right of the display area of ​​the display device 41.

[0275] In addition, a standby memory display section 83 is provided at the bottom right of the display area of ​​the display device 41, which displays a decorative special start memory display corresponding to the start memory. The standby memory display unit 83 displays a decorative special symbol start memory display corresponding to the first start memory or the second start memory. In the normal game state ST1, the game progresses mainly with the special symbol variable display game based on the first start memory, so the standby memory display unit 83 displays a decorative special symbol start memory display corresponding to the first start memory. The decorative special symbol start memory displays displayed on the standby memory display unit 83 correspond one-to-one with the start memories, and are displayed in order of storage so that the leftmost decorative special symbol start memory display is the decorative special symbol start memory display corresponding to the start memory that was stored first, and they move to the left each time one is consumed. Note that the standby memory display unit 83 may be configured to display both the decorative special symbol start memory display corresponding to the start memory (first start memory) that will be the right to execute the special symbol 1 variable display game, and the decorative special symbol start memory display corresponding to the start memory (second start memory) that will be the right to execute the special symbol 2 variable display game. Furthermore, the standby memory display unit 83 can suggest the results of the special chart change display game based on the start memory, the change pattern, and other predictive results by the display mode of the decorative special chart start memory display corresponding to the start memory.

[0276] An in-progress memory display section 84 is provided to the left of the standby memory display section 83, which displays information about the start memory corresponding to the currently running special symbol variation display game. When the special symbol variation display game starts, the decorative special symbol start memory display on the left end of the standby memory display section 83 is shifted to the in-progress memory display section 84. Furthermore, the in-progress memory display section 84 can suggest the results and variation patterns of the currently running special symbol variation display game by the display mode of the in-progress memory display displayed on the in-progress memory display section 84. In the upper left corner of the display area of ​​the display device 41, there is provided a first start memory number display section 85a that displays the first start memory number (special chart 1 reserved number), and a second start memory number display section 85b that displays the second start memory number (special chart 2 reserved number). Furthermore, a game status indicator 86 indicating the game status is displayed at the top center of the display area of ​​the display device 41, and here it is indicated that the game status is the normal game status ST1.

[0277] When a new special symbol variable display game is started, as shown in Fig. 32(b), an effect is executed in which the decorative special symbol start memory display at the left end of the standby memory display unit 83 is shifted to the running memory display unit 84, and the decorative special symbol start memory displays other than those at the left end of the standby memory display unit 83 are shifted to the left within the standby memory display unit 83. Furthermore, the value in the first start memory number display unit 85a changes. Also, the first decorative game display unit 81 and the second decorative game display unit 82 start to display the variable identification information.

[0278] Depending on the selected variation pattern, as the special chart variation display game progresses, the same identification information may temporarily stop in the left variation display area 81a and the right variation display area 81c as shown in Figure 32(c), resulting in a reach state.Furthermore, the performance may develop into an SP reach.

[0279] When the specified variable time ends, the result mode is stopped and displayed as shown in FIG. 32(d). Here, the result is a miss, and the miss result mode is displayed as the result mode. If the result is a big win or a small win, the corresponding result mode is displayed. Also, when the result is a support win, the miss result mode is displayed, but the result mode corresponding to the support win may be displayed instead. When the predetermined stop display time for displaying the result mode elapses, the special figure variable display game ends, and the in-execution memory display displayed on the in-execution memory display unit 84 during execution is erased.

[0280] Also, as shown in FIG. 32(e), from the state where variable display is being performed, as shown in FIG. 32(f), the identification information is temporarily stopped, and as shown in FIG. 32(g), it is possible to execute a pseudo chain in which variable display is performed again one or more times, and derive a result as shown in FIG. 32(h).

[0281] Next, the specific effect will be described. The specific effect is an effect including a plurality of effects, and as shown in FIG. 33, it includes an effect of displaying the character "super" on the first display unit 91a, an effect of displaying the character "exceed" on the second display unit 91b, an effect of displaying the character "all" on the third display unit 91c, and an effect of displaying the character "open" on the fourth display unit 91d. The effects of displaying characters on each display unit form a ranking effect in which a ranking is determined for each. The first-rank effect of displaying the character "super" on the first display unit 91a has the highest rank, and the second-rank effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-rank effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-rank effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranking is in the order of the first-rank effect, the second-rank effect, the third-rank effect, and the fourth-rank effect.

[0282] And the arrangement order of the corresponding display units follows the ranking. When all the ranking effects are executed, the character string "super exceed all open" is formed. This character string is one of the lines used in the story that is the theme of the gaming machine and forms a unique character string.

[0283] In a specific performance, the higher the ranking performance is executed, the higher the possibility of a special result, or the higher the possibility that a performance with a high possibility of a special result will be executed. It is designed to suggest or notify that favorable events for the player are likely to occur. Also, when a ranking performance of a certain rank is executed, all ranking performances lower than that ranking performance are executed. Therefore, it can also be said that the more ranking performances are executed, the higher the possibility of a special result, or the higher the possibility that a performance with a high possibility of a special result will be executed, which is designed to suggest or notify.

[0284] In the state where variable display is being performed as shown in FIG. 33(a), a notification display 87, which is an effect for notifying that a ranking performance is executed as shown in FIG. 33(b), is displayed. Here, the notification display 87 notifies that the fourth-rank performance is executed, and the character "open", which is the character corresponding to the fourth-rank performance, is displayed together with an effect image. Then, as shown in FIG. 33(c), the fourth-rank performance is executed and the character "open" is displayed on the fourth display unit 91d. Thereafter, as the notification display 87 for notifying that the third-rank performance is executed as shown in FIG. 33(d), the character "all", which is the character corresponding to the third-rank performance, is displayed together with an effect image, and as shown in FIG. 33(e), the third-rank performance is executed and the character "all" is displayed on the third display unit 91c.

[0285] Next, as the notification display 87 for notifying that the second-rank performance is executed as shown in FIG. 33(f), the character "extract", which is the character corresponding to the second-rank performance, is displayed together with an effect image, and as shown in FIG. 33(g), the second-rank performance is executed and the character "extract" is displayed on the second display unit 91b. Then, as shown in Figure 33(h), the character "Super", which corresponds to the first place performance, is displayed together with an effect image as a notification display 87 to notify that the first place performance will be executed, and as shown in Figure 33(i), the first place performance is executed and the character "Super" is displayed on the first display section 91a.

