Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2022-08-05
- Publication Date
- 2026-07-07
AI Technical Summary
Existing gaming machines lack efficiency and visibility improvements in the arrangement and operation of gaming components on the gaming board, which affects player engagement and interest.
The gaming machine incorporates a system with inflow and ball entry sections, guiding mechanisms, and detection systems to manage game ball flow and operations, including a first and second operating means for triggering specific actions based on game ball entry, enhancing the gaming experience through strategic component placement and visibility.
This configuration enhances gaming efficiency and visibility, providing players with engaging and dynamic gameplay experiences by optimizing the flow and detection of game balls, thereby improving player engagement.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] In gaming machines, in order to create a gaming experience that enhances the enjoyment of the game, multiple types of gaming components (for example, various displays, various winning devices, and distribution devices) are arranged in the gaming area of the gaming board. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-192094 Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines, it is desirable to improve the efficiency and visibility of games by devising the types and positions of components arranged on the gaming board. [Means for solving the problem]
[0005] The gaming machine according to the present invention comprises: an inlet section (371) for allowing game balls to flow in one by one; A first operating means (372) operable to cause game balls to flow into the inflow section when a predetermined condition (a normal winning lottery in a time-saving game state) is established; A first ball entry section (376A) that triggers a second operation means (39A) different from the first operation means to execute a predetermined operation (opening operation of the second winning opening 315A) based on the game ball flowing in from the inflow section; a first detection unit (376Aa) for detecting a game ball entering the first ball entry unit; A second ball entry section (376B) that triggers a third operation means (39B) different from the first operation means and the second operation means to perform at least a specific operation (opening operation of the second winning opening 315B) based on the game ball flowing in from the inflow section; A second detection unit (376Ba) for detecting the entry of a game ball into the second ball entry unit; A guide means (374) that acts on the progress of the game ball that has flowed in from the inflow portion to guide the game ball to a predetermined flow path; A gaming machine equipped with This gaming machine is The guiding means is in a first state for guiding game balls that have flowed in from the inlet section to the first ball entry section, and when a predetermined number of game balls enter the first ball entry section, the guiding means is switched to a second state in which game balls cannot enter the first ball entry section but can enter the second ball entry section (a driving control (processing) of the movable guiding section 374), The third operating means is disposed at a position vertically above the second operating means when the gaming machine is viewed from the front. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a perspective view showing an example of the configuration of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 3] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 4] FIG. 2 is a front view showing an example of a gaming board of the gaming machine shown in FIG. [Figure 5] FIG. 2 is a front view showing an example of a gaming board of the gaming machine shown in FIG. [Figure 6] FIG. 2 is a front view showing an example of a gaming board of the gaming machine shown in FIG. [Figure 7] FIG. 2 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. [Figure 8] 2 is a block diagram showing an example of a storage area of a main control device of the gaming machine shown in FIG. 1. [Figure 9]FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 10] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 11] A block diagram showing an example of a general map reservation storage area in the memory area of the main control device shown in Figure 8. [Figure 12] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 13] FIG. 2 is a block diagram showing an example of a game information storage area in the memory area of the main control device. [Figure 14] FIG. 2 is a diagram schematically illustrating an example of a performance information display device of a main control device. [Figure 15] FIG. 10 is a diagram showing an example of a display on a performance display monitor of the performance information display device. [Figure 16] FIG. 10 is a diagram showing an example of display on a setting value display unit of the performance information display device. [Figure 17] 10 is a flowchart showing an example of a procedure for main timer interrupt processing executed by the main control device. [Figure 18] A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 17. [Figure 19] A flowchart showing an example of the steps of the first special chart hold command setting process executed in the start winning process of Figure 18. [Figure 20] 18 is a flowchart showing an example of a procedure for a through gate process executed in the main timer interrupt process of FIG. 17; [Figure 21] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 22] 22 is a flowchart showing an example of the procedure for the regular game control processing executed in the main processing of FIG. 21. [Figure 23] A flowchart showing an example of the procedure for the general map data setting process executed in the general map game control process of Figure 22. [Figure 24] A flowchart showing an example of the procedure for the normal map fluctuation start processing executed in the normal map game control processing of Figure 22. [Figure 25]A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 21. [Figure 26] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 21. [Figure 27] A flowchart showing an example of the procedure for special chart data setting processing executed in the special chart game control processing of Figure 26. [Figure 28] A flowchart showing an example of the procedure for special chart change start processing executed in the special chart game control processing of Figure 26. [Figure 29] 22 is a flowchart showing an example of the procedure for the jackpot game control process executed in the main process of FIG. 21. [Figure 30] 22 is a flowchart showing an example of the procedure for the jackpot game control process executed in the main process of FIG. 21. [Figure 31] 22 is a flowchart showing an example of the procedure for the jackpot game control process executed in the main process of FIG. 21. [Figure 32] 22 is a flowchart showing an example of the procedure for the jackpot game control process executed in the main process of FIG. 21. [Figure 33] 22 is a flowchart showing an example of the procedure for the game state transition process executed in the main process of FIG. 21. [Figure 34] 22 is a flowchart showing an example of the procedure for the game state transition process executed in the main process of FIG. 21. [Figure 35] 22 is a flowchart showing an example of the procedure for a game setting value change process executed in the main process of FIG. 21. [Figure 36] 22 is a flowchart showing an example of the procedure of a specific performance information update process executed in the main process of FIG. 21; [Figure 37] FIG. 37 is a diagram showing an example of base information updated in the specific performance information update process of FIG. 36. [Figure 38] 22 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 21; [Figure 39] 22 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 21; [Figure 40] 22 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 21; [Figure 41] 22 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 21; [Figure 42] 4 is a flowchart showing an example of a procedure for a sub-timer interrupt process executed by the sound lamp control device of the gaming machine shown in FIG. [Figure 43] 43 is a flowchart showing an example of the procedure of an operation detection process executed in the sub timer interrupt process of FIG. 42; [Figure 44] 44 is a flowchart showing an example of the procedure of an operation button operation detection process executed in the operation detection process of FIG. 43; [Figure 45] 44 is a flowchart showing an example of the procedure of an operation detection pattern determination process executed in the operation detection process of FIG. 43. [Figure 46] 10 is a table showing the relationship between detection patterns and operation situations. [Figure 47] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 48] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 49] A figure showing an example of a variation type table used to set the variation type (performance pattern type) to be executed when a variation pattern command is received in the command determination process of Figure 47. [Figure 50] A figure showing an example of a variation type table used to set the variation type (performance pattern type) to be executed when a variation pattern command is received in the command determination process of Figure 47. [Figure 51] Figure 51(A) is a diagram showing an example of the color of the decorative pattern, and Figure 51(B) is a diagram showing an example of the first stop pattern selection table used when a variable pattern command is received in the command determination process of Figure 47. [Figure 52]Figure 52(A) is a diagram showing an example of a first pending image display section, a variable image display section, and a previously variable image display section that are set in the pattern display section in the normal game state, and Figure 52(B) is a diagram showing an example of a second pending image display section and a variable image display section that are set in the pattern display section in the special game state and the time-saving game state. [Figure 53] A figure showing an example of a change in the pending image in the first pending image display section. [Figure 54] A flowchart showing an example of the procedure for the jackpot game presentation control process executed in the sub-timer interrupt process of Figure 42. [Figure 55] FIG. 10 is a front view showing an example of a gaming board of a gaming machine according to a second embodiment of the present invention. [Figure 56] 56 is a cross-sectional view showing the main parts of the feather device of the gaming machine shown in FIG. 55. [Figure 57] FIG. 3 is a cross-sectional view showing the main parts of the feather device. [Figure 58] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 59] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 60] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 61] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 62] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 63] A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 17. [Figure 64] A flowchart showing an example of the steps of the first special chart hold command setting process executed in the start winning process of Figure 63. [Figure 65] A flowchart showing an example of the procedure for the second special chart hold command setting process executed in the start winning process of Figure 63. [Figure 66] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 67] A flowchart showing an example of the procedure for the normal map fluctuation start processing executed in the normal map game control processing in the main processing of Figure 66. [Figure 68] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 66. [Figure 69] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 66. [Figure 70] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 66. [Figure 71] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 66. [Figure 72] A flowchart showing an example of the procedure for special chart data setting processing executed in the special chart game control processing of Figure 71. [Figure 73] A flowchart showing an example of the procedure for special chart change start processing executed in the special chart game control processing of Figure 71. [Figure 74] A flowchart showing an example of the procedure for the second special chart change pattern setting process B executed in the special chart change start process of Figure 73. [Figure 75] A flowchart showing an example of the procedure for the second special chart change pattern setting process B executed in the special chart change start process of Figure 73. [Figure 76] A flowchart showing an example of the procedure for the second special chart change pattern setting process B executed in the special chart change start process of Figure 73. [Figure 77] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 66. [Figure 78] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 66. [Figure 79] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 66. [Figure 80] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 66. [Figure 81] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 66. [Figure 82]A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 66. [Figure 83] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 66. [Figure 84] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 85] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 86] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 87] A flowchart showing an example of the procedure for the fluctuation type (fluctuation pattern) setting process executed in the command determination process of Figure 86. [Figure 88] 10A to 10C are diagrams showing examples of screens of the symbol display section in various game states. [Figure 89] A figure showing an example of a one-shot announcement effect for a RUSH effect. [Figure 90] FIG. 10 is a diagram showing an example of a battle effect in the RUSH effect. [Figure 91] FIG. 10 is a diagram showing an example of a battle effect in the RUSH effect. [Figure 92] FIG. 10 is a diagram showing an example of a result effect and a branch effect. [Figure 93] FIG. 11 is a front view showing an example of a gaming board of a gaming machine according to a third embodiment of the present invention. [Figure 94] FIG. 11 is a front view showing an example of a gaming board of a gaming machine according to a third embodiment of the present invention. [Figure 95] FIG. 11 is a front view showing an example of a gaming board of a gaming machine according to a third embodiment of the present invention. [Figure 96] FIG. 10 is a front view showing an example of the operation of a movable rotating accessory member provided on the game board. [Figure 97] FIG. 2 is a side view showing the periphery of a movable rotating accessory member with a portion cut away. [Figure 98] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 93. [Figure 99]A block diagram showing an example of a memory area of the main control device of the gaming machine shown in Figure 93. [Figure 100] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 101] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 102] A block diagram showing an example of a general map reservation storage area in the memory area of the main control device. [Figure 103] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 104] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 105] A flowchart showing an example of the procedure for the regular game control processing executed in the main processing of Figure 104. [Figure 106] A flowchart showing an example of the procedure for the general map data setting process executed in the general map game control process of Figure 105. [Figure 107] A flowchart showing an example of the procedure for the normal map fluctuation start processing executed in the normal map game control processing of Figure 105. [Figure 108] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 104. [Figure 109] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 104. [Figure 110] A flowchart showing an example of the steps of the special chart data setting process executed in the special chart game control process of Figure 109. [Figure 111] A flowchart showing an example of the procedure for special chart change start processing executed in the special chart game control processing of Figure 109. [Figure 112] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 104. [Figure 113] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 104. [Figure 114] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 104. [Figure 115] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 104. [Figure 116] 10 is a flowchart showing an example of a procedure of a sub-timer interrupt process executed by the voice lamp control device. [Figure 117] 107 is a flowchart showing an example of the procedure of the operation detection process executed in the sub-timer interrupt process of FIG. [Figure 118] 118 is a flowchart showing an example of the procedure of an operation button operation detection process executed in the operation detection process of FIG. [Figure 119] 118 is a flowchart showing an example of the procedure of an operation detection pattern determination process executed in the operation detection process of FIG. [Figure 120] 10 is a table showing the relationship between detection patterns and operation situations. [Figure 121] 107 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 106; [Figure 122] 107 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 106; [Figure 123] A figure showing an example of a first stop pattern selection table used when a variable pattern command is received in the command determination process of Figure 122. [Figure 124] 123 is a flowchart showing an example of the procedure for the stop symbol combination setting process executed in the command determination process of FIG. 122. [Figure 125] A flowchart showing an example of the steps of the special game effect setting process executed in the command determination process of Figure 122. [Figure 126] A figure showing an example of a variation type table used to set the variation type (performance pattern type) to be executed when a variation pattern command is received in the command determination process of Figure 122. [Figure 127] A figure showing an example of a variation type table used to set the variation type (performance pattern type) to be executed when a variation pattern command is received in the command determination process of Figure 122. [Figure 128] FIG. 10 is a diagram for explaining the timing of movement of the movable rotating accessory member. [Figure 129] 10A and 10B are diagrams for explaining the movable state of the movable rotating accessory member. [Figure 130] 10A and 10B are diagrams for explaining the drive pattern of the movable rotating accessory member. [Figure 131] 10A and 10B are diagrams for explaining the drive pattern of the movable rotating accessory member. [Figure 132] FIG. 10 is a diagram for explaining drive data for driving a movable rotating accessory member. [Figure 133] 10A and 10B are diagrams for explaining the drive pattern and drive data of the movable rotating accessory member. [Figure 134] 10A and 10B are diagrams for explaining the drive pattern and drive data of the movable rotating accessory member. [Figure 135] 10A and 10B are diagrams for explaining the drive pattern of the movable rotating accessory member. [Figure 136] FIG. 10 is a diagram for explaining drive data for driving a movable rotating accessory member. [Figure 137] 10A and 10B are diagrams for explaining the drive pattern and drive data of the movable rotating accessory member. [Figure 138] A flowchart showing an example of the steps of the special game effect setting process executed in the special game effect setting process of Figure 125. [Figure 139] A flowchart showing an example of the procedure for button effect setting processing executed in the special game effect setting processing of Figure 125. [Figure 140] FIG. 10 is a diagram for explaining button effects. [Figure 141] A flowchart showing an example of the procedure for special game presentation control processing executed in the sub-timer interrupt processing of Figure 106. [Figure 142] A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 143] A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 144]A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 145] A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 146] A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 147] A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 148] A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 149] A flowchart showing an example of the procedure for the movable rotating device control processing executed in the special game presentation control processing of Figure 141. [Figure 150] A flowchart showing an example of the procedure for button effect control processing executed in the special game effect control processing of Figure 141. [Figure 151] A flowchart showing an example of the procedure for button effect control processing executed in the special game effect control processing of Figure 141. [Figure 152] A flowchart showing an example of the procedure for the jackpot game presentation control processing executed in the sub-timer interrupt processing of Figure 106. [Figure 153] FIG. 10 is a diagram for explaining drive data for driving a movable rotating accessory member. [Fig. 154] FIG. 10 is a front view showing an example of a gaming board of a gaming machine according to a fourth embodiment of the present invention. [Figure 155] A diagram for explaining the special large prize winning device of the gaming machine shown in Figure 154. [Figure 156] A diagram for explaining the special large prize winning device of the gaming machine shown in Figure 154. [Figure 157] Figure 157(A) is a block diagram showing an example of part of the system configuration of the gaming machine shown in Figure 154, Figure 157(B) is a diagram showing the prize balls in the various winning slots, and Figure 157(C) is a diagram showing the types of signals output to the outside of the gaming machine. [Figure 158]FIG. 2 is a diagram showing the output forms of various signals output to the outside of the gaming machine. [Figure 159] FIG. 2 is a diagram showing the output forms of various signals output to the outside of the gaming machine. [Figure 160] 18 is a flowchart showing an example of a procedure for a through gate process executed in the main timer interrupt process of FIG. 17; [Figure 161] FIG. 10 is a diagram showing an example of transition of a game state. [Figure 162] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 163] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Fig. 164] A flowchart showing an example of the procedure for the regular game control processing executed in the main processing of Figure 163. [Figure 165] A flowchart showing an example of the procedure for the general map data setting process executed in the general map game control process of Figure 164. [Figure 166] A flowchart showing an example of the procedure for the normal map fluctuation start processing executed in the normal map game control processing of Figure 164. [Figure 167] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 163. [Figure 168] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 163. [Figure 169] A flowchart showing an example of the steps of the special chart data setting process executed in the special chart game control process of Figure 168. [Figure 170] A flowchart showing an example of the procedure for special chart change start processing executed in the special chart game control processing of Figure 168. [Figure 171] A flowchart showing an example of the procedure for managing the number of times special charts are played, which is executed in the main processing of Figure 163. [Figure 172] A flowchart showing an example of the procedure for managing the number of times special charts are played, which is executed in the main processing of Figure 163. [Figure 173] A flowchart showing an example of the procedure for special jackpot game control processing executed in the main processing of Figure 163. [Fig. 174] A flowchart showing an example of the procedure for special chart jackpot game control processing executed in the main processing of Figure 163. [Figure 175] A flowchart showing an example of the procedure for special chart jackpot game control processing executed in the main processing of Figure 163. [Figure 176] A flowchart showing an example of the procedure for special chart jackpot game control processing executed in the main processing of Figure 163. [Figure 177] A flowchart showing an example of the procedure for special power start control processing executed in the main processing of Figure 163. [Figure 178] A flowchart showing an example of the procedure for the V-winning jackpot game control processing executed in the main processing of Figure 163. [Figure 179] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 163. [Figure 180] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 163. [Figure 181] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 163. [Figure 182] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 163. [Figure 183] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 163. [Figure 184] 164 is a flowchart showing an example of the procedure of a signal output process executed in the main process of FIG. 163. [Figure 185] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 186] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 187] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 188] FIG. 10 is a diagram showing an example of a screen on a pattern display unit. [Figure 189] FIG. 10 is a diagram showing an example of a screen on a pattern display unit. [Figure 190] 10 is a diagram showing an example of a screen on a symbol display unit. [Figure 191] FIG. 11 is a front view showing an example of a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 192] A cross-sectional view showing the main parts of the feather device of the gaming machine shown in Figure 191. [Figure 193] FIG. 3 is a cross-sectional view showing the main parts of the feather device. [Figure 194] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 191. [Figure 195] A block diagram showing an example of the system configuration of a display control device of the gaming machine shown in Figure 191. [Figure 196] FIG. 10 is an explanatory diagram illustrating an image displayed when the power is turned on. [Figure 197] (A) is an explanatory diagram illustrating rear surface A, and (B) is an explanatory diagram illustrating rear surface B. [Figure 198] FIG. [Figure 199] FIG. 4 is a schematic diagram showing an example of a display data table. [Figure 200] FIG. 10 is a schematic diagram showing an example of an additional data table. [Figure 201] FIG. 4 is a schematic diagram illustrating an example of a transfer data table. [Figure 202] FIG. 10 is a schematic diagram illustrating an example of a drawing list. [Figure 203] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 204] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 205] (A) and (B) are diagrams showing an example of a table used in the main control device of the gaming machine shown in Figure 191, and (C) is a diagram showing an example of the presentation flow for special game presentations. [Figure 206] A figure showing an example of a re-lottery effect in a special game effect. [Figure 207] A figure showing an example of a re-lottery effect in a special game effect. [Figure 208]A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 17. [Figure 209] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 210] A flowchart showing an example of the procedure for the normal game control processing executed in the main processing of Figure 