[0286] Furthermore, when all of the first to fourth ranking effects have been executed, an additional effect is executed as shown in Figure 33(j). When only some of the ranking effects have been executed, the additional effect is not executed, and the execution of this additional effect clearly notifies the player that all of the first to fourth ranking effects have been executed.

[0287] In the example shown in Figure 33, the performances are executed in order from the lowest ranking, but the first to third ranking performances can be executed even if the performances with a lower ranking than the player themselves have not yet been executed. While the variable display is being performed as shown in Fig. 34(a), notification display 87 is displayed as an effect to notify that a ranking effect will be executed as shown in Fig. 34(b). Notification display 87 here notifies that a third-ranking effect will be executed, and the character "All", which corresponds to the third-ranking effect, is displayed together with an effect image. Then, as shown in Fig. 34(c), the third-ranking effect is executed and the character "All" is displayed in third display section 91c.

[0288] At this time, the fourth-place performance, which is lower in rank than the third-place performance, has not yet been executed, and an image 88 is displayed on the fourth display section 91d corresponding to the fourth-place performance to notify that the fourth-place performance will be executed. Since the first to fourth display sections 91a to 91d are arranged according to the ranking of the ranking presentation, it is possible to see at a glance that the ranking presentation has been executed from an intermediate ranking, which gives the player a strong sense of discomfort that is different from normal, thereby increasing the player's interest in the game.

[0289] Thereafter, as shown in FIG. 34(d), as a notification display 87 for notifying that the fourth-rank performance is executed, the character "open", which is a character corresponding to the fourth-rank performance, is displayed together with an effect image, and as shown in FIG. 34(e), the fourth-rank performance is executed and the character "open" is displayed on the fourth display unit 91d. Furthermore, in this example, as shown in FIG. 34(f), as a notification display 87 for notifying that the second-rank performance is executed, the character "pull out", which is a character corresponding to the second-rank performance, is displayed together with an effect image, and as shown in FIG. 34(g), the second-rank performance is executed and the character "pull out" is displayed on the second display unit 91b. Also, as shown in FIGS. 34(h) and (i), there may be a case where a plurality of rank performances are executed at once.

[0290] Note that it is also possible to execute the first-rank performance or the second-rank performance from a state where no rank performance is executed. In this case as well, an image 88 for notifying that the rank performance is executed is displayed on the display unit corresponding to the rank performance that is lower in rank than the executed rank performance, and these rank performances are executed later. Also, when the second-rank performance or the third-rank performance is executed from a state where no rank performance is executed, after executing all of the rank performances that are lower in rank than the executed rank performance or together with all of the rank performances that are lower in rank than the executed rank performance, a rank performance that is higher in rank than the executed rank performance is executed.

[0291] Also, although it has been described that the image 88 for notifying that the rank performance as shown in FIG. 34(c) is executed is displayed, it may not be displayed. Also, for the lower-rank performance that is executed after the upper-rank performance is executed as shown in FIG. 34(d), a notification display 87, which is an effect for notifying that the rank performance is executed, is performed, but it may be such that only the rank performance is performed without performing this notification display 87. Also, after performing the notification display 87 for the upper-rank performance as shown in FIG. 34(b), for the rank performance, in addition to the upper-rank performance, the lower-rank performance may also be executed simultaneously.

[0292] FIG. 35 shows another example of how the ranking presentation is executed. As shown in Figure 35(a), an effect is produced in the fifth display section 92, in which the reels are rotated, and when the "Stock" display is displayed frozen to indicate that the ranking effect will be executed, as shown in Figure 35(b), the ranking effect is executed, as shown in Figure 35(c). Here, the fourth place effect is executed and the word "open" is displayed in fourth display portion 91d. Of course, there are also cases where the first to third place effects are executed. In addition, the execution mode shown in Figure 35 may be combined with the execution modes shown in Figures 33 and 34, and in a series of specific effects, there may be a mixture of times when the ranking effect is executed after a notification display 87 notifying players that a ranking effect such as that shown in Figures 33 and 34 will be executed, and times when the ranking effect is executed after the display of ``Stock'' is frozen in the fifth display section 92 as shown in Figure 35.

[0293] It should be noted that the results displayed in a stopped state on the fifth display unit 92 include various displays other than the "Stock" display that notifies that a ranking effect will be executed. For example, by the "Change" display being stopped, a pre-reading effect that suggests or notifies the pre-reading result by changing the display mode of the decorative special symbol start memory display on the standby memory display unit 83, or an effect that suggests or notifies about the special symbol change display game currently being executed by changing the execution memory display on the execution memory display unit 84 may be executed. Furthermore, multiple types of fonts or colors may be provided for the display of "stock" and "change," so as to suggest or notify the number of ranking effects to be executed, the stage of change in the start memory display, etc. For example, three colors, black, red, and gold, may be provided for "stock," so that black suggests that one ranking effect will be executed, red suggests that two or more ranking effects will be executed, and gold indicates that four ranking effects will be executed.

[0294] FIG. 36(a) shows the execution pattern of the ranking presentation. Pattern 1 is a pattern in which the lowest ranking fourth-place performance is executed in order, followed by the third-place performance, the second-place performance, and the first-place performance. This pattern 1 includes four patterns that progress to any of the first to fourth times and then end. Pattern 2 is a pattern that starts from the third place performance. In this pattern 2, the execution of the fourth place performance, which is lower than the third place performance, is confirmed at the time of the first execution, so it includes three patterns that progress to any of the second to fourth executions and end.

[0295] Pattern 3 is a pattern that starts from the second place effect. In this pattern 3, the execution of the third place effect and the fourth place effect, which are lower in rank than the second place effect, is confirmed at the time of the first execution, so it includes two patterns that progress to either the third or fourth execution and end. Pattern 4 is a pattern that starts with the first place effect. In this pattern 4, the execution of the second place effect, third place effect, and fourth place effect, which are lower in rank than the first place effect, is confirmed at the time of the first time it is performed, so it includes only patterns that proceed up to the fourth time and end.

[0296] Patterns 1 to 4 are patterns in which one ranking effect is executed each time, but there are also patterns in which multiple ranking effects are executed at once, as shown in patterns 5 to 20. In these patterns 5 to 20, the ranking effects to be executed each time are determined based on the execution order shown in patterns 1 to 4. In this embodiment, the more ranking effects are executed, the higher the reliability of the special result. However, even if the number of executions is the same, a pattern in which many ranking effects are executed simultaneously may have a higher reliability of the special result.

[0297] FIG. 36(b) shows an example of the content suggested or notified depending on the number of times the ranking effects are executed. There are three types of reach: N reach, which has the lowest reliability and is the most likely to result in a special result; SP1 reach, which is more reliable than N reach; SP2 reach, which is more reliable than SP1 reach; SP3 reach, which is more reliable than SP2 reach; and premium reach, which is more reliable than SP3 reach. The minimum type of reach that will be executed is indicated by the number of ranking effects executed. The more times the ranking effects are executed, the more reliable the reach that will be executed, and the higher the reliability of the special result.

[0298] Basically, the content of the subsequent reach effect will differ depending on whether all of the 1st to 4th ranking effects are executed or only some of the ranking effects are executed (the type of reach effect and the distribution rate will differ depending on the number of executions), but there are cases where the same reach effect will be executed. Even when the same reach effect is developed, if all of the first to fourth ranking effects are executed, the additional effect is performed before the reach effect is developed, but if only some ranking effects are executed, the reach effect is developed without the additional effect. Therefore, even when the same reach effect is developed, the fluctuation time of the special chart fluctuation display game will also be different. As a result, even when the same reach effect is performed, the player's impression will be different, and they will be able to feel a high level of reliability, which will increase their interest in the game.

[0299] For each of the patterns shown in Fig. 36(a), there may be cases where the additional effect is executed and cases where it is not executed. For example, as shown in Fig. 36(c), even if the number of executions of the ranking effect is the same, the reliability may be higher when the additional effect is executed. In addition, the more ranking effects that are executed, the higher the possibility of executing additional effects. In addition, when the additional effect is executed, it may be configured to result in a reach effect with a higher reliability than a predetermined reliability (for example, SP2 reach or higher). In addition, when all of the first to fourth ranking effects are executed, that is, when the number of executions is four, the additional effects are always executed, and when only some of the ranking effects are executed, the additional effects can be executed at a predetermined rate. In addition, additional effects may be made executable when the number of executions is a predetermined number or more (for example, 3 or more).

[0300] In addition, the ranking effect can be executed at any time during the execution of the special chart change display game, for example, at the start of the change, during the period until the N reach, during the N reach, during the SP1 reach, during the SP2 reach. In addition, in the case of a pseudo-consecutive game, the ranking effect can be executed in each re-change effect.

[0301] According to the specific presentation described above, the ranking presentation is not simply performed in order from the lowest to the highest, but is also performed from an intermediate stage, which makes for a highly entertaining presentation. If the ranking presentation is simply executed in order from the lowest to the highest, the player will not feel any anticipation in the early stages of the presentation when the ranking is low and the reliability is not very high, and will simply wait for the presentation to progress to a higher stage. However, by providing the possibility of the presentation being executed from an intermediate stage as in this embodiment, the player will feel anticipation for each ranking presentation, which can increase the enjoyment of the game.

[0302] It should be noted that patterns other than the pattern shown in Figure 36(a) can also be set. For example, a pattern in which the effects are executed in the order of third place effect, fourth place effect, first place effect, and second place effect may be included. In this pattern, the execution of the fourth place effect is confirmed when the third place effect is executed, and then the execution of the second place effect is confirmed when the first place effect is executed.

[0303] In addition, although the specific effect is performed in one special chart change display game, the specific effect may be performed across multiple special chart change display games. For example, the special chart change display game to be notified based on the pre-reading result may be set, and the specific effect may be started from a special chart change display game prior to the special chart change display game.

[0304] In addition, the characters displayed on the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d may be displayed in a faint manner, and the characters may be displayed clearly when the corresponding ranking display is executed. Furthermore, the ranking effect is not limited to an effect in which characters are displayed, but may be any effect that provides multiple types of effects with predetermined rankings.

[0305] Furthermore, although it has been stated that it is possible to execute a ranking performance corresponding to a higher rank than the predetermined rank after executing all of the ranking performances corresponding to a lower rank than the executed predetermined rank or together with all of the ranking performances lower than the predetermined rank, it is also possible to execute a ranking performance corresponding to a higher rank than the predetermined rank before executing all of the ranking performances lower than the predetermined rank. Any ranking effect that has a lower ranking than the ranking effect that has been executed and has not yet been executed may be executed by the end of the specific effect currently being executed.

[0306] In the above example, only the first character string "Choubaku Zenkai" is displayed, but it is also possible to display a second character string of four characters in addition to this character string. Also, it may be suggested or notified that the possibility of a special result is higher when the second character string is displayed than when the first character string is displayed. Alternatively, the special effect may be performed in the special game state, and information regarding the special result may be suggested or notified. For example, the more the ranking effect is executed, the more likely it is that the special game state ST4 will be entered after the special game state ends.

[0307] In addition, although a unique string is formed by arranging all the characters of the corresponding ranking effects in order of their ranking, a unique string can also be formed by arranging only some of the characters of the ranking effects, and further characters can be arranged to form other unique strings. For example, in the above example, the character string "full open" is a unique character string, and the character string "superb full open" can be said to form another unique character string. Furthermore, although all ranking effects are effects that display characters, there may be ranking effects that display characters and ranking effects that do something other than displaying characters.

[0308] Furthermore, the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d are arranged in the left-right direction, with the first display section 91a on the far left corresponding to the highest ranking first-ranking performance, and the ranking performances corresponding to the second display section 91b, the third display section 91c, and the fourth display section 91d in descending order, but this is not limited to this. For example, the fourth display section 91d on the far right may correspond to the highest ranking first-ranking effect, and the ranking effects corresponding to the third display section 91c, second display section 91b, and first display section 91a may be arranged in descending order. The arrangement direction is not limited to the left-right direction, but may be up-down or other directions.Furthermore, instead of arranging in a straight line, the arrangement may be along a curve or a circle. Alternatively, the display units may be arranged in a non-aligned manner, such as by arranging one display unit at each of the four corners of the display area.

[0309] Furthermore, for all of the ranking effects, the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d, which are the areas displayed on the display means, are set to be arranged according to ranking, but it is also possible to set the areas displayed on the display means for some of the ranking effects to be arranged according to ranking. For example, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d corresponding to the second to fourth ranking effects are arranged in order, but the first display unit 91a corresponding to the first ranking effect may be displayed in a position that is unrelated to the arrangement of the second display unit 91b, the third display unit 91c, and the fourth display unit 91d.