209. [Figure 211] A flowchart showing an example of the procedure for the general map data setting process executed in the general map game control process of Figure 210. [Figure 212] A flowchart showing an example of the procedure for the normal map fluctuation start processing executed in the normal map game control processing of Figure 210. [Figure 213] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 209. [Figure 214] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 209. [Figure 215] A flowchart showing an example of the steps of the special chart data setting process executed in the special chart game control process of Figure 214. [Figure 216] A flowchart showing an example of the procedure for special chart change start processing executed in the special chart game control processing of Figure 214. [Figure 217] A flowchart showing an example of the procedure for managing the number of special game plays executed in the main processing of Figure 209. [Figure 218] A flowchart showing an example of the procedure for managing the number of special game plays executed in the main processing of Figure 209. [Figure 219] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 209. [Figure 220] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 209. [Figure 221] (A) is a diagram showing an example of calculating the break-even point, and (B) is a diagram showing an example of the opening presentation of a small win game. [Figure 222] A figure showing an example image of the opening presentation of a small win game. [Figure 223] FIG. 10A is a diagram showing a modified example of the opening effect (border notification) for small win games, and FIGS. 10B and 10C are diagrams showing example images of modified example of the opening effect (border notification) for small win games. [Figure 224] (A) is an example of an image of a border notification in a special game, and (B) is an example of an image of a V winning display in a small win game. [Figure 225] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Figure 226] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Figure 227] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Figure 228] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Figure 229] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 209. [Figure 230] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 209. [Figure 231] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 209. [Figure 232] A flowchart showing an example of the main processing procedure executed by the voice lamp control device of the gaming machine shown in Figure 191. [Figure 233] A flowchart showing an example of the procedure for vibration sensor input monitoring and performance processing executed in the main processing of Figure 232. [Figure 234] 233 is a flowchart showing an example of the procedure for command determination processing executed in the main processing of FIG. 232. [Figure 235] 233 is a flowchart showing an example of the procedure for command determination processing executed in the main processing of FIG. 232. [Figure 236] 233 is a flowchart showing an example of the procedure for command determination processing executed in the main processing of FIG. 232. [Figure 237] 233 is a flowchart showing an example of the procedure for command determination processing executed in the main processing of FIG. 232. [Figure 238] 233 is a flowchart showing an example of the procedure for command determination processing executed in the main processing of FIG. 232. [Figure 239] A flowchart showing an example of the procedure for sub-timer interrupt processing executed by the voice lamp control device of the gaming machine shown in Figure 191. [Figure 240] A flowchart showing an example of the main processing procedure executed by the display control device of the gaming machine shown in Figure 191. [Figure 241] 1A is a flowchart showing an example of a procedure for command interrupt processing executed by a display control device, and FIG. 1B is a flowchart showing an example of a procedure for V interrupt processing executed by a display control device. [Figure 242] A flowchart showing an example of the procedure for command determination processing executed in the V interrupt processing of Figure 241 (B). [Figure 243] (A) is a flowchart showing an example of the procedure for processing the number of reserved balls command executed in the command determination process of Figure 242, (B) is a flowchart showing an example of the procedure for processing the confirmed command executed in the command determination process of Figure 242, and (C) is a flowchart showing an example of the procedure for processing the demo command executed in the command determination process of Figure 242. [Figure 244] (A) is a flowchart showing an example of the procedure for variable pattern command processing executed in the command determination process of Figure 242, and (B) is a flowchart showing an example of the procedure for stop type command processing executed in the command determination process of Figure 242. [Figure 245] (A) is a flowchart showing an example of the procedure for continuous preview command processing executed in the command determination processing of Figure 242, and (B) is a flowchart showing an example of the procedure for background image change command processing executed in the command determination processing of Figure 242. [Figure 246] (A) is a flowchart showing an example of the procedure for operation button operation command processing executed in the command judgment processing of Figure 242, and (B) is a flowchart showing an example of the procedure for error command processing executed in the command judgment processing of Figure 242. [Figure 247] A flowchart showing an example of the procedure of the display setting process executed in the V interrupt process of Figure 241 (B). [Figure 248] A flowchart showing an example of the procedure of the display setting process executed in the V interrupt process of Figure 241 (B). [Figure 249] (A) is a flowchart showing an example of the procedure for the pending image setting process executed in the display setting process of Figure 248, (B) is a flowchart showing an example of the procedure for the warning image setting process executed in the display setting process of Figure 248, and (C) is a flowchart showing an example of the procedure for the operation button operation process executed in the display setting process of Figure 248. [Figure 250] 249 is a flowchart showing an example of the procedure of a comparison process executed in the display setting process of FIG. 248; [Figure 251] 249 is a flowchart showing an example of the procedure for button update processing executed in the display setting processing of FIG. 248; [Figure 252] (A) is a flowchart showing an example of the procedure for the transfer setting processing executed in the V interrupt processing of Figure 241(B), and (B) is a flowchart showing an example of the procedure for the resident image transfer setting processing executed in the transfer setting processing of Figure 252(A). [Figure 253] Figure 252(A) is a flowchart showing an example of the procedure for normal image transfer setting processing executed in the transfer setting processing. [Figure 254] A flowchart showing an example of the procedure of the drawing process executed in the V interrupt process of Figure 241 (B). [Figure 255] FIG. 13 is a front view showing an example of a gaming board of a gaming machine according to a sixth embodiment of the present invention. [Figure 256] A diagram for explaining the first winning opening, the second winning opening, the first opening / closing member, and the second opening / closing member. [Figure 257] FIG. 10 is a diagram for explaining a ball distribution device. [Figure 258] A diagram for explaining a variable winning device. [Figure 259] A diagram for explaining a variable winning device. [Figure 260]Figure 260(A) is a block diagram showing an example of the main parts of the system configuration of a gaming machine, and Figure 260(B) is a diagram showing the number of winning balls when gaming balls enter various ball entry sections. [Figure 261] FIG. 2 is a diagram showing the game flow (transition of game state) of the gaming machine. [Figure 262] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 263] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 264] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 265] A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 17. [Figure 266] 18 is a flowchart showing the procedure of a through gate process executed in the main timer interrupt process of FIG. 17; [Figure 267] 4 is a flowchart showing an example of a procedure of a main process executed by a main control device. [Figure 268] A flowchart showing an example of the procedure for the regular game control processing executed in the main processing of Figure 267. [Figure 269] A flowchart showing an example of the procedure for the general map data setting process executed in the general map game control process of Figure 268. [Figure 270] A flowchart showing an example of the procedure for the normal map fluctuation start processing executed in the normal map game control processing of Figure 268. [Fig. 271] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 267. [Fig. 272] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 267. [Fig. 273] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 267. [Fig. 274] A figure showing an example of a pseudo-jackpot game pattern command. [Figure 275] FIG. 10 is a diagram showing an example of a pseudo-jackpot game presentation pattern. [Figure 276]A diagram to explain the special 2 game presentation pattern. [Figure 277] FIG. 10 is a diagram for explaining a small win game presentation pattern. [Fig. 278] FIG. 10 is a diagram for explaining a jackpot game presentation pattern. [Figure 279] FIG. 10 is a diagram for explaining a pseudo-jackpot game presentation (display) in an example of a jackpot game presentation pattern (jackpot game presentation pattern A1). [Figure 280] A flowchart showing an example of the steps of the special chart data setting process executed in the special chart game control process of Figure 273. [Figure 281] A flowchart showing an example of the procedure for special chart change start processing executed in the special chart game control processing of Figure 273. [Figure 282] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Figure 283] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Fig. 284] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Figure 285] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Figure 286] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Figure 287] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 267. [Figure 288] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 267. [Figure 289] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 267. [Figure 290] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 267. [Figure 291]43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 292] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Figure 293] 43 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 42; [Fig. 294] FIG. 13 is a front view showing an example of a gaming board of a gaming machine according to a seventh embodiment of the present invention. [Figure 295] A figure showing an example of display on the pattern display unit in special pattern play. [Figure 296] 10A and 10B are diagrams showing examples of display on the symbol display unit in small win games and big win games. [Figure 297] A diagram showing the area around the second winning slot and non-electric devices. [Figure 298] Cross-sectional view for explaining a variable winning device. [Figure 299] Cross-sectional view for explaining a variable winning device. [Figure 300] FIG. 10 is a cross-sectional view illustrating a non-electrically operated device. [Figure 301] FIG. 10 is a cross-sectional view illustrating a non-electrically operated device. [Figure 302] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 294. [Figure 303] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 304] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 305] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 306] A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 17. [Figure 307] 18 is a flowchart showing the procedure of a through gate process executed in the main timer interrupt process of FIG. 17; [Figure 308] 4 is a flowchart showing an example of a procedure of a main process executed by a main control device. [Figure 309]A flowchart showing an example of the procedure for regular game control processing executed in the main processing of Figure 308. [Figure 310] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 308. [Figure 311] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 308. [Figure 312] A flowchart showing an example of the procedure for special game control processing executed in the main processing of Figure 308. [Figure 313] A flowchart showing an example of the steps of the special chart data setting process executed in the special chart game control process of Figure 312. [Figure 314] A flowchart showing an example of the procedure for special chart change start processing executed in the special chart game control processing of Figure 312. [Figure 315] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Figure 316] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Figure 317] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Figure 318] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Figure 319] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Figure 320] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 308. [Figure 321] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 308. [Figure 322] A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 308. [Figure 323]A flowchart showing an example of the steps of the game state transition processing executed in the main processing of Figure 308. [Figure 324] A diagram for explaining the operation of the gaming machine shown in Figure 294. [Figure 325] A diagram for explaining the operation of the gaming machine shown in Figure 294. [Figure 326] A diagram for explaining the operation of the gaming machine shown in Figure 294. [Figure 327] A diagram for explaining the operation of the gaming machine shown in Figure 294. DETAILED DESCRIPTION OF THE INVENTION
[0007] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings to help understand the present invention. Note that the following embodiments are examples of specific embodiments of the present invention and do not limit the technical scope of the present invention.
[0008] [First embodiment] First, a gaming machine 10 according to a first embodiment of the present invention will be described with reference to FIGS.
[0009] [General configuration of gaming machine 10] 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are development views of the gaming machine 10, and FIGS. 4 to 6 are front views of the gaming board 31 of the gaming machine 10. Hereinafter, the expressions front, back, left, right, and up and down used in this embodiment are defined by the front-back direction D1, the up-down direction D2, and the left-right direction D3 shown in FIGS. 1 to 3.
[0010] 1 to 3, the gaming machine 10 is a pachinko gaming machine including a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a gaming hall by fixing the outer frame 14 to an island facility (not shown) of the gaming hall. Note that, in this embodiment, a pachinko gaming machine will be described as an example of a gaming machine, but the present invention can also be applied to other gaming machines such as a slot machine, an arrange ball gaming machine, and a jankyu gaming machine.
[0011] [Front Frame 11 Configuration] The left end of the front frame 11 is rotatably supported by the outer frame 14, allowing it to be opened and closed relative to the outer frame 14. The left end of the inner frame 12 is rotatably supported by the front frame 11, allowing it to be opened and closed relative to the front frame 11. The left end of the back pack unit 13 is rotatably supported by the inner frame 12, allowing it to be opened and closed relative to the inner frame 12.
[0012] The front frame 11 includes an operation button 20, a selection / determination section 21, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, and an illumination section 27, etc.
[0013] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see FIG. 7) that switches the input signal to the sound lamp control device 5 described below depending on whether or not the operation button 20 is pressed. This allows the sound lamp control device 5 to determine the operation state (operation or no operation) of the operation button 20. This operation button 20 is operated to execute an operation button effect that is executed in response to an operation of the operation button 20 by the player during a predetermined operation acceptance period in a special symbol game effect that is executed in a special symbol game to clearly show the result of the jackpot lottery to the player.
[0014] The position where the operation button 20 is installed is not limited to the front of the upper tray 23, and may be any position on the front frame 11 as long as it is a position where the player can operate it. The operation button 20 is not limited to one, and may be two or more. The operation button 20 may also be equipped with a jog dial. In this case, by operating the jog dial, desired items can be provisionally selected from options (items) on various setting screens when configuring various game settings, such as the performance stage (background performance), characters, music during jackpot play, as well as the frequency of selection of predetermined effects and the likelihood of a jackpot, and the provisionally selected option (item) can be selected by operating the operation button 20.
[0015] Furthermore, one or more operation means such as the operation button 20 that accepts operation by the player may be provided. Examples of the operation means include, in addition to the operation button 20, a rotatable handle, a rotatable lever, a push-in member that can move back and forth or up and down (reciprocating), a touch panel provided on the symbol display unit 341 or the sub-movable display unit 38 described below, or a combination of two or more of these operation means (for example, an operation means that can rotate and move back and forth), and the operation button 20 may be provided on these operation means (for example, an operation means in which the operation button 20 or a touch panel is provided on a handle or lever).
[0016] The selection determination unit 21 is operated by the player, and is a push button that is used when the player presses it, for example, in a standby state where no game is being played, to set various game settings. Examples of various game settings include setting the characters that appear in game effects, setting the frequency of various effects such as button effects, and setting the probability of winning a jackpot for various effects. The selection determination unit 21 includes multiple selection buttons 21A and a determination button 21B.
[0017] The multiple selection buttons 21A are operated by a player to provisionally select a desired item from options (items) on various setting screens when configuring various game settings, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Here, provisional selection means that the provisional selection is confirmed (stored in RAM 512) by operating the enter button 21B. As shown in FIG. 7, each of the selection buttons 211-214 includes an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d that switch input signals to the voice lamp control device 5. These switches 211a-211d are connected to the input / output I / F of the voice lamp control device 5. Therefore, the voice lamp control device 5 can determine whether or not each of the selection buttons 211-214 has been operated based on the input signals of the switches 211a-211d.
[0018] Furthermore, in this embodiment, when it is detected that an operation for each of the selection buttons 211 to 214 has started, it is determined that an operation for each of the selection buttons 211 to 214 has been performed. Of course, when it is detected that an operation for each of the selection buttons 211 to 214 is continuing or has ended, it may be determined that an operation for each of the selection buttons 211 to 214 has been performed.
[0019] On the other hand, the decision button 21B is operated by the player to decide the provisionally selected item. The decision button 21B also includes a decision operation switch 21Ba that switches an input signal to the voice lamp control device 5 described below. The decision operation switch 21Ba is connected to the input / output I / F of the voice lamp control device 5. Therefore, the voice lamp control device 5 can determine whether or not the decision operation switch 21Ba has been operated based on the input signal of the decision operation switch 21Ba.
[0020] Also, instead of the multiple selection buttons 21A (211-214) and the decision button 21B, the symbol display unit 341 and the sub-movable display unit 38 described below may be equipped with a touch panel that accepts player operations, and the touch panel may be provided as an operation means. Also, instead of the multiple selection buttons 21A (211-214), a rotary member such as a jog dial may be provided. Furthermore, the selection operation switches 211a-211d and the decision operation switch 21Ba (see FIG. 7) are contact type switches, but may be, for example, piezoelectric elements as long as they can be used to detect whether or not an operation by a player has been performed.
[0021] The launch handle 22 is a rotary handle that is operated by the player to launch game balls. In the gaming machine 10, basic games are played by launching game balls from a game ball launching mechanism 32 (described below) with a strength that corresponds to the amount of rotation of the launch handle 22 by the player. In the gaming machine 10, when the launch handle 22 is being operated by the player, the game ball launching mechanism 32 is driven and controlled so that one game ball is launched toward the play area every 0.6 seconds.
[0022] The upper tray 23 is disposed below the panel 25, and is used to store game balls dispensed from the dispensing device 132 of the dispensing mechanism 130 described below, and to guide the stored game balls in a single row to the game ball launching mechanism 32. The lower tray 24 is disposed further below the upper tray 23, and is used to store game balls that are surplus to the upper tray 23.
[0023] The panel 25 is made of colorless, transparent or colored, transparent glass or synthetic resin, which allows the player to see the game board 31 in the inner frame 12 from the front of the gaming machine 10. The speakers 26 are a pair of speakers provided on the left and right sides of the upper end of the front frame 11, and perform an audio output effect by outputting sound. Note that the installation position of the speakers 26 is not limited to the upper end of the front frame 11. The illumination unit 27 also incorporates a light source such as an indicator lamp or LED, and performs lamp effects by changing lighting colors or flashing modes such as turning on or off.
[0024] [Configuration of inner frame 12] 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. As described above, the inner frame 12 is rotatably supported at its left end by the front frame 11, so that the inner frame 12 can be opened and closed relative to the front frame 11. Therefore, the game board 31, the game ball launching mechanism 32, and the control unit 33 can be opened and closed relative to the front frame 11. Note that the surface of the game board 31 is not shown in FIG. 2 to simplify the illustration.
[0025] The control unit 33 is provided on the rear side of the gaming board 31, and includes a main control unit 331 and a sub-control unit 332. In the gaming machine 10, commands (control signals) for instructing control content are transmitted in one direction from the main control unit 331 to the sub-control unit 332. Details of the main control unit 331 and the sub-control unit 332 will be described later.
[0026] As shown in Figure 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general winning opening 313, a first winning opening 314, a second winning opening 315, a variable winning opening 316, through gates 317L, 317R, an outlet 318, a variable display unit 34, a main display section 36, a sub-movable display section 38, and a movable accessory member 39.
[0027] The inner rail 311 and the outer rail 312 are transport paths for sending the game balls launched from the game ball launching mechanism 32 toward the game area on the surface of the game board 31. After being launched from the inner rail 311 and the outer rail 312, game balls that do not enter the general winning opening 313, the first winning opening 314, the second winning opening 315, or the variable winning opening 316 are discharged from the outlet 318.
[0028] 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 322, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and outer rail 312 of the game board 31, and guides game balls launched from the game ball launching mechanism 32 to the inner rail 311 and outer rail 312. The ball feeding device 322 has a driving means such as a solenoid, and supplies game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is a driving means that launches the game balls supplied onto the launching rail 321 toward the inner rail 311 and outer rail 312. In the gaming machine 10, the solenoid 323 is driven and controlled in response to operation of the launch handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 onto the game board 31. The game ball launching mechanism 32 may be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.
[0029] Returning to the explanation of FIG. 4, openings that penetrate the game board 31 in the front-to-rear direction are formed in the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the outlet 318. Then, on the back side of the game board 31, ball entry sensors 313a, 314a, 315a, 316a (see FIG. 7) that can individually detect entering game balls are provided corresponding to each of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316. Furthermore, game balls that pass through the openings of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the outlet 318 are collected on the back side of the game board 31 and are detected by the out ball sensor 318a (see FIG. 7) described below. The through gates 317L, 317R are gates that penetrate vertically through which gaming balls can pass, and are equipped with ball entry sensors 317La, 317Ra (see FIG. 7) that can individually detect gaming balls passing through the through gates 317L, 317R. On the gaming board 31, a gaming ball launched into the left region of the gaming board 31 may pass through the through gate 317L, and a gaming ball launched into the right region of the gaming board 31 may pass through the through gate 317R. When the ball entry sensors 317La, 317Ra (see FIG. 7) detect the passage of a gaming ball, a regular winning lottery is held to determine whether or not to open the second winning slot 315. If the result of the regular winning lottery is a winning one, the opening of the electric device 315b (described below) allows the gaming ball to enter the second winning slot 315. In other words, in the gaming machine 10, it is possible to cause a gaming ball to enter the second winning slot 315 not only in the special gaming state (high probability mode and high frequency support mode) and the time-saving gaming state (low probability mode and high frequency support mode), but also in the normal gaming state (low probability mode and low frequency support mode) by shooting the gaming ball into the left area of the gaming board 31.
[0030] In the high probability mode, the probability of a jackpot being determined as a result of the jackpot lottery is high (see FIG. 9(B)), and the mode is easy to transition to a jackpot game state in which a jackpot game is played, whereas in the low probability mode, the probability of a jackpot being determined as a result of the jackpot lottery is low (see FIG. 9(A)), and the mode is hard to transition to a jackpot game state in which a jackpot game is played. Also, in the high frequency support mode, the probability of a normal win resulting from a normal win lottery is high (see FIG. 12(B)), and the frequency of operation of the electric device 315b described below is high, so the mode is easy to allow a game ball to enter the second winning slot 315, whereas in the low frequency support mode, the probability of a normal win resulting from a normal win lottery is low (see FIG. 12(A)), and the frequency of operation of the electric device 315b is low, so the mode is hard to allow a game ball to enter the second winning slot 315.
[0031] The entrance ball sensors 313a-316a, 317La, 317Ra, and the out ball sensor 318a (see FIG. 7) are electrically connected to the main control unit 331, and the detection results of the entrance ball sensors 313a-316a, 317La, 317Ra, and the out ball sensor 318a are input to the main control unit 331. The main control unit 331 (MPU 41) sends a command to the payout control device 7 to pay out game balls based on the detection results of the entrance ball sensors 313a-316a. Hereinafter, the detection of an entrance ball by the entrance ball sensors 313a-316a may be referred to as a winning. The main control unit 331 (MPU 41) also counts the number of out balls based on the detection results of the out ball sensor 318a. The counted number of out balls corresponds to the number of launched game balls launched onto the game board 31 by the game ball launching mechanism 32.
[0032] The ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are, for example, electromagnetic induction type proximity sensors, but may also be any sensors that can individually detect the entry of game balls using other detection methods.
[0033] The second winning opening 315 is provided with an electric device (electric device) 315b that switches between restricting and restricting the entry of game balls into the second winning opening 315. The electric device 315b is opened and closed by a driving means such as a solenoid provided on the back side of the gaming board 31. When the electric device 315b is opened, game balls can enter the second winning opening 315, and when the electric device 315b is closed, the entry of game balls into the second winning opening 315 is restricted.
[0034] Furthermore, the variable winning opening 316 is provided with an opening / closing door 319 that switches whether or not game balls can enter the variable winning opening 316. The opening / closing door 319 is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. On the game board 31, opening the opening / closing door 319 allows game balls to enter the variable winning opening 316, and closing the opening / closing door 319 restricts game balls from entering the variable winning opening 316. The opening / closing door 319 is moved to a position that opens the variable winning opening 316 during round play in the opening / closing execution mode in a jackpot game, and is otherwise kept waiting in a position that closes the variable winning opening 316. This allows game balls shot into the right area of the game board 31 during round play in a jackpot game to enter the variable winning opening 316.
[0035] In the gaming machine 10, when the ball entrance sensor 314a or the ball entrance sensor 315a detects the entrance of a gaming ball into the first winning opening 314 or the second winning opening 315, a jackpot lottery is held by the main control unit 331. The main control unit 331 then controls the display on the main display section 36 in accordance with the lottery result. The lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display on the variable display unit 34 and the like in accordance with the lottery result.
[0036] In addition, in the gaming machine 10, when the ball entry sensors 313a to 316a detect the entry of game balls into the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, a preset number of prize balls are paid out. For example, the number of prize balls when a ball enters the general winning opening 313 is 10, the number of prize balls when a ball enters the first winning opening 314 or the second winning opening 315 is 3, and the number of prize balls when a ball enters the variable winning opening 316 is 10. In particular, in the gaming machine 10, when the result of the lottery performed by the main control unit 331 is a jackpot, the gaming machine 10 transitions to a jackpot game state, and a round game, described below, in which the variable winning opening 316 is opened is repeated a predetermined number of times (for example, 5 or 16 times), so that a large number of prize balls can be expected to be paid out.
[0037] Furthermore, when a gaming ball enters the first winning slot 314 or the second winning slot 315, a jackpot lottery is held. If the lottery result is a win, the game transitions to a predetermined jackpot gaming state that is more advantageous than the normal gaming state. In this embodiment, the jackpot gaming state includes a 5R jackpot gaming state (5R normal jackpot gaming state and 5R variable probability jackpot gaming state) and a 16R variable probability jackpot gaming state. The 5R jackpot gaming state is a gaming state that includes an open / close execution mode in which the variable winning slot 316 is opened and a round game is played five times until a predetermined time has elapsed or until an upper limit number (e.g., nine) or more gaming balls enter the variable winning slot 316. The 16R probability variable jackpot game state is a game state including an open / close execution mode in which round games are played 16 times, and is a game state in which a larger number of prize balls can be expected to be paid out than in the 5R jackpot game state, making it more advantageous to the player than the 5R jackpot game state.
[0038] As shown in FIG. 4, the variable display unit 34 has a symbol display section 341, such as a liquid crystal display, arranged so as to be visible through an opening 31A formed in the approximate center of the gaming board 31. This symbol display section 341 displays still or moving images, and the display content of the symbol display section 341 is controlled by the sub-control unit 332. Specifically, the symbol display section 341 displays various image effects, such as a variable display effect of decorative symbols corresponding to the result of a jackpot lottery performed by the main control unit 331 in response to a ball entering the first winning slot 314 or the second winning slot 315, and a special symbol game effect executed in conjunction with the variable display effect. The symbol display section 341 may also have a dot matrix display, a plasma display, an organic light-emitting diode (OLED) display, or the like, or may be a combination of a liquid crystal display or plasma display and an organic light-emitting diode (OLED) display, or may further have a touch panel that accepts touch operations by the player.
[0039] For example, the variable display of decorative symbols in the symbol display unit 341 is performed by scrolling multiple types of decorative symbols numbered "1" to "9" in order vertically, horizontally, diagonally, etc. Note that sub-symbols such as other letters or symbols may be displayed between the decorative symbols. In this embodiment, there are no sub-symbols, and there are nine types of decorative symbols numbered "1" to "9."
[0040] In the gaming machine 10, in a special symbol game, the display of the decorative symbols is executed so that the variation of all decorative symbols stops after a preset variation display time has elapsed since the start of the symbol variation display in the symbol display unit 341. More specifically, in the display of the decorative symbols, first, all decorative symbols vary along a preset variation direction (for example, horizontally, vertically, etc.), and then the variation of multiple decorative symbols stops in order. Then, when the variation of the decorative symbols on all lines has stopped and a predetermined time has elapsed, the display of the decorative symbols ends.
[0041] When the display of the decorative symbols on the symbol display unit 341 has finished changing, the symbol display unit 341 displays the decorative symbols lined up on one or more active lines. At this time, the stopped state of the decorative symbols indicates or suggests the result of the jackpot lottery by the main control unit 331. For example, if the lottery result is a "5R probability jackpot," a "16R probability jackpot," or a "5R normal jackpot," the same type of decorative symbols lined up on the active lines are displayed, indicating that a jackpot has been won. The type of jackpot may also be indicated by the combination of decorative symbols on the active lines, but this is not always the case. Specifically, for example, if the lottery result is a "16R probability jackpot," a decorative symbol combination such as "777," which is set as a symbol combination indicating a 16R probability jackpot, is displayed lined up on the active lines, or a combination of the same decorative symbols other than "777" is displayed lined up on the active lines. Furthermore, if the lottery result is a "5R probability variable jackpot," a state in which a combination of decorative symbols, such as "333," which has been set in advance as a combination indicating a 5R probability variable jackpot, is lined up on the active line, or a combination of the same decorative symbols, such as "777" or "333," other than the combination of symbols indicating a 16R probability variable jackpot or a 5R probability variable jackpot, is lined up on the active line. Furthermore, if the lottery result is a "5R normal jackpot," a state in which a combination of the same decorative symbols, such as "222" or "444," which has been set in advance as a combination indicating a normal jackpot, is lined up on the active line, is displayed. Furthermore, if the lottery result is a "loss," a state in which a different combination of decorative symbols (such as "323" or "723") is lined up on the active line is displayed.
[0042] In addition, the symbol display unit 341 displays a special symbol game effect that suggests the likelihood of the lottery result being a jackpot, along with the display of the changing decorative symbols during the special symbol game. If the lottery result is a "16R probability jackpot" and a jackpot symbol combination other than the decorative symbol combination indicating a 16R probability jackpot is displayed along an active line, a suggestion effect is executed as a special symbol game effect, suggesting that the jackpot is a 5R probability jackpot or a 5R regular jackpot. In this case, an upgrade effect is executed in the jackpot game effect, clearly indicating that the lottery result for the special symbol game is a 16R probability jackpot. Similarly, if the lottery result is a "5R probability jackpot" and a jackpot symbol combination other than the decorative symbol combination indicating a probability jackpot is displayed along an active line, a suggestion effect is executed as a special symbol game effect, suggesting that the jackpot is a 5R regular jackpot. In this case, in the jackpot game presentation, an advancement presentation is executed to clearly indicate that the lottery result for the special game is a 5R probability jackpot.
[0043] Furthermore, when the gaming state shifts to a jackpot gaming state, the symbol display section 341 displays jackpot gaming effects including an opening effect, an opening / closing execution mode effect, and an ending effect.
[0044] The sub-movable display unit 38 includes a display device 381 such as a liquid crystal display, and is provided in the left area on the front side of the symbol display unit 341. This sub-movable display unit 38 is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see FIG. 7), and based on a display variation pattern command transmitted from the MPU 51 of the sound lamp control device 5, image effects are executed on the display device 381 together with the symbol display unit 341 in a special symbol game or a jackpot game under the control of the MPU 61.
[0045] The display device 381 may be a dot matrix display, a plasma display, an organic EL display, or a combination of a liquid crystal display or a plasma display with an organic EL display. In addition to the display device 381, the sub movable display unit 38 may further have a touch panel that accepts touch operations by the player.
[0046] 5. The sub movable display section 38 is movable in the left-right direction D3 between a standby position (position shown in FIG. 4) indicated by an imaginary line in FIG. 5 and an operating position indicated by a solid line in FIG.
[0047] 7, the gaming machine 10 has a motor 38a that supplies driving force to the sub-movable display unit 38 and a return detection unit 38b that detects whether the sub-movable display unit 38 has returned to the standby position. The motor 38a is a stepping motor, a DC motor, or the like, and the return detection unit 38b is an optical sensor, a contact sensor, or the like. The sub-movable display unit 38 and the motor 38a are connected via a drive transmission mechanism such as a drive gear (not shown), and depending on the rotation direction of the motor 38a, the sub-movable display unit 38 is moved to the right (operation direction) from the standby position (see FIG. 4) toward the operation position (solid line position in FIG. 5) or to the left (return direction) from the operation position (solid line position in FIG. 5) toward the standby position (see FIG. 4). For example, the sub-movable display unit 38 is moved from the standby position (see Figure 4) to the operating position (solid line position in Figure 5) by rotating the motor 38a in the forward direction, and conversely, the sub-movable display unit 38 is moved from the operating position (solid line position in Figure 5) to the standby position (see Figure 4) by rotating the motor 38a in the reverse direction.
[0048] The gaming machine 10 also includes a motor driver 38c to which a motor 38a and a recovery detection unit 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the voice and lamp control device 5. The motor driver 38c controls the motor 38a in accordance with control instructions from the voice and lamp control device 5. The motor driver 38c is also capable of acquiring the detection result of the recovery detection unit 38b and transmitting it to the voice and lamp control device 5. Note that the motor driver 38c may be omitted, and the motor 38a and the recovery detection unit 38b may be directly connected to the input / output I / F 52 of the voice and lamp control device 5 and controlled by the voice and lamp control device 5.
[0049] The sub-movable display unit 38 is operated to execute effects related to the results of the jackpot lottery during special symbol games and jackpot games. For example, during special symbol games, the sub-movable display unit 38 operates as a jackpot confirmation effect indicating that the result of the jackpot lottery is a jackpot, as well as a chance-up effect that increases the likelihood of the lottery result being a jackpot. Furthermore, during jackpot games, the sub-movable display unit 38 can be operated as an advancement effect (such as an advancement effect from the number of rounds in a jackpot game or an advancement effect from a normal jackpot to a probability variable jackpot) that indicates that the actual result of the lottery is more favorable to the player than the result suggested by the special symbol game effect. Furthermore, during jackpot games, the sub-movable display unit 38 can also be operated as a reserved consecutive win confirmation effect that notifies the player that the results of the jackpot lottery include a jackpot while the right to play a special symbol game, which is executed after the end of a jackpot game, is reserved.
[0050] The standby position and operating position of the sub-movable display unit 38 are not limited to the left area on the front side of the symbol display unit 341, and may be elsewhere. The number of sub-movable display units 38 is not limited to one, and may be multiple, and the multiple sub-movable display units 38 may cooperate, be linked, be driven, or follow. The sub-movable display unit 38 may be movable in other directions in addition to or instead of the left-right direction D3. For example, the sub-movable display unit 38 may be movable in the up-down direction D2, in a diagonal direction, or may be rotatable in a clockwise or counterclockwise direction. The sub-movable display unit 38 may be omitted, and one or more immovable display devices may be provided instead of the sub-movable display unit 38.
[0051] As shown in Figure 4, the main display unit 36 includes a normal pattern display unit 361, a first special pattern display unit 362, a second special pattern display unit 363, a first special pattern reserved number display unit 364, and a second special pattern reserved number display unit 365, which are located in the upper right corner of the game board 31.
[0052] The normal symbol display unit 361 includes a pair of LEDs representing normal symbols (normal symbols), and displays the results of the normal symbol winning lottery, which determines whether or not to open the electric accessory 315b, which is triggered by winning through gates 317L and 317R, by a combination of the LED pairs lighting on and off. The main control unit 331 (MPU 41) causes the LED pairs to flash (variably displaying normal symbols) when a winning symbol is won through gates 317L and 317R, and displays the results of the normal symbol winning lottery by turning each LED on or off (displaying a stationary normal symbol) after the variable display time has elapsed. Note that displaying the results of the normal symbol winning lottery by displaying the variable and stationary normal symbols (normal symbols) is referred to as "normal symbol play" or "normal symbol play."
[0053] The first special symbol display unit 362 includes a 7-segment display device as the first special symbol (first special symbol), and displays the result of the first special symbol lottery (first special symbol lottery, jackpot lottery) to determine whether or not a jackpot game will be played when a winning jackpot is won in the first winning slot 314, by combining the lighting and extinguishing of seven segments on the 7-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the 7-segment display device to flash (variably display the first special symbol) when a winning jackpot is won in the first winning slot 314, and after the variable display time has elapsed, turns each segment on or off (statically displays the first special symbol), thereby displaying the result of the jackpot lottery. Note that displaying the result of the jackpot lottery by the variable and static display of the first special symbol (first special symbol) is referred to as the "first special symbol game" or "first special symbol game."
[0054] The second special symbol display unit 363 includes a 7-segment display device as the second special symbol (second special symbol), and displays the result of the second special symbol lottery (second special symbol lottery, jackpot lottery) triggered by winning at the second winning slot 315, by a combination of lighting and extinguishing seven segments on the 7-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the 7-segment display device to flash (variably display the second special symbol) when a winning at the second winning slot 315 occurs, and after the variable display time has elapsed, turns each segment on or off (statically displays the second special symbol), thereby displaying the result of the jackpot lottery. Note that displaying the result of the jackpot lottery by the variable and static display of the second special symbol (second special symbol) is referred to as the "second special symbol game" or "second special symbol game."
[0055] In the following, the first special pattern (first special pattern) and the second special pattern (second special pattern) may be referred to as "special pattern" or "special pattern", and the first special pattern game (first special pattern game) and the second special pattern game (second special pattern game) may be referred to as "special pattern game" or "special pattern game".
[0056] The first special symbol reserved number display unit 364 includes an LED group consisting of four LEDs, and displays the first special symbol reserved number N, which is the reserved number of rights to play the first special symbol game generated by winning at the first winning port 314, by the number of lit four LEDs.
[0057] The second special symbol reserved number display unit 365 includes an LED group consisting of four LEDs, and displays the second special symbol reserved number M, which is the reserved number of rights to play the second special symbol game generated by winning at the second winning port 315, by the number of lit four LEDs.
[0058] The movable gadget member 39 is movable vertically along the surface of the symbol display unit 341 between a predetermined standby position (shown by a virtual line in FIG. 6) located above the symbol display unit 341 and an operating position (shown by a solid line in FIG. 6) set below the standby position. The operating position (see the solid line in FIG. 6) is closer to the center of the symbol display unit 341 than the standby position (see FIG. 4). Furthermore, when the movable gadget member 39 is in the operating position (see the solid line in FIG. 6), it has a higher coverage rate with respect to the surface of the symbol display unit 341 than when it is in the standby position (see FIG. 4). Furthermore, multiple lamps 391 are arranged in a circular ring shape around the periphery of the movable gadget member 39. In this embodiment, 15 lamps 391 are arranged on the movable gadget member 39, and each lamp 391 can be individually turned on and off. Each of the multiple lamps 391 is, for example, an LED lamp and can be illuminated in multiple colors, including white, yellow, green, red, or a combination of these colors. In this way, each lamp 391 can be individually turned on and off and can be illuminated in multiple colors. For example, when the movable accessory member 39 is activated, the illumination pattern, color, and number of lamps 391 can indicate the likelihood of a jackpot (jackpot expectation probability) in the jackpot lottery that triggered the special game, or indicate that the lottery result is a jackpot. For example, the illumination colors can be set to white, yellow, green, and red, in order of increasing jackpot expectation. Furthermore, by appropriately setting the illumination patterns and colors, it is possible to create a rainbow lamp effect, thereby creating a confirmation effect that indicates that the jackpot lottery result is a jackpot. In this embodiment, the movable accessory member 39 is exposed through the opening 31A in the standby position (see FIG. 4 ). It is also conceivable to use the lamps 391 exposed through the opening 31A to create an effect that indicates the likelihood of a jackpot lottery result. For example, in this embodiment, the four lamps 391 located on the lower side are exposed from the opening 31A (see Figure 4), so it is possible to indicate the likelihood of a jackpot depending on which of these lamps 391 is lit.In addition to the four lamps 391 located on the lower side, it is also conceivable that the image displayed on the symbol display section 341 indicates the likelihood of a big win.
[0059] The movable accessory member 39 may be entirely hidden without being exposed through the opening 31A in the standby position. The gaming machine 10 may also be equipped with a plurality of movable accessory members 39. Furthermore, the movable accessory member 39 may be a combination of a plurality of separate movable members, a member that can be transformed into two or more forms, or a member equipped with a display such as a liquid crystal display device. Of course, the movable accessory member 39 is not limited to a member that covers a portion of the display screen of the symbol display unit 341, but may also cover the entire display screen. The center of the movable accessory member 39 may be configured as an illumination unit that can be turned on and off. In this case, it is possible to perform an effect that suggests the likelihood of a jackpot or clearly indicates a jackpot by lighting or flashing the illumination unit.