[0310] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are not limited to being arranged at fixed display positions in the display area, but may be arranged so that their display positions and sizes change. For example, the display position may be varied depending on the progress of a particular effect or other effects. In addition, the balls may be moved while a specific effect is being performed. In this case, the balls may be moved in a line while remaining aligned according to the order of the corresponding ranking effect, or may be moved randomly regardless of the order of the corresponding ranking effect. When moving in a line while maintaining the order of the corresponding ranking effects, the path of movement may be a predetermined path (for example, a circular path) or a random path.

[0311] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are not limited to displaying characters, and may display any information that indicates that the corresponding ranking effect has been executed. Furthermore, instead of providing the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d on the display device 41, these display units may be configured by display means separate from the display device 41. They may also be configured by lamps or LEDs.

[0312] From the above, a gaming machine that executes a game based on the fulfillment of predetermined conditions and is capable of generating a state advantageous to the player is equipped with a presentation control means (presentation control device 300) that controls the presentation of the game, and the presentation control means is capable of executing specific presentations including multiple types of ranking presentations, each of which has a predetermined ranking, and each ranking presentation can be executed even when a ranking presentation of a lower rank than the ranking presentation in question has not yet been executed, and if there is a ranking presentation of a lower rank than the ranking presentation that has been executed but has not yet been executed, all of the ranking presentations that have not yet been executed are executed by the end of the specific presentation that is being executed. Therefore, unlike a presentation that is simply given in order from the lowest ranking, the special presentation is varied, which can increase the interest in the game.

[0313] Furthermore, the performance control means is configured to be able to execute a ranking performance corresponding to a higher rank than the predetermined ranking performance after executing all ranking performances corresponding to a lower rank than the executed predetermined ranking performance or together with all ranking performances lower than the predetermined ranking performance. Therefore, the performance of a higher ranking is performed after the performance of a lower ranking that is guaranteed to be performed is performed, which gives the player a sense of security and makes it easy to understand up to what ranking the performances have been performed, thereby improving the interest in the game.

[0314] In addition, the device is provided with a display means (display device 41) that is controlled by the presentation control means and is capable of displaying the game presentation, and the presentation control means sets the areas (first display section 91a, second display section 91b, third display section 91c, fourth display section 91d) to be displayed on the display means for some or all of the ranking presentation so that they are arranged according to ranking. Therefore, it is possible to easily understand which rank of effect is being executed, and the enjoyment of the game can be improved.

[0315] The effect control means can also execute an effect of displaying characters on the display means as a ranking effect, and by arranging the characters of the ranking effect corresponding to the ranking, a unique string of characters is formed. Therefore, it is easy to understand up to which rank the effects have been executed. Also, if all the characters of the ranking effects are arranged to form a unique string, it is easy to understand that the ranking effects for all ranks have been executed, which increases the enjoyment of the game.

[0316] In addition, if there is a ranking performance that has a lower rank than the executed ranking performance and has not yet been executed, the performance control means can suggest or notify that the ranking performance that has not yet been executed will be executed. Therefore, it becomes easier to understand that execution is guaranteed, which can increase the enjoyment of the game.

[0317] Furthermore, the effect control means makes it possible to execute an additional effect when a predetermined number of ranking effects have been executed. Therefore, the player will come to expect that the ranking effects will be executed a predetermined number of times or more, which can increase the player's interest in the game.

[0318] Next, we will explain the result-derived display that ultimately derives either the first result or the second result. The result-derived display suggests or notifies the player that deriving the first result is more advantageous to the player than deriving the second result. In the gaming machine of this embodiment, in the first special game state ST2, character X, who is an ally character, and characters A to D, who are enemy characters, race, and a result in which character X wins is announced as a first result indicating that the specific game state ST4 will be entered after the end of the first special game state ST2, and a result in which character X loses is announced as a second result indicating that the specific game state ST4 will not be entered after the end of the first specific game state ST2.

[0319] In addition, in the result-derived display, to show the results of the race, a selection effect is executed in which character X, an ally character, competes with one of characters A to D, an enemy character, for first and second place. Selection effects are prepared corresponding to each enemy character, and one of these is selected and executed. Each selection effect is set with a reliability that indicates the likelihood that the first result will be derived. That is, each selection effect is set with a first reliability, which is an inherent reliability. The first reliability is determined by the rate at which the first result will be derived in each selection effect. This first reliability is set to be the lowest in the selection effect corresponding to character A, and to be higher in the order of character B, character C, and character D. That is, in the selection effect corresponding to character A, character X is most likely to lose, and character X is most likely to win in the order of character B, character C, and character D.

[0320] Figure 37 shows an example of a result derivation output. In this example, the special chart 1 variable display game is executed in the normal game state ST1 as shown in Figure 37(a), and the first special result (jackpot) is derived as shown in Figure 37(b), after which the first special game state ST2 begins. The result-deriving display is started with the start of the first specific game state ST2, and first, for some or all of the multiple types of selection display, a suggestion display is executed that suggests a second reliability, which is the likelihood that the first result will be derived if selected in the result-deriving display.

[0321] In this suggestion effect, the characters participating in the race are shown in a race entry list as shown in FIG. 37(c), and it is indicated that the selection effect corresponding to the enemy character shown here can be selected. Note that, although it is shown here that all of the enemy characters are participating in the race and that all of the selection effects are selectable, it may also be shown that only some of the selection effects are selectable and that only some of the enemy characters are participating in the race.

[0322] The order of the characters in the race list indicates the second reliability, which is the reliability of the likelihood that the first result, in which the ally character, character X, wins, will be derived when the corresponding selection effect is executed in the race in the running result-deriving display. In the race entry list, the second highest reliability is shown as the result of a fictitious vote to predict which character will win the race, suggesting that character C has the most votes and is the most popular, making it highly likely to win the race, followed by character A, character X, character B, and character D, in that order of decreasing likelihood of winning the race. In other words, when the selection effect corresponding to character C is selected, it is suggested that the first result in which character X wins is least likely to be derived, and the second reliability is lowest; and when the selection effects corresponding to character A, character B, and character D are selected in that order, it is suggested that the first result in which character X wins is more likely to be derived, and the second reliability increases in this order.

[0323] The second reliability is set by determining the rate at which the first result is derived in each selection effect and arranging them in order of popularity for each pattern of the race table that can be selected in the suggestion effect as shown in Figure 41. When the selection rate for each pattern of the race table and the rate at which the first result is derived in each selection effect in each pattern of the race table are combined, the reliability of each selection effect becomes the first reliability that is specific to the selection effect.

[0324] Furthermore, by displaying the ally character, Character X, in the race list, the popularity ranking of Character X becomes the standard, making it easier to grasp the second reliability. In other words, the more popular an enemy character is than Character X, the more likely Character X will be defeated in the corresponding selection presentation, suggesting that the first result is less likely to be derived. Also, the less popular an enemy character is than Character X, the more likely Character X will win in the corresponding selection presentation, suggesting that the first result is more likely to be derived. Furthermore, if character X is ranked highly in popularity, then character X is more likely to win, suggesting that the first result is more likely to be derived.

[0325] Furthermore, when a selection effect corresponding to a character whose popularity is lower than the popularity ranking of character X, which is the standard, is executed, a notification effect can be executed to notify the fact. Examples of notification effects include vibrating the effect button 25, outputting a specific sound, displaying a specific image, making an LED emit light in a specific manner, and operating the board effect device 44. In addition, when a selection effect corresponding to a character that is more popular than the reference character X's popularity ranking is executed, a notification effect to notify the fact may be executed. Furthermore, when the selected selection effect is displayed, the popularity ranking in the race list may be displayed to suggest or notify the high level of the second reliability.

[0326] In this way, by setting a first reliability specific to a character and a second reliability in the result derivation appearance during execution, the gameplay is enhanced by taking both reliability into account and predicting the likelihood that the first result will be derived in the race. In the result derivation display of this embodiment, the selection display corresponding to the most popular character is most often executed, and the possibility of the first result being derived can be estimated based on the first reliability of the most popular character. Furthermore, if a character ranked second or lower in popularity is selected, the second reliability increases, so it can be inferred that the first result is more likely to be derived, and the strength of that possibility can be inferred based on the first reliability of the selected character.

[0327] After the suggestion effect is performed, the race starts as shown in Figure 37(d), and as the race progresses as shown in Figure 37(e), the selection effect starts as shown in Figure 37(f). Here, the selection effect corresponding to character C is selected, and a notification is displayed indicating that the selection effect corresponding to character C has been selected, along with a first reliability specific to the selection effect corresponding to that character C. In this case, character C is more popular than the reference character X in the race entry list shown in Figure 37(c), so no notification effect is performed. However, if a selection effect corresponding to a character whose popularity is lower than the popularity ranking of the reference character X is selected, a notification effect is executed to notify that fact. Then, as shown in Figure 37(g), an effect is performed in which character X, an ally character, and character C, an enemy character, compete against each other, and an effect is performed to announce the result, as shown in Figure 37(h). Here, it is shown that character X has won by reaching the goal first, and it is announced that the first result has been derived in which character X has won, as shown in Figure 37(i). When the first result is derived and the result-derived appearance is performed and the first special gaming state ST2 ends, the specific gaming state ST4 is entered as shown in FIG. 37(j).

[0328] Also, when the second result is derived, it is shown that the enemy character has reached the goal first at the stage of Figure 37(h), and it is announced that the second result that character X has been defeated has been derived at the stage of Figure 37(i). After that, it transitions to the normal game state ST1 or the remaining reserved consumption state ST5.

[0329] Although the race entry table for suggestive effects is displayed with the ally character, character X, as the reference, it is also possible to display only the enemy character and not indicate the reference. Furthermore, although the reference is set to character X, which is an ally character, it may be set to another character, or a character in a specific ranking (for example, third most popular) may be set to the reference.

[0330] An example of the result derivation output is also shown in Figures 38 and 39. In this example, as shown in FIG. 38(a), the second special result (small win) is derived in the special chart variable display game executed in the specific game state ST4. In the gaming machine of this embodiment, the reach state is not generated in the special chart variable display game in the specific gaming state ST4. This allows the game in the specific gaming state ST4 to have a sense of speed, and the first special gaming state ST2 occurs consecutively in a short period of time, resulting in a rapid increase in the number of balls held, thereby increasing the interest in the game.

[0331] In this example, a second start memory exists during the execution of the special chart change display game resulting in the second special result, and at this point, based on the pre-reading result for the second start memory, the presentation control device 300 understands that the result of the special chart change display game based on the second start memory is a specific special result which is the first special result or the second special result and which results in a specific game state ST4 after the special game state ends.

[0332] Upon derivation of the second special result, the second special game state ST3 is initiated, and an alert display 93 is displayed encouraging the player to make a right hit to cause the game ball to flow into a specific area of ​​the special variable winning device 38 (V winning), as shown in Figure 38(b). Furthermore, when the game ball flows into a specific area of ​​the special variable winning device 38, a notification effect 94 is performed to notify the player of this.

[0333] When the first special game state ST2 starts in the second special game state ST3 based on the game ball flowing into a specific area of ​​the special variable winning device 38, a result-derived display is started. When selecting the content of this result-derived display, it is possible to select content that takes into account the existence of the second start memory that results in a specific special result. The progress of the result-derived display is the same as that shown in FIG. 37, and a suggestion display showing the race list is performed as shown in FIG. 38(c), and the race begins as shown in FIG. 38(d). As the race progresses as shown in Figure 38(e), the selection effect begins as shown in Figure 38(f). Here, the selection effect corresponding to character A is selected, and a notification is displayed indicating that the selection effect corresponding to character A has been selected, along with a first reliability specific to the selection effect corresponding to character A.

[0334] Furthermore, since the selection effect corresponding to character A has the lowest first reliability, "Warning!!" is displayed as effect display 97, which indicates that the second result is likely to be derived. In the gaming machine of this embodiment, if the first special gaming state ST2 ends and the specific gaming state ST4 is entered, there is a high probability of a small win, which will return the first special gaming state ST2. The more this cycle is repeated, the more gaming value can be acquired. If the first special game state ST2 does not transition to the specific game state ST4 after the end of the first special game state ST2, if there is a second start memory that is a remaining reserve, the game will transition to the remaining reserve consumption state ST5, and if a small win or a big win can be won in the special chart 2 variable display game based on the second start memory, the game will return to the above cycle. If not, the game will transition to the normal game state ST1 and the above cycle will be interrupted. If there are no remaining reserves, the game will transition to the normal game state ST1 without going through the remaining reserve consumption state ST5. Since only one second start memory can be stored, the remaining reserve consumption state ST5 becomes a one-shot deal, which is unfavorable for the player. Given this type of gameplay, players are very interested in whether or not the game will transition to the specific game state ST4 after the first special game state ST2 ends, and they have a strong expectation that the first result will be derived in the result-derived display. However, the selection effect corresponding to character A has the lowest first reliability, and there is a high possibility that the cycle will be interrupted. Therefore, by displaying effect display 97, which suggests that there is a high possibility that the second result will be derived, the player's sense of fear is aroused, and the interest of the game is increased.