[0060] Such movable accessory member 39 is operated to execute effects related to the results of the jackpot lottery in special symbol games and jackpot games. For example, in special symbol games, the movable accessory member 39 is operated as a jackpot confirmation effect indicating that the result of the jackpot lottery is a jackpot, and as a chance-up effect that increases the expectation of the lottery result being a jackpot. Furthermore, in jackpot games, the movable accessory member 39 is operated as an advancement effect (such as an advancement effect from the number of rounds executed in jackpot games or an advancement effect from a normal jackpot to a probability variable jackpot) that indicates that the actual lottery result is more favorable to the player than the lottery result suggested by the special symbol game effect. Furthermore, the movable accessory member 39 can also be operated as a reserved consecutive win confirmation effect that notifies the player that the results of the jackpot lottery include a jackpot while the right to play the special symbol game executed after the end of the jackpot game is reserved.
[0061] As shown in FIG. 7, the gaming machine 10 has a motor 39a that supplies driving force to the movable accessory member 39, and a return detection unit 39b that detects whether the movable accessory member 39 has returned to the standby position. The motor 39a is a stepping motor, a DC motor, or the like, and the return detection unit 39b is an optical sensor, a contact sensor, or the like. The movable accessory member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and depending on the rotation direction of the motor 39a, the movable accessory member 39 is moved downward (actuated direction) from the standby position (see FIG. 4) to the actuated position (see solid line in FIG. 6) or upward (returned direction) from the actuated position (see solid line in FIG. 6) to the standby position (see FIG. 4). For example, the movable accessory member 39 is moved from the standby position (see Figure 4) to the operating position (see solid line in Figure 6) by rotating the motor 39a in the forward direction, and conversely, the movable accessory member 39 is moved from the operating position (see solid line in Figure 6) to the standby position (see Figure 4) by rotating the motor 39a in the reverse direction.
[0062] The gaming machine 10 also includes a motor driver 39c to which a motor 39a and a recovery detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the voice and lamp control device 5. The motor driver 39c controls the motor 39a in accordance with control instructions from the voice and lamp control device 5. The motor driver 39c can also acquire the detection result of the recovery detection unit 39b and transmit it to the voice and lamp control device 5. Note that the motor driver 39c may be omitted, and the motor 39a and the recovery detection unit 39b may be directly connected to the input / output I / F 52 of the voice and lamp control device 5 and controlled by the voice and lamp control device 5.
[0063] In addition, each lamp 391 of the movable accessory member 39 is individually connected to the input / output I / F 52 of the audio lamp control device 5, and the audio lamp control device 5 can individually turn each lamp 391 on and off, and can also light up in multiple colors.
[0064] The gaming board 31 may also be provided with a magnetic sensor or a radio wave sensor (both not shown). The magnetic sensor is provided, for example, near the first winning opening 314 or the variable winning opening 316. The magnetic sensor is electrically connected to the main control unit 331, and the detection results of the magnetic sensor are input to the main control unit 331. This makes it possible to detect fraudulent behavior when a player uses a magnet to illicitly guide a gaming ball to the first winning opening 314 or the variable winning opening 316. On the other hand, a radio wave sensor is provided, for example, near the first winning opening 314 or the second winning opening 315. The radio wave sensor is electrically connected to the main control unit 331, and the detection results of the radio wave sensor are input to the main control unit 331. This makes it possible to detect fraudulent behavior when a player illicitly inputs radio waves to the ball entry sensors 314a, 315a, causing a false detection of a gaming ball entry. The radio wave sensor is capable of detecting radio waves of, for example, 50 MHz to 3 GHz.
[0065] [Ura Pack Unit 13] As shown in FIG. 3, the rear pack unit 13 includes a dispensing mechanism 130 and a peripheral control unit 140.
[0066] The payout mechanism 130 includes a tank 131 that stores game balls supplied from an island facility (not shown) in the gaming hall, and a payout device 132 that pays out game balls from the tank 131 toward the upper tray 23. When the upper tray 23 is saturated with game balls, the game balls paid out from the payout device 132 are paid out to the lower tray 24.
[0067] The peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132, etc. The launch control device 8 controls the game ball launch mechanism 32 in response to the operation of the launch handle 22. The power supply control device 9 converts the power supplied from the island equipment (not shown) to which the gaming machine 10 is connected to a predetermined voltage level and supplies it to the control devices and drive means provided within the gaming machine 10.
[0068] [System configuration of gaming machine 10] Next, the system configuration of the gaming machine 10 will be described with reference to FIGS.
[0069] [Main Control Unit 331] 7, the main control unit 331 includes a main control device 4 that mainly controls the game in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for transitioning to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.
[0070] The MPU 41 is an arithmetic unit configured as a one-chip microcomputer. The MPU 41 also has a built-in ROM 411 and RAM 412. The MPU 41 executes processing in accordance with a control program stored in the ROM 411 or the like. Some or all of the processing executed by the main control device 4 may be executed by an electronic circuit.
[0071] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4. The input / output I / F 42 is also connected to the ball entry sensors 313a-316a, 317La, 317Ra, and the out ball sensor 318a. The MPU 41 determines whether or not gaming balls have entered the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, and whether or not gaming balls have passed through the through gates 317L and 317R, based on the detection signals from the ball entry sensors 313a-316a, 317La, and 317Ra. The MPU 41 also counts the number of out balls (number of shot balls) based on the detection signal from the out ball sensor 318a. The input / output I / F 42 is also connected to the sound lamp control device 5, the payout control device 7, the shot control device 8, and the power supply control device 9.
[0072] Then, the MPU 41 outputs commands to the voice lamp control device 5, such as a normal chart change pattern command, an electric role device open command, an electric role device close command, a special chart change pattern command, a first special chart hold command, a second special chart hold command, a special chart shift command, a jackpot game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a jackpot game end command, and a game setting value change command.
[0073] The normal symbol variation pattern command is a command that notifies the voice lamp control device 5 of the variable display time of the normal symbol in a normal symbol game (normal symbol variation pattern) and the lottery result in the normal symbol winning lottery. The normal symbol variation pattern command is set in step S1709 in the normal symbol variation start processing in FIG. 24 described later, based on the information stored in the normal symbol reserve storage area 412c (see FIG. 11) described later, when starting the variable display of the normal symbol in the normal symbol display section 361 of the main display unit 36. The normal symbol variation pattern command may be a command that notifies the voice lamp control device 5 of only the variable display time of the normal symbol in a normal symbol game (normal symbol variation pattern). In this case, the command that notifies the voice lamp control device 5 of the lottery result in the normal symbol winning lottery is set as a command separate from the normal symbol variation pattern command.
[0074] The electric accessory opening command is a command that notifies the voice lamp control device 5 that the electric accessory 315b is opened (activated). The electric accessory opening command is set in step S1809 in the normal winning game control process of FIG. 25 described later when the electric accessory 315b is opened (activated).
[0075] The electric accessory closing command is a command that notifies the sound lamp control device 5 that the electric accessory 315b is closed (returned). The electric accessory closing command is set in step S1816 in the normal winning game control processing of FIG. 25 described later when the electric accessory 315b is closed (returned).
[0076] The special symbol variation pattern command is a command that notifies the voice lamp control device 5 of the variation display time of the special symbol in the special symbol game and the result of the jackpot lottery, and includes information regarding the type of jackpot if the result of the jackpot lottery is a jackpot. The special symbol variation pattern command is set in step S2105 of the special symbol variation start processing in FIG. 28, which will be described later, based on information stored in the special symbol reserve storage area 412b (see FIG. 8), which will be described later, when the variation display of the special symbol is started in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Note that the special symbol variation pattern command includes information that can identify the type of special symbol when variation starts, but the special symbol variation pattern command when variation of the first special symbol starts and the special symbol variation pattern command when variation of the second special symbol starts may be set as separate special symbol variation commands. The special symbol variation pattern command may be a command that notifies the voice lamp control device 5 of the variation display time and only of the special symbol in the special symbol game. In this case, the command that notifies the voice lamp control device 5 of the lottery result in the jackpot lottery and the jackpot type is set as a command separate from the special symbol variation pattern command.
[0077] The first special symbol reserve command and the second special symbol reserve command are commands that notify the voice lamp control device 5 of the result of the jackpot lottery for the increased reserve, the variable display time of the special symbol (special symbol variation pattern), and the first special symbol reserve number N or the second special symbol reserve number M when the first special symbol reserve number N or the second special symbol reserve number M stored in the special symbol reserve storage area 412b (see Figure 8) described below increases due to a game ball entering the first winning port 314 or the second winning port 315. When there is an increase in the number of reserved first special charts N or the number of reserved second special charts M, the first special chart reserve command and the second special chart reserve command are set in the first special chart reserve command setting process of step S1105 in the start winning process of Figure 18 described below (step S1207 or S1209 of the first special chart reserve command setting process of Figure 19 described below) or the second special chart reserve command setting process of step S1110 based on the information stored in the special chart reserve storage area 412b (see Figure 8) described below.
[0078] The special chart shift command is a command to notify the voice lamp control device 5 that the special chart win / loss information indicating the result of the jackpot lottery in the first reserve area REA1 to the fourth reserve area REA4 of the first special chart reserve storage area REA or the first reserve area REB1 to the fourth reserve area REB4 of the second special chart reserve storage area REB (see FIG. 8) has shifted when the first special chart reserved number N or the second special chart reserved number M decreases due to the start of a special chart game (variable display of special charts). The special chart shift command is set in step S2008 in the special chart data setting process in FIG. 27 described later.
[0079] The jackpot game start command is a command that notifies the voice lamp control device 5 that a jackpot game has started, i.e., that the game state is transitioning to a jackpot game state, and is set in step S2204 in the jackpot game control processing of Figure 29 described below when transitioning to the jackpot game state.
[0080] The opening start command is a command that notifies the voice and lamp control device 5 that the opening of the jackpot game will start, and is set when the opening of the jackpot game starts in step S2208 of the jackpot game control processing in Fig. 29, which will be described later. Note that the opening start command can be omitted because it is possible to notify the voice and lamp control device 5 that the opening of the jackpot game will start by the jackpot game start command.
[0081] The opening end command is a command that notifies the voice lamp control device 5 that the opening of the jackpot game is to end, and is set in step S2214 in the jackpot game control processing of Figure 30 described below when the opening of the jackpot game is to end.
[0082] The open / close execution mode start command is a command that notifies the voice lamp control device 5 that the open / close execution mode of the jackpot game is to be started, and is set in step S2216 in the jackpot game control processing of Figure 30 described below when the open / close execution mode of the jackpot game is to be started.
[0083] The round game start command is a command that notifies the voice and lamp control device 5 of the start of each round game in the open / close execution mode of the jackpot game, and round number information indicating which round the round game is, and is set in step S2217 of the jackpot game control processing in Fig. 30 described later when each round game starts. Note that, apart from the round game start command, a command indicating the round number of the round game that is about to start may be set at the start of the round game, and the command may be sent to the voice and lamp control device 5.
[0084] The round game end command is a command that notifies the voice lamp control device 5 that the round game is to end in the open / close execution mode during a jackpot game, and is set in step S2229 in the jackpot game control processing of Figure 31 described below when each round game ends.
[0085] The interval start command is a command that notifies the voice lamp control device 5 of the start of an interval between rounds of play in the open / close execution mode during jackpot play, and is set in step S2233 in the jackpot play control processing of Figure 31 described below when the interval is to be started.
[0086] The interval end command is a command that notifies the voice lamp control device 5 that the interval between rounds of play has ended in the open / close execution mode during jackpot play, and is set in step S2239 in the jackpot play control processing of Figure 32 described below when the interval ends.
[0087] The open / close execution mode termination command is a command that notifies the voice lamp control device 5 that the open / close execution mode of the jackpot game is to be terminated, and is set in step S2241 in the jackpot game control processing of Figure 31 described below when the open / close execution mode is to be terminated.
[0088] The ending start command is a command that notifies the voice and lamp control device 5 that the ending of the jackpot game is about to start, and is set in step S2242 in the jackpot game control process of Figure 31 described later when starting the ending.
[0089] The ending end command is a command that notifies the voice and lamp control device 5 that the ending of the jackpot game is to end, and is set in step S2248 in the jackpot game control processing of Figure 32 described later when the ending is to end.
[0090] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game is ending, and is set in step S2250 in the jackpot game control process of Figure 29 described later when the jackpot game is ending.
[0091] The game setting value change command is a command that notifies the voice lamp control device 5 that the game setting value has been changed and the changed game setting value, and when the game setting value is changed, it is set in step S2408 of the game setting value change processing in Figure 35 described below.
[0092] Commands other than those mentioned above may be output from the main control device 4 to the voice and lamp control device 5, but a description of these will be omitted.
[0093] The main control device 4 also includes an oscillator circuit and a frequency divider circuit as means for supplying an operating clock to the MPU 41. The oscillator circuit outputs a clock signal of a predetermined frequency, and the frequency divider circuit changes the frequency of the clock signal output from the oscillator circuit and inputs it to the MPU 41. Specifically, the execution cycle of a main timer interrupt process executed by the MPU 41 (described below) is determined by the clock signal output from the frequency divider circuit.
[0094] In this embodiment, a clock signal is supplied from the frequency divider circuit to the MPU 41 at preset intervals (for example, 4 msec), and the MPU 41 starts and executes a main timer interrupt process, which will be described later, every time a rising edge (or falling edge) of the clock signal occurs. Note that an oscillator circuit and a frequency divider circuit are also mounted in the sub-control unit 332 and the peripheral control unit 140 as necessary, and supply operating clocks for the main controls in the sub-control unit 332 and the peripheral control unit 140. A clock signal may also be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140.
[0095] The ROM 411 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 41. For example, the RAM 412 is used for setting commands to be sent to the voice lamp control device 5, etc. The RAM 412 may also be a non-volatile storage unit.
[0096] Here, the storage area for the MPU 41 of the main control device 4 of the gaming machine 10 to perform the jackpot lottery and the regular symbol winning lottery will be described with reference to Fig. 8. Specifically, the MPU 41 uses counter information stored in the lottery counter storage area 412a, the special symbol reserve storage area 412b, and the regular symbol reserve storage area 412c of the RAM 412 to set the jackpot lottery result and the variable display time of the special symbol, and the regular symbol winning lottery result and the variable display time of the regular symbol.
[0097] The lottery counter storage area 412a stores a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3 as lottery counters. The jackpot random number counter C1 is used in a jackpot lottery to determine whether or not a jackpot game will be played. The jackpot type counter C2 is used to determine the type of jackpot when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used to determine the type of loss when the result of the jackpot lottery is a loss. The lottery counter storage area 412a also stores a jackpot random number initial value counter CIN1 and a special symbol variation type counter CS1. The jackpot random number initial value counter CIN1 is used to set the initial value of the jackpot random number counter C1. The special symbol variation type counter CS1 is used to determine the variable display time of the special symbol in the first special symbol display area 362 or the second special symbol display area 363 of the main display unit 36. Furthermore, the lottery counter storage area 412a stores a normal win random number counter C4, a normal win type random number counter C5, a normal win random number initial value counter CIN2, and a normal symbol variation type counter CS2 as lottery counters. The normal win random number counter C4 is used in a normal symbol win lottery to determine whether or not the electric role device 315b of the second winning slot 315 is in an electric role open state. The normal win type random number counter C5 is used to assign a normal symbol win type (short open or long open) when the result of the normal symbol win lottery is a normal symbol win. The normal win random number initial value counter CIN2 is used to set the initial value of the normal win random number counter C4. The normal symbol variation type counter CS2 is used to determine the variable display time of the normal symbol in the normal symbol display section 361 of the main display unit 36.
[0098] Each lottery counter C1 to C5, CIN1, CIN2, CS1, and CS2 is used as a loop counter in which 1 is added to the previous value at short time intervals by the MPU 41 and returns to 0 after reaching a preset maximum value. Updated values are recorded in each lottery counter C1 to C5, CIN1, CIN2, CS1, and CS1, and are referenced by the MPU 41 when setting the jackpot lottery result, the variable display time of the special symbol, the jackpot type and the loss type, the regular symbol winning lottery result, the variable display time of the regular symbol and the regular winning type, etc.
[0099] The special chart reserve storage area 412b includes a first special chart reserve storage area REA, a second special chart reserve storage area REB, and a special chart execution area AE. The first special chart reserve storage area REA includes a first reserve area REA1, a second reserve area REA2, a third reserve area REA3, a fourth reserve area REA4, and a first special chart reserve number storage area NAA. The second special chart reserve storage area REB includes a first reserve area REB1, a second reserve area REB2, a third reserve area REB3, a fourth reserve area REB4, and a second special chart reserve number storage area NAB.
[0100] When a gaming ball enters the first winning port 314, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the special symbol variation type counter CS1 stored in the RAM 412 is acquired as special symbol win / loss information used in the jackpot lottery, and is stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA. Also, when a gaming ball enters the second winning port 315, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the special symbol variation type counter CS1 stored in the RAM 412 is acquired as special symbol win / loss information used in the jackpot lottery, and is stored in one of the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB. In addition, a lottery counter memory area 412a (such as a jackpot random number counter C1, a jackpot type counter C2, a reach random number counter C3, and a special chart change type counter CS1) may be provided individually for each of the first special chart reserve storage area REA and the second special chart reserve storage area REB.
[0101] In this way, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, the special chart change type counter CS1 is stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first special chart reserve storage area REA, and the first reserve area REB1 to the fourth reserve area REB4 of the second special chart reserve storage area REB.
[0102] Therefore, in addition to the result of the jackpot lottery for the special symbol game, which is executed based on the special symbol win / loss information stored in the first reserve area REA1 to the fourth reserve area REA4 of the first special symbol reserve storage area REA and the first reserve area REB1 to the fourth reserve area REB4 of the second special symbol reserve storage area REB, it is possible to determine in advance the variable display time (special symbol variable pattern) for the special symbol (decorative symbol in the symbol display section 341) in the first special symbol display section 362 or the second special symbol display section 363 in the special symbol game.
[0103] Specifically, when a gaming ball enters the first winning port 314, the special symbol win / loss information is stored in an empty area in the order of priority of the first reserve area REA1, the second reserve area REA2, the third reserve area REA3, and the fourth reserve area REA4 of the first special symbol reserve storage area REA. In the first special symbol reserve number storage area NAA, the number of the first reserve area REA1 to the fourth reserve area REA4 in which the special symbol win / loss information is stored is stored as the first special symbol reserve number N.
[0104] In addition, when a game ball enters the second winning port 315, the special symbol win / loss information is stored in an empty area in the order of priority of the first reserve area REB1, the second reserve area REB2, the third reserve area REB3, and the fourth reserve area REB4 of the second special symbol reserve storage area REB. In the second special symbol reserve number storage area NAB, the number of the first reserve area REB1 to the fourth reserve area REB4 in which the special symbol win / loss information is stored is stored as the second special symbol reserve number M.
[0105] In other words, in the gaming machine 10, a total of eight memory areas corresponding to the maximum number of reserves in the first reserve area REA1 to the fourth reserve area REA4 of the first special chart reserve storage area REA and the first reserve area REB1 to the fourth reserve area REB4 of the second special chart reserve storage area REB can be used to reserve up to four pieces of special chart win / loss information as winning history for the first winning slot 314 and the second winning slot 315.