[0335] Furthermore, if the selection effect corresponding to character A results in a specific derivation mode in which the first result in which character X wins is derived, it is determined that the next result derivation effect will also result in the first result in which character X wins. Conversely, the effect display 97, which suggests that the second result is likely to be derived, also indicates that if the first result is derived, it will be a specific derivation mode. When selecting the content of the result-derived appearance, if it is known that there is a second start memory that will result in a specific special result, it is possible to set a result-derived appearance that will result in this specific derivation mode. In other words, the specific derivation mode indicates the result of a pre-read of the start memory, and notifies that in the special chart change display game that is executed after the end of the first special game state ST2 currently being executed, a specific special result that is the first special result or the second special result and that will result in the specific game state ST4 after the end of the special game state will be derived.

[0336] By doing this, the selection presentation corresponding to character A, which has the lowest first reliability, becomes a branching point that determines whether the above cycle ends, putting the player in a very disadvantageous situation, or whether the above cycle continues and the first special game state ST2 will almost certainly be executed two more times, putting the player in a very advantageous situation. This makes it possible to attract the player's attention and create a sense of expectation even when a selection effect with a low first reliability is selected, thereby increasing the player's interest in the game.

[0337] In the selection presentation, as shown in Figure 38(g), a presentation is made in which ally character X and enemy character A compete against each other. Here too, the presentation display 97 "Warning!!" indicating that the second result is likely to be derived continues to be displayed, and if the first result is obtained, it indicates that a specific derived mode is being achieved. In this example, as shown in Figure 38(h), it is indicated that character X has won by reaching the goal first, and as shown in Figure 38(i), it is announced that the first result in which character X has won has been derived. Furthermore, it is notified that a "winning stock" has been acquired, which means that the first result will be derived in the next result-derived appearance.

[0338] When the first result is derived and the result-derived appearance is performed and the first special game state ST2 ends, the specific game state ST4 is entered as shown in Figure 38 (j), and the special chart 2 variable display game based on the existing second start memory is executed. During the execution of this special chart 2 variable display game, a stock display 95 is displayed indicating that "winning stock" has been acquired. In other words, the stock display 95 notifies that a specific derivation mode has been entered. 39(a), the second special result (small win) is derived in the special chart 2 variable display game. The stock display 95 continues even when this result mode is displayed. That is, the stock display 95 can be displayed for the period during which the results of the special chart variation display game based on the start memory that has been pre-read by the advance determination means are displayed in a stopped state. Also, since there is only one second start memory here, there is only one special chart change display game that displays stock display 95, but if multiple second start memories can be stored, the display can be continued across multiple special chart change display games over the period in which the results are stopped and displayed in the special chart change display game based on the start memory that has been the subject of advance reading by the advance judgment means.

[0339] As shown in FIG. 39(b), the stock display 95 continues even during the execution of the second special game state ST3 accompanying the derivation of the second special result. Furthermore, as shown in Figure 39(c), the stock display 95 continues even in the suggestive presentation in the result-derived display in the first special game state ST2, which is started based on the game ball flowing into a specific area of ​​the special variable winning device 38. That is, the stock display 95 can be displayed throughout the special game state based on the special result derived in the special chart change display game based on the start memory that has been pre-read by the advance determination means.

[0340] During the races of Figures 39(d) to (h), a "Strong to win!?" effect display 96 is displayed, suggesting that the first result will be that character X wins the race, and the first result will be that character X wins. Thereafter, it is announced that the first result in which character X wins has been derived, as shown in FIG. 39(i), and when the first special game state ST2 ends, the game enters a specific game state ST4, as shown in FIG. 39(j).

[0341] The stock display 95 may be continued during the execution of the race shown in Figures 39(d) to (h) or while the race results shown in Figure 39(i) are being displayed. In other words, the stock display 95 may be continued throughout the entire period of the first special game state ST2. 39(j), it may be displayed that the specific game state ST4 has been entered after the acquisition of a "win stock." In the first special game state ST2 or the second special game state ST3 entered when a small win or a big win occurs in this specific game state ST4, it may be displayed that the first special game state ST2 or the second special game state ST3 has been entered after the acquisition of a "win stock." These displays also notify that a specific derivation mode has been entered, and may be the same display as the stock display 95 or a different display from the stock display 95.

[0342] In the gaming machine of this embodiment, when the specific game state ST4 is entered, small wins occur with high frequency, and the second special game state ST3 is controlled so that game balls can easily flow into the specific area, so it is almost certain that the game will enter the first special game state ST2 after passing through the second special game state ST3. Therefore, if a winning stock is acquired in the first first special game state ST2 due to the existence of the second start memory which results in a specific special result, two more first special game states ST2 are almost guaranteed. In this way, a total of three first special game states ST2 and the specific game state ST4 between them constitute a very advantageous state for one set of players, and a specific effect may be continuously performed over the period of this one set. This specific effect also notifies the player that a specific derivation mode has been entered, and may be the same display as the stock display 95 or a display different from the stock display 95. Furthermore, the notification that the specific lead-out mode has been reached may be continued even after one set of time has elapsed. In this case, it indicates that there is a history of the specific lead-out mode being reached, and this notification may be continued until the game returns to the normal gaming state ST1, or may be continued even after the game returns to the normal gaming state ST1. The display in this case may be the same as the stock display 95, or may be a display different from the stock display 95.

[0343] Here, if the result of the pre-reading of the second start memory stored at the time of Figure 39(a) shows that the result of the special chart change display game based on the second start memory is the first special result or the second special result, and is also a specific special result that results in a specific game state ST4 after the special game state ends, it is possible to perform a selection presentation corresponding to character A again and derive the first result. The selection effect shown in Figure 39 notifies that the derivation of the first result has been confirmed, and if the selection effect corresponding to character A is selected here, it is guaranteed that the first result will also be derived in the next result derivation effect, thereby confirming a winning streak, making it a very exciting effect.

[0344] In addition, in the first special game state ST2, which is executed based on the so-called first hit in which a special result is derived in the normal game state ST1, the selection effect corresponding to character A, which has the lowest first reliability, may not be selected. In the normal game state ST1, since the second start memory does not exist, it is clear that a specific derivation mode based on the pre-read result for the second start memory will not be selected. Therefore, if a selection effect corresponding to character A is performed, it becomes clear that the first result will not be obtained, which may reduce the interest in the game. For this reason, in this case, it is possible not to select the selection effect corresponding to character A. Of course, it may also be possible to select the selection effect corresponding to character A in the first special game state ST2 based on the first win. In this case, it may be possible to have an effect in which it is certain that the second result will be derived, or it may be possible to derive the first result but not treat it as a specific derivation mode, so that it is notified that the specific game state ST4 will be entered, but it is not guaranteed that the first result will be derived in the next result derivation appearance, and it may be possible to make it impossible to acquire a "win stock."

[0345] It should be noted that, although it has been stated that if a specific derivation pattern is reached, it is certain that the first result in which character X wins will also be the result of the next result-derived appearance, it may also be suggested that if a specific derivation pattern is reached, there is a higher possibility that the first result in which character X wins will be the result of the next result-derived appearance than if a specific derivation pattern is not reached. Furthermore, the specific derivation mode notifies that a specific special result that is the first or second special result and results in a specific game state ST4 after the special game state ends will be derived in the special chart change display game that is executed after the currently running first special game state ST2 ends, but it may also be configured to only suggest or notify that the first or second special result will be derived in the special chart change display game that is executed after the currently running first special game state ST2 ends.

[0346] Furthermore, in the specific derivation mode, the first result is derived in a selection presentation corresponding to the character with the lowest first reliability, but the present invention is not limited to this. The specific derivation mode may be one in which the first result is derived by a selection effect corresponding to a specific character regardless of the first reliability. Furthermore, a specific derivation mode may be one in which the first result is derived with a specific effect, regardless of the type of selection type.

[0347] Furthermore, if the second result in which character X is defeated is derived in the selection presentation corresponding to character A with the lowest first reliability, a notification is made that there will be no transition to specific game state ST4 after the end of the first special game state ST2, but it is also possible to make it so that there is a case in which there will be a transition to specific game state ST4 as an indication that there will be no transition to specific game state ST4. Furthermore, if the second result in which character X is defeated is derived in the selection presentation corresponding to character A with the lowest first reliability, the specific game state ST4 is entered after the end of the first special game state ST2, and it may be suggested or notified that there is a second start memory that will result in a non-specific special result as a pre-reading result for the second start memory. In other words, after the first special game state ST2 ends, the game will transition to a specific game state ST4 and a small hit or a big hit will occur, but it may be suggested or notified that the game will not transition to the specific game state ST4 after the first special game state ST2 ends based on the small hit or big hit.

[0348] Figure 40 also shows an example of a result derivation output. In this example, a second special result (small win) is derived in the specific game state ST4 as shown in Figure 40(a), and the second special game state ST3 is executed in conjunction with the derivation of the second special result as shown in Figure 40(b), and game balls flow into a specific area of ​​the special variable winning device 38. Then, as shown in FIG. 40(c), the first special game state ST2 is initiated based on the game ball flowing into the specific area of ​​the special variable winning device 38, and a result-derived payout is executed.

[0349] The progress of the result-derived display is the same as that shown in FIG. 37, and a suggestion display showing the race list is performed as shown in FIG. 40(c), and the race starts as shown in FIG. 40(d). As the race progresses, the selection effect begins as shown in Figure 40(e). Here, the selection effect corresponding to character B is selected. After that, while a scene is being played in which character X and character B compete against each other as shown in FIG. 40(f), another enemy character, character D, bursts in as shown in FIG. 40(g), and the scene is changed to a selection scene in which character X and character D compete against each other as shown in FIG. 40(h). Then, as shown in FIG. 40(i), it is indicated that character X has won by reaching the goal first, and as shown in FIG. 40(j), it is announced that the first result in which character X has won has been derived.

[0350] In this way, it is possible to change to another selection effect while the selection effect is being executed. In this embodiment, the second reliability of the selection effect after the change is set to be higher than the second reliability of the selection effect before the change. Furthermore, the first reliability of the selection effect after the change is set to be higher than the first reliability of the selection effect before the change. In the example shown in Figure 40, the suggestion effect shown in Figure 40(c) indicates that character D is less popular and has a higher second reliability than character B. Furthermore, character D has a higher first reliability than character B. This gives the player the impression that the change in the selection effect increases the possibility of the first result being derived. Also, even when a selection effect corresponding to a character with a low first reliability is being executed, the player can have the expectation that the selection effect will change to a selection effect corresponding to a character with a high first reliability, thereby increasing the player's interest in the game.

[0351] When the selection presentation is changed, the first result may always be derived, or the second result may be derived in some cases. In addition, there may be cases where the second reliability of the selection presentation after the change is lower than the second reliability of the selection presentation before the change. In addition, there may be cases where the first reliability of the selection presentation after the change is lower than the first reliability of the selection presentation before the change.

[0352] Figure 41 shows the race list patterns that can be selected in the suggestive presentation. Patterns 1 to 6 are patterns in which Character X, the reference ally character, is the third most popular. The third reliability, which is the possibility that the first result will be derived as a result of selecting these patterns, is 10% for patterns 1 and 2, 15% for patterns 3 and 4, and 20% for patterns 5 and 6. Because the selection effect corresponding to the most popular character is executed most frequently, the third reliability depends on the first reliability of the selection effect corresponding to the most popular character. Patterns 7 to 12 are patterns in which Character X, the reference ally character, is the second most popular, which suggests that the first result is more likely to be derived than patterns 1 to 6. The third reliability suggested by the selection of patterns 7 to 12 is 30% for patterns 7 and 8, 35% for patterns 9 and 10, and 40% for patterns 11 and 12. Because the selection effect corresponding to the most popular character is executed most frequently, the third reliability depends on the first reliability of the selection effect corresponding to the most popular character.

[0353] Pattern 13 is a pattern in which character X, the reference ally character, is the second most popular, and character D, which has the highest first reliability specific to the selection performance, is the most popular. Pattern 14 is a pattern in which character X, the ally character, is the most popular. The third reliability suggested by selecting this pattern is 100%. In other words, when this pattern is selected, the first result, in which character X wins, is always obtained. In pattern 15, character X, the reference ally character, is the fifth most popular. This pattern is strange at first glance compared to the other patterns, and is easily recognizable by the player, and the third reliability suggested by the selection of this pattern is 100%. Furthermore, when pattern 15 is displayed, as shown in Figure 38, a specific derivation mode is set in which character X wins in the selection presentation corresponding to character A, and it is determined that character X will also win in the next result derivation presentation. In this way, it is possible to change the reference position shown in the suggestion presentation, and depending on the reference position, it is possible to suggest or notify the possibility that the first result will be derived in the result derivation presentation.