[0106] In addition, as another embodiment, a reservation area with a maximum reservation number of eight can be provided in common to the first winning port 314 and the second winning port 315, and in this case, it is possible to reserve up to a total of eight special winning / losing information as winning history. The storage process of the special winning / losing information is executed by the MPU 41 by executing a process according to the control program.
[0107] The special symbol execution area AE is a storage area used to move the special symbol win / loss information stored in the first reserve area REA1 of the first special symbol reserve storage area REA or the first reserve area REB1 of the second special symbol reserve storage area REB when variable display of the special symbol starts in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Specifically, the special symbol win / loss information in the first reserve area REB1 of the second special symbol reserve storage area REB is preferentially moved to the special symbol execution area AE, and when there is no special symbol win / loss information in the first reserve area REB1 of the second special symbol reserve storage area REB and the second special symbol reserve number M stored in the second special symbol reserve number storage area NAB is 0, the special symbol win / loss information in the first reserve area REA1 of the first special symbol reserve storage area REA is moved to the special symbol execution area AE. That is, in the gaming machine 10, the second special symbol game is executed in priority to the first special symbol game, and in the high frequency support mode of the high probability game state and the time-saving game state, the second special symbol game is mainly executed by executing a so-called right hit, which shoots the game ball into the right area of the gaming board 31.
[0108] In addition, in another embodiment, when the difference between the first special chart reserved number N stored in the first special chart reserved number memory area NAA of the first special chart reserved storage area REA and the second special chart reserved number M stored in the second special chart reserved number memory area NAB of the second special chart reserved storage area REB is 2 or more, the value of the reserved area with the larger number is preferentially moved to the special chart execution area AE. In another embodiment, the special chart win / loss information of the first reserve area REA1 of the first special chart reserved storage area REA and the first reserve area REB1 of the second special chart reserved storage area REB is alternately moved to the special chart execution area AE.
[0109] Then, at the start of one special symbol game, the MPU41 performs a jackpot lottery based on the numerical information stored as special symbol win / loss information in the special symbol execution area AE. At this time, when the first reserved area REA1 of the first special symbol reserve storage area REA is moved to the special symbol execution area AE, the special symbol win / loss information stored in the second reserved area REA2 is shifted to the first reserved area REA1, the special symbol win / loss information stored in the third reserved area REA3 is shifted to the second reserved area REA2, and the special symbol win / loss information stored in the fourth reserved area REA4 is shifted to the third reserved area REA3.
[0110] Similarly, when the first holding area REB1 of the second special chart holding storage area REB is moved to the special chart execution area AE, the special chart win / loss information stored in the second holding area REB2 is shifted to the first holding area REB1, the special chart win / loss information stored in the third holding area REB3 is shifted to the second holding area REB2, and the special chart win / loss information stored in the fourth holding area REB4 is shifted to the third holding area REB3.
[0111] The jackpot random number counter C1 is periodically updated in step S1003 of the main timer interrupt process in FIG. 17, which will be described later, by sequentially adding 1 within the range of 0 to 637, for example, and is reset to 0 after reaching its maximum value. When the jackpot random number counter C1 completes one cycle, the value of the jackpot random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. The jackpot random number initial value counter CIN1 is a loop counter that is updated in the same way as the jackpot random number counter C1. The first to fourth reserve areas REA1 to REA4, REB1 to REB4 of the first special symbol reserve storage area REA1 or the second special symbol reserve storage area REA2 store the value of the jackpot random number counter C1 at the time the gaming ball enters the first winning slot 314 or the second winning slot 315.
[0112] The random number value for winning the jackpot is set to two types, corresponding to a low probability mode which is a normal game state or a time-saving game state, and a high probability mode which is a probability variable game state, by a win / loss table stored in a win / loss table storage area in ROM 411. Here, Figure 9(A) is a diagram showing an example of a low probability mode win / loss table corresponding to the low probability mode, and Figure 9(B) is a diagram showing an example of a high probability mode win / loss table corresponding to the high probability mode.
[0113] 9(A) and 9(B), a plurality of win / loss tables are provided as low-probability mode win / loss tables and high-probability mode win / loss tables, each of which has a different probability of the lottery result in a jackpot (jackpot probability) depending on the game setting value. The low-probability mode win / loss table and the high-probability mode win / loss table each include six win / loss tables corresponding to the six game setting values 1 to 6. The jackpot probability of the lottery result in a jackpot increases in the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, which is more advantageous to the player.
[0114] With game setting value 1, of the 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 206 (0 to 205) for the low probability mode hit / miss table and 821 (0 to 820) for the high probability mode hit / miss table. In other words, with game setting value 1, the jackpot probability in low probability mode is approximately 1 / 318.1 (206 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 79.9 (820 / 65,536), which is about four times that of the low probability mode.
[0115] In game setting value 2, of the 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 212 (0 to 211) for the low probability mode hit / miss table and 845 (0 to 844) for the high probability mode hit / miss table. In other words, in game setting value 2, the jackpot probability in low probability mode is approximately 1 / 309.1 (212 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 77.6 (845 / 65,536), which is about four times that of the low probability mode.
[0116] In game setting value 3, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 218 (0 to 217) for the low probability mode hit / miss table and 869 (0 to 868) for the high probability mode hit / miss table. In other words, in game setting value 3, the jackpot probability in low probability mode is approximately 1 / 300.6 (218 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 75.4 (869 / 65,536), which is about four times that of the low probability mode.
[0117] In game setting value 4, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 224 (0 to 223) for the low probability mode hit / miss table and 893 (0 to 892) for the high probability mode hit / miss table. In other words, in game setting value 4, the jackpot probability in low probability mode is approximately 1 / 292.6 (224 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 73.4 (893 / 65,536), which is about four times that of the low probability mode.
[0118] With a game setting value of 5, of the 65,536 random number values between 0 and 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 230 (0-229) for the low probability mode hit / miss table and 917 (0-916) for the high probability mode hit / miss table. In other words, with a game setting value of 5, the jackpot probability in the low probability mode is approximately 1 / 284.9 (230 / 65,536), and the jackpot probability in the high probability mode is approximately 1 / 71.5 (917 / 65,536), which is about four times that of the low probability mode.
[0119] For game setting value 6, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 236 (0 to 235) for the low probability mode hit / miss table and 941 (0 to 940) for the high probability mode hit / miss table. In other words, for game setting value 6, the jackpot probability in low probability mode is approximately 1 / 277.7 (236 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 69.6 (941 / 65,536), which is about four times that of the low probability mode.
[0120] If the value of the jackpot random number counter C1 is a random number other than the random number that results in a jackpot win, the result of the jackpot lottery will be a loss.
[0121] Here, the low probability mode hit / miss table and the high probability mode hit / miss table have the same random numbers that result in a jackpot lottery result for the same game setting value, but it is also possible that the random numbers that result in a jackpot are not the same. Also, the random numbers that result in a jackpot may not be consecutive values, but may be partially or entirely discrete values.
[0122] Furthermore, six low-probability mode win / loss tables and six high-probability mode win / loss tables are provided corresponding to the six game setting values, but at least one win / loss table is sufficient for each mode. In other words, the game setting values are not limited to six levels. It is also possible to provide multiple low-probability mode win / loss tables corresponding to multiple game setting values, while providing one high-probability mode win / loss table. In other words, it is also possible to provide multiple game setting values for the low-probability mode, and not provide multiple game setting values for the high-probability mode, but instead have a uniform jackpot probability. Of course, it is also possible to provide a uniform jackpot probability in the low-probability mode, and multiple game setting values for the high-probability mode.
[0123] The jackpot type counter C2 is incremented by one within the range of 0 to 19, and is reset to 0 after reaching its maximum value. The jackpot type counter C2 is periodically updated, and is stored in the special symbol reserve storage area 412b when a gaming ball enters the first winning slot 314 or the second winning slot 315. In the gaming machine 10, the values of the jackpot type counter C2 corresponding to the two types of jackpots, the special jackpot and the normal jackpot, are set by the allocation table stored in the allocation table storage area in the ROM 411.
[0124] Here, Figure 9(C) is a diagram showing an example of an allocation table. In the example shown in Figure 9(C), when the type of special symbol game is a first special symbol game triggered by winning the first winning slot 314, the number of random numbers that result in a 5R probability variable jackpot is 10 numbers from 0 to 9, the number of random numbers that result in a 16R probability variable jackpot is 5 numbers from 10 to 14, and the number of random numbers that result in a 5R normal jackpot is 5 numbers from 15 to 19. On the other hand, when the type of special symbol game is a second special symbol game triggered by winning the second winning slot 315, the number of random numbers that result in a 5R probability variable jackpot is 5 numbers from 0 to 4, the number of random numbers that result in a 16R probability variable jackpot is 10 numbers from 5 to 14, and the number of random numbers that result in a 5R normal jackpot is 5 numbers from 15 to 19. That is, in the gaming machine 10, the probability of a probability variable jackpot in the first special symbol game and the second special symbol game is set to the same at 75%, but the probability of a 16R probability variable jackpot in the second special symbol game is set higher than in the first special symbol game. That is, in the probability variable game state (high probability mode and high frequency support mode in which the probability of opening the electric accessory 315b is high) and the time-saving game state (low probability mode and high frequency support mode), the expected value of winning game balls in the event of a jackpot lottery result is set higher than in the normal game state (low probability mode and low frequency support mode in which the probability of opening the electric accessory 315b is low).
[0125] In either the first special symbol game or the second special symbol game, if the result of the jackpot lottery is a probability variable jackpot, the game will transition to a probability variable game state (high probability mode and high frequency support mode) after the jackpot game ends. In the gaming machine 10, there is no upper limit set on the number of special symbol games that can be executed in the probability variable game state, and the gaming machine 10 is configured as a so-called loop probability variable machine.
[0126] Also, if the result of the jackpot lottery is a normal jackpot, the game will transition to a time-saving game state (low probability mode and high frequency support mode) after the jackpot game ends. In the gaming machine 10, an upper limit (100 times in this embodiment) is set for the number of special symbol games (time-saving game count) that can be executed in the time-saving game state, and if the result of the jackpot lottery does not result in a jackpot within this upper limit of the number of special symbol games, the game will transition to a normal game state, which is a low frequency support mode, after the execution of the upper limit of the special symbol games. Note that the number of special symbol games in the time-saving game state is not limited to 100 times, and may be any number.
[0127] In addition, the transition from the probability variable game state to the normal game state is not limited to when the maximum number of special symbol games is played, but may also be performed when, for example, a state transition lottery (falling lottery) is won. In this case, the transition (falling) from the probability variable game state to the normal game state is not performed until a predetermined number of special symbol games have been played, and it is possible to guarantee that the predetermined number is the minimum number of special symbol games played in the probability variable game state. This prevents the number of special symbol games played in the probability variable game state from being significantly reduced.
[0128] In this embodiment, an individual allocation table is set for the first winning slot 314, which triggers the execution of a first special symbol game upon winning, and the second winning slot 315, which triggers the execution of a second special symbol game upon winning, and the allocation probability of the jackpot type differs depending on whether the gaming ball enters the first winning slot 314 or the second winning slot 315, but it is also possible that the allocation probability of the jackpot type is the same for the first special symbol game and the second special symbol game. Also, the gaming machine 10 is not limited to a loop probability variable machine, and it is also possible to configure it as an ST machine including a V-ST machine, a type 1 / 2 mixed machine, etc.
[0129] Then, based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the special chart execution area AE, the MPU 41 determines whether the result of the jackpot lottery is a "5R variable jackpot," a "16R variable jackpot," a "5R normal jackpot," or a "miss."
[0130] Here, if the result of the jackpot lottery is a 5R probability variable jackpot or a 5R normal jackpot, an opening / closing execution mode is executed in which round games in which the variable prize opening 316 is opened in a predetermined manner are repeated five times during the jackpot game. Also, if the result of the jackpot lottery is a 16R probability variable jackpot, an opening / closing execution mode is executed in which round games are repeated 16 times during the jackpot game. It should be noted that, as an opening mode of the variable prize opening 316 during each round game, for example, the variable prize opening 316 may be opened once. Of course, it is also conceivable that the variable prize opening 316 may be opened multiple times during some or all of the round games.
[0131] In the case of a 5R probability variable jackpot or a 16R probability variable jackpot, after the jackpot game ends, the game transitions to a probability variable game state, which is a high probability mode in which the probability of winning a jackpot is high and a high frequency support mode in which the probability of opening the electric accessory 315b is high. In this embodiment, the probability variable game state continues until the MPU 41 determines that the result of the jackpot lottery is a "5R probability variable jackpot," a "16R probability variable jackpot," or a "5R normal jackpot."
[0132] On the other hand, in the case of a 5R normal jackpot, after the jackpot game ends, the game shifts to a time-saving game state, which is a low-probability mode in which the probability of winning the jackpot is low and a high-frequency support mode in which the probability of opening the electric accessory 315b is high. In this embodiment, the time-saving game state (low-probability mode and high-frequency support mode) continues until the result of the jackpot lottery, which has been set in advance a specified number of times, such as 100 times, has been notified to the player, or ends when the result of the jackpot lottery has been notified to the player before the specified number of times has elapsed.
[0133] In addition, in a special game, a lottery for transitioning from the probability variable game state to the time-limited game state or the normal game state can be considered as another embodiment. Note that if the result of the jackpot lottery is a miss, the probability variable game state is not transitioned to the jackpot game state or the time-limited game state. In this embodiment, an example will be described in which the gaming machine 10 has three types of jackpots: a 5R probability variable jackpot, a 16R probability variable jackpot, and a 5R normal jackpot. However, this is not limited to this, and other jackpot types, such as a 2-round probability variable jackpot, a 2-round normal jackpot, and a 16R normal jackpot, can also be considered.
[0134] 17, which will be described later, the reach random number counter C3 is periodically updated by being incremented by 1 in sequence within a range of 0 to 238, and after reaching a maximum value, it is returned to 0. The value of the reach random number counter C3 at the time when the gaming ball enters the first winning port 314 or the second winning port 315 is stored in the first to fourth reserve areas REA1 to REA4, REB1 to REB4 of the first special symbol reserve storage area REA1 or the second special symbol reserve storage area REA2.
[0135] In the gaming machine 10, the reach random number counter C3 selects the type of stop result of the variable display to be displayed on the symbol display unit 341 when the lottery result in the jackpot lottery is a miss. Specifically, the miss type table stored in the miss type table storage area in the ROM 411 sets the values of the reach random number counter C3 corresponding to three types of miss types: a front-to-back miss reach in which the final stopped symbol stops just one symbol before or after the reach symbol after the reach has occurred; a non-front-to-back miss reach in which the final stopped symbol stops other than before or after the reach symbol after the reach has occurred; and a complete miss in which no reach occurs.
[0136] Here, Figure 9(D) is a diagram showing an example of a miss type table. In the example shown in Figure 9(D), the value of the random number that results in a front or rear miss reach is 0 to 8, the value of the random number that results in a reach other than a front or rear miss is 9 to 38, and the value of the random number that results in a complete miss is 39 to 238. Note that in a special symbol game in which a 5R probability variable jackpot, a 16R probability variable jackpot, or a 5R normal jackpot is won, i.e., in a special symbol game that transitions to a jackpot game state, the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0137] Here, the term "reach" refers to a variable state in which a decorative symbol combination indicating a jackpot is likely to occur between the start of the variable display of symbols on the symbol display unit 341 and the static display of the symbols. In one example, the same symbol is statically displayed at two of the three decorative symbol positions on the pay line on the symbol display unit 341, and the display symbol corresponding to the remaining position is variable. During the variable state of the reach on the symbol display unit 341, a story presentation process is executed in which a video of a predetermined character or the like is displayed to suggest the degree of expectation, or a player-participation operation presentation process is executed in which the player's operation of the operation button 20 is reflected in the presentation. During the execution of these presentation processes, the variable display on the symbol display unit 341 may be hidden or may be displayed in a reduced or enlarged form.
[0138] The special symbol variation type counter CS1 is incremented by one within a range of, for example, 0 to 199, and is reset to 0 after reaching a maximum value. Specifically, the special symbol variation type counter CS1 determines the special symbol variation pattern type (special symbol variation display time) indicating the variation display time of the special symbol (decorative symbol in the symbol display unit 341) in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 according to the lottery result of the jackpot lottery. In this way, by determining the special symbol variation pattern type, the sound lamp control device 5 determines the variation type (performance pattern) in the general special symbol game, such as the multi-reach performance, super-reach performance, and special-reach performance of the high-speed variation performance (basic performance, non-reach performance), according to the special symbol variation pattern type (special symbol variation display time). The special symbol variation type counter CS1 is updated at least once in step S1402 each time the main processing of Fig. 21 described later is executed once by the MPU 41, and is also repeatedly updated in step S1414 during the remaining time in the main processing. Then, the value of the special symbol variation type counter CS1 at the time when the gaming ball enters the first winning port 314 or the second winning port 315 is stored in the first to fourth reserve areas REA1 to REA4, REB1 to REB4 of the first special symbol reserve storage area REA1 or the second special symbol reserve storage area REA2.
[0139] Then, the MPU 41 determines a special symbol variation pattern indicating the variable display time of the special symbol based on the special symbol variation type counter CS1 and a variation table (see Figures 10(A) to 10(C)) previously set according to the result of the jackpot lottery. Specifically, the MPU 41 identifies the special symbol variation pattern type by referring to the normal jackpot variation table (see Figure 10(A)), the probability variable jackpot variation table (see Figure 10(B)), or the miss variation table (see Figure 10(C)) previously stored in the variation table storage area of the ROM 411. Note that these variation tables may be provided separately for the low probability mode and the high probability mode. Also, the probability variable jackpot variation table may be provided separately for each of the 5R probability variable jackpot and the 16R probability variable jackpot.
[0140] Here, Figures 10(A), 10(B), and 10(C) are diagrams showing examples of the variation table. In the normal jackpot variation table shown in Figure 10(A), the probability variable jackpot variation table shown in Figure 10(B), and the loss variation table shown in Figure 10(C), special chart variation patterns are previously associated with the value of the special chart variation type counter CS1. Then, the MPU 41 refers to the normal jackpot variation table shown in Figure 10(A) when the lottery result in the jackpot lottery is a "5R normal jackpot," the probability variable jackpot variation table shown in Figure 10(B) when the lottery result is a "5R probability variable jackpot" or a "16R probability variable jackpot," and the loss variation table shown in Figure 10(C) when the lottery result is a "loss," and specifies the type of special chart variation pattern.
[0141] More specifically, as shown in FIGS. 10(A) and 10(B), in the normal jackpot variation table and the probability variable jackpot variation table, one of the special symbol variation patterns "01" to "03" is selected according to the value of the special symbol variation type counter CS1. Here, when the special symbol variation pattern "01" is selected, the sound lamp control device 5 determines a normal reach presentation pattern with a variation display time of 30 seconds as the variation type (presentation pattern type), and the symbol display unit 341 and the like executes a special game presentation according to the normal reach presentation pattern. The normal reach presentation pattern is a presentation pattern in which the final individual presentation type in the special symbol game presentation is a normal reach presentation. Furthermore, when the special symbol variation pattern "02" is selected, the sound lamp control device 5 determines a super reach presentation pattern with a variation display time of 60 seconds as the variation type (presentation pattern type), and the symbol display unit 341 and the like executes a special game presentation according to the super reach presentation pattern. The super reach presentation pattern is a presentation pattern in which the final individual presentation type in the special symbol game presentation is a super reach presentation. Furthermore, when the special symbol variation pattern "03" is selected, the voice lamp control device 5 determines the special reach variation pattern, which has the longest variation display time of 90 seconds, as the variation type (performance pattern), and the special game performance is executed according to the special reach variation pattern in the symbol display unit 341, etc. The special reach variation pattern is a performance pattern in which the final individual performance type in the special symbol game performance is the special reach variation.
[0142] As shown in FIG. 10(C), the miss variation table defines a correspondence between the special symbol variation type counter CS1 and the special symbol variation pattern corresponding to the stop display type of the decorative symbol at the time of a miss (reach with a miss before or after, reach with other than a miss before or after, complete miss) determined by the value of the reach random number counter C3. More specifically, if the stop display type at the time of a miss is reach with a miss before or after, or reach with other than a miss before or after, one of the special symbol variation patterns "01" to "03" is selected according to the value of the special symbol variation type counter CS1. On the other hand, if the stop display type at the time of a miss is complete miss, one of the special symbol variation patterns "04" or "05" is selected according to the value of the special symbol variation type counter CS1. Note that if the special symbol variation pattern "04" is selected, the sound lamp control device 5 determines a non-reach presentation pattern (7-second non-reach presentation pattern) with a variation display time of 7 seconds as the variation type (presentation pattern type), and the special symbol game presentation is executed according to the 7-second non-reach presentation pattern on the symbol display unit 341, etc. Also, when the special chart change pattern "05" is selected, the voice lamp control device 5 determines the change type (presentation pattern type) as a no-reach presentation pattern (10-second non-reach presentation pattern) with a change display time of 10 seconds, and the special chart game presentation is executed in the pattern display unit 341, etc. according to the 10-second non-reach presentation pattern.
[0143] For example, in the gaming machine 10, as a variable display at the time of a loss corresponding to the special symbol variable pattern "04," a variable display of a loss pattern is executed in which the variable display of the decorative symbol is stopped at a combination of loss symbols without any advance notice such as the display of characters, messages, etc. Also, in the gaming machine 10, as a variable display at the time of a loss corresponding to the special symbol variable pattern "05," a variable display of a loss pattern is executed in which the variable display of the decorative symbol is stopped at a combination of loss symbols accompanied by advance notice such as the display of characters, messages, etc. Also, when a variable display at the time of a loss corresponding to the special symbol variable pattern "05," a player-participation operation display in which the operation of the operation button 20 by the player is reflected may be executed as an advance notice effect.
[0144] In addition, the types of special chart variation patterns are not limited to the examples shown in Figures 10(A), 10(B), and 10(C).
[0145] For example, in the gaming machine 10, as the normal reach performance executed in the normal reach performance pattern corresponding to the special chart variation pattern "01", multiple types of normal reach performances with different characters, stories, etc. are prepared, and one of the normal reach performances selected from them is executed.
[0146] Similarly, in the gaming machine 10, as the super reach effect executed in the super reach effect pattern corresponding to the special chart variation pattern "02," a plurality of types of super reach effects with different characters, stories, etc. are prepared, and one of the super reach effects selected from among them is executed. The super reach effect is a reach effect with a longer variation time than the normal reach effect, and is executed when suggesting to the player that the probability (expectation) of the lottery result in the jackpot lottery is higher than in the normal reach effect, and the probability (expectation) of winning the jackpot is lower than in the special reach effect.
[0147] Furthermore, in the gaming machine 10, as the special reach effect executed in the special reach effect pattern corresponding to the special chart variation pattern "03," multiple types of special reach effects with different characters and stories are prepared, and one of the special reach effects selected from among them is executed. The special reach effect is a reach effect with a longer variation time than the normal reach effect, and is an effect that develops from, for example, a normal reach effect or a super reach effect. The special reach effect is executed when suggesting to the player that the probability (expectation level) of winning the jackpot is higher than with the normal reach effect or the special reach effect.
[0148] In addition, the presentation patterns corresponding to the special chart change patterns may include player participation type operation presentations such as operation presentations in which the operation status of the player on the operation button 20 is reflected in the presentation, for example, single operation presentations in which a single operation is reflected in the presentation, rapid press operation presentations in which the player's rapid press of the operation button 20 is reflected in the presentation, and long press operation presentations in which the player's long press of the operation button 20 is reflected in the presentation.
[0149] Then, when the MPU 41 identifies the variable display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (the variable display time of the decorative symbol in the symbol display section 341), it inputs the special symbol variable display time and a special symbol variable pattern command indicating the lottery result of the jackpot lottery to the voice lamp control device 5. Specifically, if the lottery result is a "5R normal jackpot," the MPU 41 outputs one of the special symbol variable pattern commands "A01" to "A03" in which "A" indicating a 5R normal jackpot is added before the special symbol variable pattern "01" to "03." Also, if the lottery result is a "5R variable probability jackpot," the MPU 41 outputs one of the special symbol variable pattern commands "B01" to "B03" in which "B" indicating a 5R variable probability jackpot is added before the special symbol variable pattern "01" to "03." Furthermore, if the lottery result is a "16R probability variable jackpot," the MPU 41 outputs one of the special chart variation pattern commands "C01" to "C03," in which a "C" indicating a 16R probability variable jackpot is added before the special chart variation pattern "01" to "03." Furthermore, if the lottery result is a "miss," the MPU 41 outputs one of the special chart variation pattern commands "D01" to "D05," in which a "D" indicating a miss is added before the special chart variation pattern "01" to "05." In other words, the special chart variation pattern command includes not only the special chart variation pattern (special chart game time), which is the variable display time of the special pattern, but also information specifying the result of the jackpot lottery. The voice lamp control device 5 is then able to determine not only the special symbol variation pattern (special symbol game time), which is the variable display time of the special symbol, but also the result of the jackpot lottery, based on the special symbol variation pattern command, and determines details such as the variation type (presentation pattern) to be displayed on the symbol display unit 341 and the combination of stopped display of the decorative symbols, based on the variable display time of the special symbol (special symbol game time) and the result of the jackpot lottery.The voice lamp control device 5 then causes the symbol display unit 341 to display the decorative symbols in a variable and stopped state, and executes image effects in accordance with the variable display of the decorative symbols, and further executes voice effects by the speaker 26 in accordance with the variable display of the decorative symbols, and executes illumination effects (lamp effects) by the illumination unit 27.
[0150] In this way, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process for determining the variable display time of the decorative symbols in the symbol display unit 341 based on the special symbol variable type counter CS1 and the variable table. Therefore, even if the MPU 41 of the gaming machine 10 is configured with an 8-bit microcomputer, the MPU 41 can stably execute the jackpot lottery. Furthermore, since the details of the variable mode of the decorative symbols actually displayed on the symbol display unit 341 are determined by the sound lamp control device 5, it is possible to selectively execute a wide variety of variable modes.
[0151] The fluctuation tables shown in Figures 10(A) to 10(C) are commonly used in various gaming states (normal gaming state, time-saving gaming state, and probability variable gaming state), but a fluctuation table may be set separately for each gaming state, or a fluctuation table may be set separately for the high-frequency support mode (time-saving gaming state and probability variable gaming state) and the low-frequency support mode. When a fluctuation table is set separately for each gaming state or support mode, the average value of the fluctuation display time is set longer, for example, in the normal gaming state (low-frequency support mode) than in the time-saving gaming state and the probability variable gaming state (high-frequency support mode). When different fluctuation tables are set for the time-saving gaming state and the probability variable gaming state, the average value of the fluctuation display time may be set longer in the time-saving gaming state than in the probability variable gaming state, or may be set longer in the probability variable gaming state than in the time-saving gaming state.
[0152] Here, Fig. 11 is a block diagram showing an example of the general map reservation storage area 412c in the memory area of the main control device 4 shown in Fig. 8. As shown in Fig. 11, the general map reservation storage area 412c includes a first general map reservation area SE1, a second general map reservation area SE2, a third general map reservation area SE3, a fourth general map reservation area SE4, a general map variable reservation number storage area SNA, and a general map execution area SAE.
[0153] The first regular map holding area SE1 to the fourth regular map holding area SE4 are memory areas that store a regular map win random number counter C4, a regular map win type random number counter C5, and a regular map change type counter CS2, which are obtained as regular map win / loss information used in the regular map win lottery when a gaming ball passes through the through gates 317L and 317R.
[0154] The regular map variable reservation number storage area SNA stores the number of regular map first reservation area SE1 to regular map fourth reservation area SE4 in which regular map winning / losing information is stored. In other words, the regular map variable reservation number storage area SNA is a storage area that stores the number of reservations for the right to play regular map games.
[0155] The normal symbol execution area SAE is a memory area used to move the normal symbol winning / losing information in the normal symbol first reserve area SE1 when the normal symbol variable display is started in the normal symbol display section 361 of the main display unit 36. Then, at the start of one normal symbol game, the MPU 41 performs a normal symbol winning / losing lottery using the normal symbol winning / losing table (see Figures 12(A) and 12(B)) and the normal symbol winning type allocation table (see Figures 12(C) and 12(D)) described below based on the numerical information (values of the normal symbol winning / losing random number counter C4, the normal symbol type random number counter C5, and the normal symbol variable type counter CS2) stored in the normal symbol execution area SAE, and determines the normal symbol variable display time for the normal symbol using the normal symbol variable table (not shown). At this time, if the information on whether the general map is correct or not stored in the first general map holding area SE1 is moved to the general map execution area SAE, the information on whether the general map is correct or not stored in the second general map holding area SE2 is shifted to the first general map holding area SE1, the information on whether the general map is correct or not stored in the third general map holding area SE3 is shifted to the second general map holding area SE2, and the information on whether the general map is correct or not stored in the fourth general map holding area SE4 is shifted to the third general map holding area SE3.
[0156] The normal win random number counter C4 is periodically updated in step S1003 of the main timer interrupt process in Fig. 17 described later, for example, by being incremented by 1 within the range of 0 to 299, and is reset to 0 after reaching its maximum value. The value of the normal win random number counter C4 at the time when the game ball enters the through gates 317L and 317R is stored in the normal win random number counter C4 first reserve area SE1 to normal win random number counter SE4 of the normal win reserve storage area 412c. Also, at a predetermined timing, a normal win lottery is performed to determine whether or not the electric accessory 315b will be opened for a predetermined time based on the value of the normal win random number counter C4 stored in the normal win reserve storage area 412c.
[0157] Here, Figures 12(A) and 12(B) are diagrams showing examples of a normal winning / losing table. In this embodiment, two types of normal winning / losing tables are set: a low-frequency support mode normal winning / losing table shown in Figure 12(A) and a high-frequency support mode normal winning / losing table shown in Figure 12(B). That is, in this embodiment, as described later, the normal winning probability differs between the low-frequency support mode and the high-frequency support mode, and the normal winning probability is set higher in the high-frequency support mode than in the low-frequency support mode.
[0158] The low-frequency support mode normal winning / losing table shown in Figure 12(A) is a table used in the normal winning lottery in the normal game state, which is the low-frequency support mode. As shown in Figure 12(A), in the low-frequency support mode normal winning / losing table, when the value of the normal winning random number counter C4 is 0, it is a normal winning, and when the value of the normal winning random number counter C4 is 1 to 299, it is a loss. In other words, in the normal game state (low-frequency support mode), the probability of winning a normal winning is set to 1 / 300, and the operation frequency of the electric accessory 315b is low.
[0159] The high-frequency support mode normal winning / losing table shown in Figure 12(B) is a table used in the normal winning lottery in the high-frequency support mode, which is the probability variable game state and the time-saving game state. As shown in Figure 12(B), in the high-frequency support mode normal winning / losing table, contrary to the low-frequency support mode normal winning / losing table, when the value of the normal winning random number counter C4 is 0, it is a loss, and when the value of the normal winning random number counter C4 is 1 to 299, it is a normal winning. In other words, in the probability variable game state and the time-saving game state (high-frequency support mode), the probability of winning a normal winning is set to 299 / 300, which is higher than the normal game state (low-frequency support mode), and the operation frequency of the electric device 315b is increased.
[0160] In addition, the probability of winning a normal low-frequency support mode map and the probability of winning a normal high-frequency support mode map are not limited to the examples shown in Figures 12(A) and 12(B) and can be changed as appropriate.
[0161] The normal win type random number counter C5 is periodically updated by being incremented by 1 in the range of 0 to 199 in step S1003 of the main timer interrupt process in FIG. 17, which will be described later, and is reset to 0 after reaching its maximum value. The value of the normal win type random number counter C5 at the time when the game ball enters the through gate 317L, 317R is stored in the normal win first reserve area SE1 to the normal win fourth reserve area SE4 of the normal win reserve storage area 412c. Also, when the value of the normal win type random number counter C4 stored in the normal win first reserve area SE1 to the normal win fourth reserve area SE4 is a normal win, the type of normal win (short opening normal win and long opening normal win), that is, the opening time of the electric device 315b, is set by the value of the normal win type random number counter C5 stored in the normal win first reserve area SE1 to the normal win fourth reserve area SE4.
[0162] Here, Figures 12(C) and 12(D) are diagrams showing examples of normal map winning type allocation tables. In this embodiment, two types of normal map winning type allocation tables are set: a low-frequency support mode normal map winning type allocation table shown in Figure 12(C) and a high-frequency support mode normal map winning type allocation table shown in Figure 12(D). That is, in this embodiment, as described later, the allocation probability of normal map winning types (short-open normal map winning and long-open normal map winning) differs between the low-frequency support mode and the high-frequency support mode.
[0163] Here, in the case of a short-open normal winning game, the electric device 315b is opened for a short time (for example, 0.1 seconds), and a short-open normal winning game is executed in which the game ball can enter the second winning port 315 for a short time (for example, 0.1 seconds). In this short-open normal winning game, the opening time of the electric device 315b is short, so it is difficult for the game ball to enter the second winning port 315, and in many cases, the game ball does not enter the second winning port 315.
[0164] On the other hand, in the case of a long-opening normal winning game, the electric accessory 315b is opened for a longer period of time (for example, 6 seconds) than in a short-opening normal winning game, so that a long-opening normal winning game is executed in which the game ball can enter the second winning hole 315 for a longer period of time (for example, 6 seconds) than in a short-opening normal winning game. In this long-opening normal winning game, the electric accessory 315b is opened for a longer period of time, so that the game ball is more likely to enter the second winning hole 315, and it is possible to reserve up to an upper limit (for example, 4) of the right to play the second special winning game.
[0165] The low frequency support mode normal winning type allocation table shown in Figure 12 (C) is a table used in the normal winning lottery in the normal game state, which is the low frequency support mode. As shown in Figure 12 (C), in the low frequency support mode normal winning type allocation table, when the value of the normal winning type random number counter C5 is 0 to 99, it is set to a short opening normal winning, and when the value of the normal winning type random number counter C5 is 100 to 199, it is set to a long opening normal winning. In other words, in the normal game state (low frequency support mode), the allocation ratio between the short opening normal winning and the long opening normal winning is set to 1:1. Of course, the distribution ratio between short-opening normal wins and long-opening normal wins in the normal game state (low frequency support mode) does not necessarily have to be 1:1 and can be changed as appropriate. For example, it is possible to set the distribution ratio for long-opening normal wins to zero (the value of the normal win type random number counter C5 for long-opening normal wins is zero) or approximately zero (the value of the normal win type random number counter C5 for long-opening normal wins is one or two).
[0166] The high-frequency support mode normal winning type allocation table shown in FIG. 12(D) is a table used in the normal winning lottery in the high-frequency support mode, which is the probability variable game state and the time-saving game state. As shown in FIG. 12(D), in the high-frequency support mode normal winning type allocation table, when the value of the normal winning type random number counter C5 is 0, it is set to a short-open normal winning, and when the value of the normal winning type random number counter C5 is 1 to 199, it is set to a long-open normal winning. In other words, in the probability variable game state and the time-saving game state (high-frequency support mode), it is set to be more likely to be allocated to a long-open normal winning than a short-open normal winning. Of course, the allocation rate between short-open normal winning and long-open normal winning in the probability variable game state and the time-saving game state (high-frequency support mode) is not limited to the example shown in FIG. 12(D) and can be changed as appropriate. For example, it is possible to set the allocation rate for short-open normal winning to zero (the value of the normal winning type random number counter C5 for short-open normal winning is zero).
[0167] The opening of the electric accessory 315b is not limited to once per game per normal map, but may be multiple times. In this case, the opening time and opening interval (interval between openings) of each opening of the electric accessory 315b per game per normal map may be one or multiple types.
[0168] The normal map fluctuation type counter CS2 is updated at least once in step S1402 by being incremented by 1 within the range of 0 to 99, for example, each time the main processing of FIG. 21 described below is executed, and is also repeatedly updated in step S1414 during the remaining time in the main processing. The value of the normal map fluctuation type counter CS2 at the time when the game ball enters the through gate 317L, 317R is stored in the normal map first reserve area SE1 to the normal map fourth reserve area SE4 of the normal map reserve storage area 412c. Also, at a predetermined timing, the normal map fluctuation display time is determined by referring to a normal map fluctuation display table (not shown) based on the value of the normal map fluctuation type counter CS2 stored in the normal map reserve storage area 412c.
[0169] The normal map fluctuation display table (not shown) includes, for example, a high-frequency support mode normal map fluctuation table that is referenced when the high-frequency support mode is selected, and a low-frequency support mode normal map fluctuation display table that is referenced when the low-frequency support mode is selected. In the high-frequency support mode normal map fluctuation display table and the low-frequency support mode normal map fluctuation display table, multiple normal map fluctuation display times are set corresponding to the value of the normal map fluctuation type counter CS2, for example. Also, the high-frequency support mode normal map fluctuation display table is typically set to have a shorter average normal map fluctuation display time than the low-frequency support mode normal map fluctuation display table. For example, some of the fluctuation display times set in the high-frequency support mode normal map fluctuation display table may be set to be longer than some of the fluctuation display times set in the low-frequency support mode normal map fluctuation display table, or all of the fluctuation display times set in the high-frequency support mode normal map fluctuation display table may be set to be longer than all of the fluctuation display times set in the low-frequency support mode normal map fluctuation display table.
[0170] In addition, a common map change display table may be set for the high-frequency support mode and the low-frequency support mode, and the map change display time set in at least one of the high-frequency support mode map change display table and the low-frequency support mode map change display table may be one type. Also, the map change display time may be set according to the map change reserve number X, for example, the map change display time may be set to be shorter as the map change reserve number X increases, and the map change display time may be set to be longer as the map change reserve number X decreases.
[0171] FIG. 13 is a block diagram showing an example of the game information storage area 412d set in the RAM 412 of the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. The game information storage area 412d stores game information related to game history, ball payout performance, etc. In this embodiment, the game information storage area 412d stores the following game information: "Number of balls out," "Number of balls paid out from the general prize slot," "Number of balls paid out from the first prize slot," "Number of balls paid out from the second prize slot," "Number of balls paid out from the variable prize slot," "Setting value," "Base information," "Continuous feature ratio information," "Feature ratio information," "Cumulative number of jackpot lotteries," "Number of unit jackpot lotteries," "Number of jackpots," and "Number of consecutive misses." Of this game information, the "game setting value," "Base information," "Continuous feature ratio information," "Feature ratio information," and "Number of unit jackpot lotteries" correspond to game information (performance information) related to ball payout performance.