[0354] In addition, by providing first reliability, second reliability, and third reliability as reliability indicating the likelihood that the first result will be derived, it becomes possible to estimate the likelihood that the first result will be derived from various perspectives, thereby increasing the enjoyment of the game. The first reliability is a reliability specific to each selection presentation, which is determined by the rate at which the first result is derived in each selection presentation. As shown in Fig. 37(f), when the selection effect is executed, the first reliability is displayed by indicating the relative level for each selection effect, but a specific numerical value may be displayed. Also, the first reliability may be made known in advance as information on the gaming machine.

[0355] The second reliability is the likelihood that the first result will be derived for each selection effect when the selection effect is executed in the result-derived display shown in the race table by displaying the race table. The race table shows the order of the second reliability according to popularity, but the race table may also display specific numerical values. Furthermore, as shown in FIG. 37(f), when the selection presentation is executed, the second reliability may be displayed together with or instead of the first reliability. When the second reliability is shown in addition to the first reliability, for example, when pattern 6 is selected as the race entry list, comparing the display when the selection display corresponding to character C is selected with the display when the selection display corresponding to character A is selected, the display of the first reliability will show that character C is higher than character A, but the display of the second reliability will show that character A is higher than character C.

[0356] The third reliability is the likelihood that the first result will be derived from the result-derived display for which the race table is displayed. The player can grasp this from the pattern of the race table, but a specific numerical value may also be displayed. That is, the race entry list serves as a reliability display that suggests or notifies the reliability, which is the degree of possibility that the first result will be derived.

[0357] The result-derivation display shown above is performed during the execution of the first special game state ST2, and notifies the player that the specific game state ST4 will be entered upon the derivation of the first result, and notifies the player that the specific game state ST4 will not be entered upon the derivation of the second result, but this is not limited to this. The derivation of the first result may suggest that the specific gaming state ST4 will be entered, and may also include cases where the specific gaming state ST4 will not be entered even if the first result is derived. In addition, the derivation of the second result may suggest that the specific gaming state ST4 will not be reached, and may include cases in which the specific gaming state ST4 is reached even when the second result is derived.

[0358] Alternatively, a special result may be provided in the first special game state ST2 with a different number of rounds that can be played, and the number of rounds that can be played may not be clearly announced when the special result is derived, but may be suggested or announced based on the result of the result-derived appearance in the first special game state ST2 or the second special game state ST3. In this case, when the first result is derived, it may be suggested or announced that there are more rounds that can be played or there are more game balls that can be acquired than when the second result is derived.

[0359] Furthermore, a probability setting means may be provided that sets the probability state that the result of the special chart variable display game after the end of the first special game state ST2 will be the first special result to either a normal probability state or a high probability state higher than the normal probability state, based on the type of special result, and the probability state to be set may not be clearly announced when the special result is derived, but may suggest or announce the probability state to be set based on the result of the result derivation appearance in the first special game state ST2 or the second special game state ST3. In this case, when the first result is derived, it is suggested or announced that the high probability state will be achieved.

[0360] In addition, the result-deriving display may be performed while the special chart change display game is being executed, and the results may suggest or notify content related to the special chart change display game. For example, the result of the result-derivation display may suggest or notify the result of the currently running special chart variable display game. In this case, if the first result is derived, it may suggest or notify that there is a higher possibility of a special result or a support win than if the second result is derived. In addition, by deriving a first result, it may be possible to suggest or notify that the result of the special chart change display game currently being executed is a specific special result, or by deriving a second result, it may be possible to suggest or notify that the result of the special chart change display game currently being executed is a non-specific special result. Furthermore, the result of the result-derivation appearance may suggest or notify that the ceiling has been reached. In this case, the first result may suggest or notify that the ceiling has been reached.

[0361] In addition, the occurrence of a reach state or the development of a reach state in the currently running special chart variable display game may be suggested or notified based on the result of the result derived appearance. In this case, when the first result is derived, it is suggested or notified that the possibility of the reach state occurring or the development of the reach state is higher than when the second result is derived. Furthermore, it is also possible to utilize the results of the advance reading. For example, if a special chart change display game currently being executed is in a reach state and a special chart change display game is being executed that will be in a reach state in the starting memory, a specific derivation mode can be used to suggest or notify the occurrence of both reach states. In addition, the result-deriving display may be started from a special chart change display game that precedes the special chart change display game based on the start memory that is the subject of the advance reading based on the advance reading result, and the result-deriving display may be executed across multiple special chart change display games, thereby suggesting or announcing the advance reading result.

[0362] Furthermore, a probability setting means may be provided that sets the probability state that the result of the special symbol variation display game after the end of the first special game state ST2 will be the first special result to either a normal probability state or a high probability state higher than the normal probability state based on the type of special result, and a fall lottery means that conducts a fall lottery to transition to the normal probability state for each special symbol variation display game when the high probability state is reached, and winning the fall lottery may be suggested or notified based on the result of the result derivation appearance. In this case, winning the fall lottery is suggested or notified when the second result is derived. Furthermore, depending on the result of the result-derived display, it may be suggested or notified that a transition to a presentation mode with a different presentation style, such as background, will occur. In addition, the probability setting value may be suggested or notified based on the results of the result derivation.

[0363] From the above, a gaming machine that executes a game based on the fulfillment of predetermined conditions and is capable of generating a state advantageous to the player is provided with a presentation control means (presentation control device 300) that controls the presentation of the game, and the presentation control means is capable of executing a result-derivation display that ultimately derives either a first result or a second result, suggesting or informing the player that deriving the first result is more advantageous to the player than deriving the second result, and is capable of executing a selection display selected from a plurality of types in the result-derivation display, each of which is set with a reliability (first reliability) that indicates the degree of likelihood that the first result wil...

Claims

Claim 1 In a gaming machine that executes a game based on the establishment of predetermined conditions and can generate a state advantageous to a player, production control means for controlling the production of the game; display means that is controlled by the production control means and can display the production of the game, and is provided with: The production control means is capable of displaying a plurality of types of predetermined images on the display means, A gaming machine characterized in that the plurality of types of predetermined images can be displayed in a predetermined order.