[0172] The "number of out balls" is the cumulative number of game balls released onto the game board 31 in the normal game state (low probability mode and low frequency support mode). This "number of out balls" is stored as a count value of the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17 described later.
[0173] The "number of balls paid out at the general winning port" is the cumulative value of game balls paid out in response to a win at the general winning port 313 in normal game mode (low probability mode and low frequency support mode). When a win at the general winning port 313 is detected by the ball entry sensor 313a in normal game mode, this "number of balls paid out at the general winning port" is updated to a value adding the number of balls paid out for the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to a win at the general winning port 313 in the prize ball command setting process of step S1403 in the main processing of Figure 21 described below.
[0174] The "number of balls paid out at the first winning port" is the cumulative value of game balls paid out in response to a winning into the first winning port 314 in normal game mode (low probability mode and low frequency support mode). When a winning into the first winning port 314 is detected by the ball entry sensor 314a in normal game mode, this "number of balls paid out at the first winning port" is updated to a value adding the number of balls paid out for the current winning when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the winning into the first winning port 314 in the prize ball command setting process of step S1403 in the main processing of Figure 21 described below.
[0175] The "number of balls paid out from the second winning port" is the cumulative number of game balls paid out in response to a win in the second winning port 315 in the time-saving game mode (low probability mode and high frequency support mode). When a win in the second winning port 315 is detected by the ball entry sensor 315a in the time-saving game mode, this "number of balls paid out from the second winning port" is updated to a value that includes the number of balls paid out from the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win in the second winning port 315 in the prize ball command setting process in step S1403 of the main process in Figure 21 described below.
[0176] The "number of balls paid out from the variable winning port" is the cumulative value of the game balls paid out in response to a win into the variable winning port 316 in a jackpot game state. When a win into the variable winning port 316 is detected by the ball entry sensor 316a in a jackpot game state, this "number of balls paid out from the variable winning port" is updated to a value that includes the number of balls paid out from the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to a win into the variable winning port 316 in the prize ball command setting process of step S1403 in the main process of Figure 21 described below.
[0177] The "game setting value" is used to select the low probability mode hit / miss table (see Figure 9(A)) and high probability mode hit / miss table (see Figure 9(B)) used in the jackpot lottery (hit / miss determination). In other words, the "game setting value" specifies the jackpot probability in the low probability mode and the high probability mode. In this embodiment, six setting values (six types of low probability mode hit / miss tables (see Figure 9(A)) and high probability mode hit / miss tables (see Figure 9(B)) with different jackpot probabilities) are prepared as described below. The "game setting value" is updated during the game setting value change process in Figure 35 described below.
[0178] "Base information" refers to information about the "base," which is the payout rate (ball payout rate) in normal game mode (low probability mode and low frequency support mode). This "base" is the ratio of the total number of paid balls (the "number of balls paid out from the general prize slot" and the "number of balls paid out from the first prize slot)) to the "number of balls out" in normal game mode. The "base" can be expressed mathematically as "base" = 100 × ("number of balls paid out from the general prize slot" + "number of balls paid out from the first prize slot") / "number of balls out." The "base information" includes information about the current base BL, the previous 60,000 ball base B1, and the two-previous 60,000 ball base B2. The previous 60,000 ball base B1 and the two-previous 60,000 ball base B2 are updated each time the number of out balls reaches 60,000 balls in the specific performance information update process of Figure 36 (described below) (steps S2505 and S2506). Specifically, the "base" when the most recent number of out balls reaches 60,000 balls is set as the previous 60,000 ball base B1, and the "base" when the number of out balls two balls before that reaches 60,000 balls is set as the second-to-last 60,000 ball base B2, and these are saved as "base information" in the game information storage area of RAM 412. Furthermore, until the counter value for the number of out balls reaches 60,000 balls, it is calculated as the current base BL (step S1804), and the current base BL is saved as "base information" in the game information storage area of RAM 412. Furthermore, when the counter value for the number of out balls is calculated as the current base BL until it reaches 60,000 balls, the "base information" stores the "number of balls paid out from the general prize slot," "number of balls paid out from the first prize slot," and "number of out balls" for base calculation, in addition to the "number of balls paid out from the general prize slot," "number of balls paid out from the first prize slot," and "number of out balls" explained above.
[0179] In this embodiment, the "base information" includes the "current base BL," the "previous 60,000 ball base B1," and the "previously previous 60,000 ball base B2," and the past two 60,000 ball bases are recorded as history, but it is also possible to record the past three or more 60,000 ball bases as history. Also, the "base information" may include the cumulative base from when the gaming machine 10 was installed in the gaming hall to the present.
[0180] The "continuous feature ratio information" is information relating to the "continuous feature ratio," which is the ratio of the number of balls paid out from the variable feature slots to the total number of balls paid out from all the feature slots that pay out prize balls (general feature slot 313, first feature slot 314, second feature slot 315, and variable feature slot 316). The "continuous feature ratio" can be expressed mathematically as "continuous feature ratio" = 100 × "number of balls paid out from variable feature slots" / "total number of balls paid out." The "continuous feature ratio information" is updated, for example, during the specific performance information update process shown in Figure 36, which will be described later. In this embodiment, the "continuous feature ratio information" is stored as the cumulative continuous feature ratio from the time the gaming machine 10 was installed in the gaming hall until the present time. The "sequential feature ratio information" may be the consecutive feature ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "sequential feature ratio information" may include both the cumulative consecutive feature ratio and the consecutive feature ratio for a certain period.
[0181] The "function ratio information" is information related to the "function ratio," which is the ratio of the total number of balls paid out from the second winning slot to the total number of balls paid out from all winning slots that pay out prize balls (general winning slot 313, first winning slot 314, second winning slot 315, and variable winning slot 316). The "function ratio" can be expressed mathematically as follows: "function ratio" = 100 × ("number of balls paid out from second winning slot" + "number of balls paid out from variable winning slot") / "total number of balls paid out." The "function ratio information" is updated, for example, during the specific performance information update process shown in Figure 36, which will be described later. In this embodiment, the "function ratio information" is stored as the cumulative function ratio from the time the gaming machine 10 was installed in the gaming hall to the present. The "role ratio information" may be the role ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "continuous role ratio information" may include both the cumulative role ratio and the role ratio for a certain period.
[0182] The "cumulative number of jackpot draws" is the number of jackpot draws in the normal game mode (low probability mode and low frequency support mode) from the start of the gaming machine 10 before the opening of the gaming hall until the present. In other words, the "cumulative number of jackpot draws" is also the cumulative number of times that the first special symbol variable display is executed in the first special symbol display area 362 of the main display unit 36 in response to a winning entry into the first winning slot 314 in the normal game mode. The "cumulative number of jackpot draws" is incremented by one each time the first special symbol or second special symbol variable display is started in the first special symbol display area 362 or second special symbol display area 363 of the main display unit 36 in step S2106 of the special symbol variable display start processing in FIG. 28 (described later). The "cumulative number of jackpot draws" is cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0183] The "unit number of jackpot draws" is the number of jackpot draws triggered by winning the first winning slot 314 per a certain number of minus ball difference in normal gaming mode (low probability mode and low frequency support mode) (the number of times the symbol variation display of the first special symbol display unit of the main display unit 36 is executed). In this embodiment, the certain number is "250 balls," and the symbol variation is the number of balls obtained by subtracting the "number of balls paid out to the normal winning slot" and the "number of balls paid out to the first winning slot" from the "number of balls out." In other words, when 250 balls are loaned for 1,000 yen at an amusement parlor, the "unit number of jackpot draws" is the number of times the first special symbol variation display is executed in the first special symbol display unit 362 (the number of jackpot draws) on average per 1,000 yen. Note that the "unit number of jackpot draws" may also be the number of jackpot draws triggered by winning the first winning slot 314 per a certain number of minus ball difference in normal gaming mode. The "number of unit jackpot draws" is updated in the specific performance information update process of FIG. 36, which will be described later. In this embodiment, the "number of unit jackpot draws" is stored as the cumulative number of unit jackpot draws from the time the gaming machine 10 was installed in the gaming hall until the present. The "number of unit jackpot draws" may be for a certain period (for example, for a certain number of jackpot draws (e.g., 100 draws), a period until a certain number of jackpot draws (e.g., 1,000 draws) are executed in the normal gaming state, or a period until the number of out balls reaches a certain number (e.g., 60,000 balls)). Of course, both the cumulative number of unit jackpot draws and the number of unit jackpot draws for a certain period may be stored as gaming information as the "number of unit jackpot draws."
[0184] The "number of jackpots" is the number of times that a jackpot has been drawn in the jackpot lottery conducted from the start of the gaming machine 10 before the opening of the gaming hall until the present time. The "number of jackpots" is incremented by one each time a jackpot game is started in the jackpot game control process shown in FIG. 29, which will be described later. In addition, the "number of jackpots" is cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0185] The "number of consecutive losses" is the number of consecutive losses in the jackpot lottery in the normal game mode (low probability mode and low frequency support mode), and is cleared to 0 if the lottery result is a jackpot. When the variable display of the first or second special symbol is started in the first special symbol display area 362 or the second special symbol display area 363 of the main display unit 36 in step S2106 of the special symbol variation start processing in FIG. 28 described later, the "number of consecutive losses" is incremented by one if the result of the win / loss determination based on the low probability mode win / loss table in step S2103 is a miss, and is cleared to 0 if the result of the win / loss determination is a jackpot. In this embodiment, the "number of consecutive losses" is cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off. Of course, the "number of consecutive losses" may not be cleared from the game information storage area 412d when the main power of the gaming machine 10 is turned off.
[0186] Returning to the explanation of Fig. 14, the performance information display device 4A displays "base information" and "setting values" stored as game information (performance information) in a game information storage area 412d set in the RAM 412. The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a setting value display unit 45, a setting value change operation unit 46, and a ROM 47. Here, Fig. 15 is a diagram schematically showing an example of the performance information display device 4A.
[0187] As shown in FIG. 15, the performance display monitor 43 displays "base information" of the gaming machine 10, and is provided in a position that is visible when the inner frame 12 is unfolded (see FIG. 3). The performance display monitor 43 is composed of multiple (four in this embodiment) 7-segment displays 431-434, and is referred to as a 4-digit 7-segment display. Note that, although the performance display monitor 43 is preferably provided in the main control device 4, it may be provided in a device other than the main control device 4 in the main control unit 331, or may be provided in another component of the game other than the main control unit 331. It is also conceivable to display the "base information" using the first special symbol display portion 362 and / or the second special symbol display portion 363 of the main display portion 36.
[0188] The seven-segment displays 431 to 434 are capable of displaying the numbers "0" to "9" and the letters "A" to "F." When the seven-segment displays 431 to 434 display the letter "B," a dot is lit to display "8." in order to distinguish it from the number "8," and when the letter "D" is displayed, a dot is lit to display "0" in order to distinguish it from the number "0." Furthermore, when displaying any of the letters "A" to "F," it is also possible to light up a dot to clearly indicate that it is a letter.
[0189] Of the four seven-segment indicators 431 to 434 of the performance display monitor 43, the two left seven-segment indicators 431 and 432 are identification segments that display an abbreviation for "base type," and the two right seven-segment indicators 433 and 434 are ratio segments that display a base value (%) calculated by the MPU 41. For example, when the current base BL is 31%, the two left seven-segment indicators 431 and 432, which are identification segments, display "BL," which is the abbreviation for the current base BL, as "8." and "L," and the two right seven-segment indicators 433 and 434, which are ratio segments, display the base value "31" as "3" and "1." In other words, the four seven-segment indicators 431 to 434 display "8.", "L," "3," and "1," in order from left to right.
[0190] The performance display switch 44 is operated to collectively turn on and off the power to the performance display monitor 43 (four 7-segment displays 431-434) by pressing it, and is located in a position that allows easy operation when the inner frame 12 is unfolded (see FIG. 3). In the illustrated example, pressing the upper half of the performance display switch 44 turns on the power, and pressing the lower half turns the power off. When the performance display switch 44 is operated to turn on the power, electricity is supplied to the four 7-segment displays 431-434, allowing the display of base information on the performance display monitor 43. On the other hand, when the performance display switch 44 is operated to turn off the power, electricity is cut off to the four 7-segment displays 431-434, and the base information on the performance display monitor 43 is hidden. The performance display switch 44 may be provided somewhere other than the main control device 4.
[0191] Here, FIG. 15(A) is an example of a display on the performance display monitor 43. As shown in FIG. 15(A), when the performance display switch 44 is off, the seven-segment displays 431-434 are off, and the base information is not displayed. As shown in FIGS. 15(B) to 15(D), when the performance display switch 44 is turned on, the "base information" is displayed in a loop of the current base BL → previous 60,000 ball base B1 → two-to-last 60,000 ball base B2 → current base BL, with each base being displayed at regular intervals, unless the performance display switch 44 is turned off. In the example shown in FIG. 15(B), the current base BL is 28%, in the example shown in FIG. 15(C), the previous 60,000 ball base B1 is 34%, and in the example shown in FIG. 15(D), the two-to-last 60,000 ball base B2 is 32%. On the other hand, as shown in FIG. 15(A), when the performance display switch 44 is turned off, the seven-segment displays 431 to 434 are turned off and the base information on the performance display monitor 43 is not displayed.
[0192] Note that programs necessary for displaying the "base information" on the performance display monitor 43, such as programs for calculating the current base BL, the previous 60,000 ball base B1, and the 60,000 ball base B2 from the previous time, and programs for displaying the current base BL, the previous 60,000 ball base B1, and the 60,000 ball base B2 from the previous time in sequence at regular intervals on the performance display monitor 43, are stored in a ROM 47 provided in the main control device 4 separately from the ROM 412 of the MPU 41. This reduces the load on the ROM 411 of the MPU 41. However, if the ROM 411 of the MPU 41 has sufficient capacity, the programs necessary for displaying the "base information" on the performance display monitor 43 may be stored in the ROM 411. Alternatively, the programs necessary for displaying the "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM provided separately from the main control device 4.
[0193] In addition, the performance display monitor 43 may display other performance information stored in the game information storage area 412d, such as "continuous feature ratio information" or "feature ratio information," instead of or in addition to the "base information."
[0194] Furthermore, the performance display monitor 43 is not limited to a 7-segment display, and may be configured with other types of display such as a dot matrix display, a liquid crystal display, or an organic EL display.
[0195] Returning to the explanation of Figure 14, the setting value display unit 45 displays the above-mentioned game setting values for selecting the low-probability mode win / loss table (see Figure 9(A)) and the high-probability mode win / loss table (see Figure 9(B)) to be referenced in the jackpot lottery, and is configured with a 7-segment display. Note that the setting value display unit 45 is not limited to a 7-segment display, and may be configured with other types of display devices such as a dot matrix display, a liquid crystal display, or an organic EL display, and the game setting values may be displayed using the performance display monitor 43.
[0196] The set value change operation unit 46 switches the power of the 7-segment display on and off when pressed, and when the power of the 7-segment display is on, it allows the set value to be changed by rotating it. The set value change operation unit 46 has a function as a contact switch that is turned on and off when pressed, and a function as a rotary switch that switches the contact when rotated (by a predetermined angle). Here, Fig. 16 is a diagram showing an example of a display on the set value display unit 45 of the main control device 4.
[0197] As shown in FIG. 16(A), when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an off state, the seven-segment display is energized and a number is displayed on the setting value display unit 45. The number displayed at this time is the setting value stored in the game information storage area 412d of the RAM 412, and indicates the current setting value. In the illustrated example, the setting value is "1." On the other hand, when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an on state, the power to the seven-segment display is cut off and the setting value display unit 45 is turned off.
[0198] As shown in FIG. 16(B), when the setting value display unit 45 is turned on, a rotation operation on the setting value change operation unit 46 changes the number displayed on the setting value display unit 45. In the illustrated example, rotating the setting value display unit 45 to the right increases the number displayed on the setting value display unit 45, and rotating the setting value display unit 45 to the left decreases the number displayed on the setting value display unit 45. When the number displayed on the setting value display unit 45 is changed by rotating the setting value display unit 45, the changed number is stored as the setting value in the game information storage area 412d of the RAM 412. Therefore, when the setting value change operation unit 46 is pressed with the number corresponding to the desired setting value displayed on the setting value display unit 45 and the power to the 7-segment display is turned off, the number displayed immediately before the power was turned off is determined as the setting value. This allows the MPU41 to conduct a jackpot lottery based on a low-probability mode win / loss table (see Figure 9(A)) or a high-probability mode win / loss table (see Figure 9(B)) selected according to the setting value stored in the game information storage area 412d of the RAM412.
[0199] The method for changing the set value is not limited to the method of rotating the set value change operation unit 46 and then turning off the power to the set value display unit 45. For example, the method may involve rotating the set value change operation unit 46 and then pressing the operation button 20 (see FIG. 1) to determine the set value, repeatedly pressing or holding the operation button 20 (see FIG. 1) to change the number displayed on the set value display unit 45 and then turning off the power to the set value display unit 45, or inserting a key into a keyhole provided in the main control unit 4 or the like and turning the key to change the number displayed on the set value display unit 45 and then removing the key.
[0200] Here, the performance information display device 4A equipped with the setting value display unit 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. The control unit 33 is provided on the rear side of the game board 31 and can be opened and closed relative to the front frame 11. Therefore, the setting value display unit 45 is provided on the rear side of the game board 31, and by opening and closing the control unit 33 together with the game board 31 relative to the front frame 11, it is possible to select between a state in which it is visible from outside the gaming machine 10 (the front side of the front frame 11) and a state in which it is not visible. In other words, by closing the game board 31 (control unit 33) relative to the front frame 11, the setting value display unit 45 cannot be seen, whereas by opening the game board 31 (control unit 33) relative to the front frame 11, the setting value display unit 45 can be seen. As a result, when a player plays a game on the gaming machine 10, the setting value display unit 45 is not visible unless the game board 31 is opened, preventing the player from understanding the setting value from the numbers displayed on the setting value display unit 45. When the setting value display unit 45 is lit, it is turned off by pressing the setting value change operation unit 46. Therefore, by keeping the setting value display unit 45 turned off during the business hours of the gaming hall, it is possible to prevent the player from understanding the setting value from the setting value display unit 45, even if the setting value display unit 45 becomes visible when the game board 31 is opened due to ball jamming in the gaming machine 10 or the like.
[0201] On the other hand, when the setting value display unit 45 is in an unlit state, pressing the setting value change operation unit 46 turns it on, and the numbers corresponding to the game setting values are hidden. Therefore, outside of the business hours of the gaming hall, by opening the game board 31 to the front frame 11 and pressing the setting value change operation unit 46, the setting value display unit 45 turns on, allowing the game setting values to be confirmed based on the numbers displayed on the setting value display unit 45, and further, by rotating the setting value change operation unit 46, the game setting values can be changed. This ensures the confidentiality of the setting values during business hours, while allowing the setting values to be changed with a simple operation outside of business hours.
[0202] In this embodiment, the performance information display device 4A is provided in the main control device 4, but the performance information display device 4A may be provided separately from the main control device 4 in the main control unit 331, or may be provided separately from the main control unit 331 in the control unit 33.
[0203] [Sub-control unit 332] As shown in Figure 7, the sub-control unit 332 is equipped with a voice lamp control device 5 and a display control device 6, and performs pattern variation display and performance display in the pattern display section 341 based on a control signal input from the main control unit 331.
[0204] [Audio lamp control device 5] The voice and lamp control device 5 includes an MPU 51 and an input / output I / F 52. The MPU 51 is a computing device configured as a one-chip microcomputer. The MPU 51 also includes a ROM 511 and a RAM 512 built therein.
[0205] The ROM 511 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The ROM 511 also stores information such as sounds and lamp flashing patterns used in special game presentations, jackpot game presentations, etc. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for processing executed by the MPU 51. The RAM 512 may also be a non-volatile storage unit.
[0206] The sound lamp control device 5 executes processing according to a control program stored in the ROM 511 using the MPU 51, and inputs commands (control signals) to the display control device 6 based on commands (control signals) input from the main control device 4, thereby controlling the display of the symbol display unit 341. The sound lamp control device 5 also controls the playback sound output from the speaker 26 and the blinking mode of the illumination unit 27 in accordance with the display of the symbol display unit 341. For example, when executing a special symbol game presentation and a jackpot game presentation, which will be described later, the MPU 51 controls the image display on the symbol display unit 341, the playback sound output from the speaker 26, and the blinking mode of the illumination unit 27.
[0207] The input / output I / F 52 is an input / output interface that inputs signals to the audio lamp control device 5 and outputs control signals from the audio lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52. Commands such as a special chart variation pattern command, a first special chart hold command, a second special chart hold command, and a special chart shift command are input from the main control device 4 to the audio lamp control device 5. In addition, the audio lamp control device 5 outputs a display variation pattern command and the like to the display control device 6. Note that another embodiment can also be considered as a configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the audio lamp control device 5. In addition, another embodiment can also be considered as a configuration in which the sub-control unit 332 includes a single control device having the functions of both the audio lamp control device 5 and the display control device 6.
[0208] The input / output I / F 52 is also connected to the speaker 26 and the illumination unit 27. In the audio and lamp control device 5, the MPU 51 controls the audio output from the speaker 26 and the flashing pattern of the illumination unit 27 based on commands input from the main control device 4. The input / output I / F 52 is also connected to the operation switch 20a. This allows the MPU 51 to detect that an operation has been performed on the operation button 20, and based on the detection result, it is also possible to control the image game presentation executed by the symbol display unit 341, the audio output presentation in which audio is output from the speaker 26, the lamp presentation based on the flashing pattern of the illumination unit 27, and the like.
[0209] The MPU 51 performs predetermined calculation processing based on commands input from the main control device 4, such as a normal chart change pattern command, an electric role device open command, an electric role device close command, a special chart change pattern command, a first special chart hold command, a second special chart hold command, a special chart shift command, a jackpot game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a jackpot game end command, and a game setting value change command.
[0210] Specifically, when a special symbol variation pattern command is input, the MPU 51 determines a special symbol variation pattern based on the special symbol variation pattern command, transmits a display variation pattern command corresponding to the special symbol variation pattern to the display control device 6 (see step S3107 in the command determination process of FIG. 47), and starts the symbol variation display in the symbol display unit 341. At this time, in the symbol display unit 341, if the special symbol variation pattern command indicates a miss, a combination of decorative symbols corresponding to the miss is displayed.
[0211] [Display Control Device 6] The display control device 6 controls the display of the symbol display unit 341 based on commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 controls the display of the symbol display unit 341 based on display variation pattern commands input from the voice lamp control device 5, and thereby performs symbol variation display and performance display.
[0212] The display control device 6 includes an MPU 61 and an input / output I / F 62, and the input / output I / F 62 is connected to the voice lamp control device 5 and the pattern display unit 341. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.
[0213] The MPU 61 is an arithmetic unit configured as a one-chip microcomputer, and has a built-in ROM 611 and a built-in RAM 612. The display control device 6 also has built-in other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts. The MPU 61 executes processing in accordance with a control program stored in the ROM 611 or the like. Some or all of the processing executed by the display control device 6 may be executed by electronic circuits.
[0214] The ROM 611 stores a control program as well as a plurality of types of images, such as variable symbols, such as decorative symbols, used in the variable symbol display of the symbol display unit 341, preview effect images, reach effect images, jackpot effect images, and miss effect images. The images displayed on the symbol display unit 341 include still images and moving images. The ROM 611 also stores a display schedule corresponding to each variable display pattern command. Specifically, the display schedule includes the type of image to be used, the display timing, and the variable display time of the variable symbol. In the display control device 6, the MPU 61 displays images on the symbol display unit 341 in accordance with the display schedule corresponding to the variable display pattern command, thereby realizing the variable symbol display and effect display.
[0215] The RAM 612 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 61. The RAM 612 may also be a non-volatile storage unit.
[0216] [Dispensing control device 7] The dispensing control device 7 is equipped with an MPU 71 and an input / output I / F 72. The MPU 71 is a computing device configured as a one-chip microcomputer. The MPU 71 also has a built-in ROM 711 and RAM 712.
[0217] The ROM 711 is a non-volatile storage unit in which control programs and parameter information are stored in advance. The RAM 712 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 71. The RAM 712 may also be a non-volatile storage unit.
[0218] The input / output I / F 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7. Specifically, the input / output I / F 72 is connected to the payout device 132 and the ball lending device 100.
[0219] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and is equipped with a drive unit 132a, such as a motor, that drives a ball stop member that switches whether or not game balls are paid out, and a payout sensor 132b that individually detects the game balls being paid out. The payout control device 7 pays out any number of game balls by controlling the drive unit 132a based on the detection results of the payout sensor 132b. The payout control device 7 is also provided with a state recovery switch 73. The state recovery switch 73 is operated, for example, when a payout error such as ball jamming in the payout device 132 occurs, to resolve the ball jam (return to normal state).
[0220] The ball dispensing device 100 is installed in an island facility together with the gaming machine 10. The ball dispensing device 100 can dispense and dispense a number of gaming balls to a player corresponding to a preset amount within the range of amounts stored on a recording medium, such as a card, inserted into the ball dispensing device 100 in response to the operation of a ball dispensing operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal instructing the dispensing control device 7 to dispense a predetermined number of gaming balls is input from the ball dispensing device 100, the MPU 71 controls the dispensing device 132 to dispense the predetermined number of gaming balls. The recording medium is not limited to a card, and may be, for example, a coin-type or stick-type storage medium with an integrated circuit chip. The ball dispensing device 100 may also be capable of dispensing a predetermined number of gaming balls according to the amount of cash inserted.
[0221] [Launch Control Device 8] The launch control device 8 includes a launch control IC 81 that controls the operation of the game ball launching mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeding device 322 of the game ball launching mechanism 32, thereby supplying game balls stored in the upper tray 23 onto the launch rail 321. The launch control IC 81 then detects the amount of operation of the launch handle 22 and drives the solenoid 323 of the game ball launching mechanism 32 in accordance with the amount of operation, thereby launching the game balls on the launch rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeding device 322 and the solenoid 323 using a clock signal that switches ON / OFF at a preset cycle (e.g., 0.6 seconds) as a drive signal. As a result, in the gaming machine 10, one game ball is launched toward the play area every 0.6 seconds.
[0222] Furthermore, the launch handle 22 is provided with a variable resistor for detecting the amount of rotation by the player, and a voltage is input to the launch control IC 81 according to the amount of rotation of the launch handle 22. As a result, the launch control IC 81 adjusts the voltage applied to the solenoid 323 based on the voltage value input according to the amount of rotation of the launch handle 22 so that the greater the amount of rotation of the launch handle 22, the stronger the launch of the game balls from the game ball launching mechanism 32.
[0223] Furthermore, the launch handle 22 is provided with a touch sensor 21a for detecting that the player is touching the launch handle 22, and a ball stop switch 21b that the player operates to stop the launch of the game balls at will. The launch control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the launch of the game balls by the game ball launch mechanism 32 when the touch sensor 21a detects that the player is not touching the launch handle 22, or when the ball stop switch 21b is detected to be operated by the player. This prevents a game from being played when the launch handle 22 is not being touched, for example, by fixing the launch handle 22 in a rotating state. In addition, the player can stop the launch of the game balls by operating the ball stop switch 21b with their thumb or the like at any timing while rotating the launch handle 22.
[0224] [Power supply control device 9] The power supply control device 9 generates a +12V voltage to drive various sensors, drive units, etc., and a +5V voltage for the logic used in the control device. The power supply control device 9 then supplies the generated +12V or +5V voltage to the main control device 4, audio lamp control device 5, display control device 6, dispensing control device 7, launch control device 8, etc.
[0225] The power supply control device 9 is provided with a power switch 90 for turning the power supply to the gaming machine 10 on and off, and a RAM clear switch 91 that is operated to return the gaming machine 10 to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated to turn on the power with the RAM clear switch 91 in the ON state.
[0226] The power supply control device 9 is also provided with a capacitor and a secondary battery as charging means that are charged with power supplied from the power supply equipment. As a result, in the gaming machine 10, even if the power supply from the power supply equipment is cut off, the information in the RAM provided in the control device is retained for a predetermined period by the power discharged from the capacitor. Also, in the gaming machine 10, even if the power supply from the power supply equipment is cut off, the control device can be driven for a predetermined period by the power discharged from the secondary battery.
[0227] Furthermore, when the power supply control device 9 determines that the power supply has been cut off, it inputs a power outage signal to the main control device 4, the voice lamp control device 5, the dispensing control device 7, etc. For example, when the power supply control device 9 outputs a preset 24V DC voltage based on the power supplied from the power supply equipment, it determines that a power outage has occurred when the DC voltage falls below the preset 22V. Note that when the main control device 4, the voice lamp control device 5, the dispensing control device 7, etc. receive a power outage signal from the power supply control device 9, they interrupt the control they are currently executing and execute a predetermined NMI interrupt process.
[0228] [Processing by Main Control Unit 4] Next, with reference to Figures 17 to 41, the processing executed by the MPU 41 of the main control device 4 will be described. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is started when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is started periodically, and an NMI interrupt process that is executed during a power outage. Note that in this embodiment, a description of the startup process, NMI interrupt process, etc. will be omitted, and only the main timer interrupt process and main process will be described. Furthermore, in the startup process, it is confirmed whether the RAM 412 is operating normally, and execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.
[0229] [Main timer interrupt processing of main control unit 4] 17 is a flowchart for explaining an example of the procedure of the main timer interrupt process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed, for example, every 2 msec. The main timer interrupt process will be explained below with reference to FIG. 17.
[0230] <Step S1001> As shown in FIG. 17, in step S1001, the MPU 41 executes a sensor detection process to determine the detection status of sensors connected to the main control device 4. For example, the MPU 41 determines the detection status of the ball entry sensors 313a-316a, 317La, and 317Ra, the out ball sensor 318a, and the like. If the MPU 41 detects a game ball entering any of the ball entry sensors 313a-316a, 317La, and 317Ra, it stores the information in the RAM 412 as winning detection information. If the out ball sensor 318a detects an out ball, the MPU 41 adds 1 to the number of out balls stored in the game information storage area 412d of the RAM 412 to update the number of out balls in the game information storage area 412d.
[0231] <Step S1002> Next, in step S1002, the MPU 41 executes updating of the jackpot random number initial value counter CIN1 and the normal jackpot random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number initial value counter CIN1 and the normal jackpot random number initial value counter CIN2, and clears the counter values to 0 when the counter values reach their maximum values.
[0232] <Step S1003> Next, in step S1003, the MPU 41 executes updates of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal win random number counter C4, and the normal win type random number counter C5. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal win random number counter C4, and the normal win type random number counter C5, respectively, and clears the counter values to 0 when the counter values reach their maximum values.
[0233] <Steps S1004 and S1005> Thereafter, the MPU 41 executes a start winning process associated with a win in the first winning port 314 or the second winning port 315 (step S1004), and executes a launch control process (step S1005). Details of the start winning process will be described later with reference to FIG.
[0234] The launch control process is a process that enables the launch of game balls on the condition that the touch sensor 21a detects that the player is touching the launch handle 22 and the ball stop switch 21b for stopping the launch has not been operated. The launch control process also disables the launch of game balls when the touch sensor 21a detects that the player is not touching the launch handle 22 or when the ball stop switch 21b has been operated. When the launch of game balls is enabled, the MPU 41 instructs the launch control device 8 to launch the game balls.
[0235] <Step S1006> In step S1006, when the game ball passes through the through gates 317L and 317R, the MPU 41 executes a through gate process to update the information stored in the normal game ball reservation storage area 412c of the RAM 412, and ends the main timer interrupt process. Details of the through gate process will be described later with reference to FIG. 20.
[0236] [Start-up winning process] Here, Fig. 18 is a flowchart showing an example of the procedure of the start winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of Fig. 17. Hereinafter, the start winning process will be described with reference to Fig. 18.
[0237] <Step S1101> 18, in step S1101, the MPU 41 determines whether or not a win has been made at the first winning port 314. If the MPU 41 determines that a win has been made at the first winning port 314 (step S1101: Yes), the MPU 41 proceeds to step S1102, and if the MPU 41 determines that a win has not been made at the first winning port 314 (step S1101: No), the MPU 41 proceeds to step S1106.
[0238] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the first special symbol reservation number N stored in the first special symbol reservation number storage area NAA of the RAM 412 is the maximum reservation number (4 in this embodiment). If the first special symbol reservation number N is the maximum reservation number (step S1102: Yes), the MPU 41 proceeds to step S1106. On the other hand, if the first special symbol reservation number N is not the maximum reservation number (step S1102: No), the MPU 41 executes a process of adding 1 to the first special symbol reservation number N (step S1103).
[0239] <Step S1104> In step S1104, the MPU 41 acquires the counter values of the jackpot random number counter C1, jackpot type counter C2 and reach random number counter C3 which are updated in step S1003 in the main timer interrupt processing of Figure 17, and the special chart change type counter CS1 which is updated in steps S1402 and S1414 in the main processing of Figure 21 described below, and stores the counter values in the first empty reserve area among the first reserve area REA1 to the fourth reserve area REA4 of the first special chart reserve storage area REA of the special chart reserve storage area 412b in RAM 412.
[0240] <Step S1105> In step S1105, the MPU 41 checks the content of the special chart hit / miss information for the first special chart reserve acquired in step S1104 before it becomes the target for determining whether or not it is a jackpot in step S2102 or S2103 in the special chart variation start processing in Fig. 28 described later, and executes a first special chart reserve command setting process to set the first special chart reserve command in the RAM 412 based on the confirmation result. Note that the details of the first special chart reserve command setting process will be described later with reference to Fig. 19.
[0241] <Step S1106> In step S1106, the MPU 41 determines whether or not a win has been made at the second winning port 315. If the MPU 41 determines that a win has been made at the second winning port 315 (step S1106: Yes), the process proceeds to step S1107, and if the MPU 41 determines that a win has not been made at the second winning port 315 (step S1106: No), the process ends.
[0242] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the second special symbol reservation number M stored in the second special symbol reservation number storage area NAB of the RAM 412 is the maximum reservation number (4 in this embodiment). Here, if the second special symbol reservation number M is the maximum reservation number (step S1107: Yes), the MPU 41 ends the start winning process. On the other hand, if the second special symbol reservation number M is not the maximum reservation number (step S1107: No), the MPU 41 executes a process of adding 1 to the second special symbol reservation number M as an update process (step S1108).
[0243] <Step S1109> In step S1109, the MPU 41 acquires the counter values of the jackpot random number counter C1, jackpot type counter C2 and reach random number counter C3 which are updated in step S1003 in the main timer interrupt processing of Figure 17, and the special chart change type counter CS1 which is updated in steps S1402 and S1414 in the main processing of Figure 21 described below, and stores the counter values in the first empty reserve area among the first reserve area REB1 to the fourth reserve area REB4 of the second special chart reserve storage area REB of the special chart reserve storage area 412b in RAM 412.
[0244] <Step S1110> In step S1110, the MPU 41 checks the content of the special chart hit / miss information for the second special chart reserved acquired in step S1109 before the special chart hit / miss information becomes the subject of jackpot hit / miss judgment in step S2102 or S2103 in the special chart variation start processing in FIG. 28 described later, and executes a second special chart reserve command setting process to set a second special chart reserve command in the RAM 412 based on the confirmation result. Here, the second special chart reserve command setting process is the same as the first special chart reserve command setting process described later with reference to FIG. 19, so a detailed description will be omitted. Note that the second special chart reserve command setting process can be performed by replacing the "first special chart reserve command" with the "second special chart reserve command" and the "first special chart reserve number N" with the "second special chart reserve number M" in the first special chart reserve command setting process in FIG. 19.
[0245] [1st special drawing hold command setting process] Here, Fig. 19 is a flowchart showing the procedure of the first special symbol reserve command setting process executed by the MPU 41 in step S1105 in the start winning process of Fig. 18. The first special symbol reserve command includes information indicating that the command is the first special symbol reserve command, and information such as the result of the jackpot lottery (jackpot type or loss), the special symbol variable display time, and the number of first special symbols reserved N. Hereinafter, the first special symbol reserve command setting process will be described with reference to Fig. 19.
[0246] <Step S1201> As shown in FIG. 19, the MPU 41 reads out the number N of reserved first special symbols from the number NAA of reserved first special symbols storage area REA, and also reads out the value of the jackpot random number counter C1 corresponding to each reserved first special symbol from RAM 412 (step S1201).
[0247] <Step S1202> In step S1202, the MPU 41 determines whether the game is in the high probability mode. If the game is in the high probability mode (step S1202: Yes), the MPU 41 proceeds to step S1203. On the other hand, if the game is not in the high probability mode (step S1202: No), i.e., if the game is in the low probability mode, the MPU 41 proceeds to step S1204. For example, the MPU 41 determines whether the game is in the high probability mode based on a probability variable game state flag. The probability variable game state flag is a flag that indicates whether the game is in the probability variable game state, i.e., whether the game is in the high probability mode. In the game state transition process described below, the probability variable game state flag is set to ON in step S2317 of FIG. 34 when the game state transitions from the probability variable game state to the probability variable game state, and is set to OFF in step S2309 of FIG. 33 when the game state transitions from the probability variable game state to the probability variable game state or the normal jackpot game state.
[0248] <Steps S1203 and S1204> In step S1203, the MPU 41 reads out a high-probability mode hit / miss table (see FIG. 9(B)) saved in accordance with the game setting value in step S2410 in the game setting value change processing of FIG. 35 described later, and performs a hit / miss determination based on the high-probability mode hit / miss table to determine whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win. Meanwhile, in step S1204, the MPU 41 reads out a low-probability mode hit / miss table (see FIG. 9(A)) saved in accordance with the game setting value in step S2410 in the game setting value change processing of FIG. 35 described later, and performs a hit / miss determination based on the low-probability mode hit / miss table to determine whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win.
[0249] In steps S1203 and S1204, the hit / miss judgment is made based on the high probability mode hit / miss table or the low probability mode hit / miss table saved according to the game setting value in step S2410 in the game setting value change processing of Figure 35 described below. However, in steps S1203 or S1204, the game setting value saved in step S2408 in the game setting value change processing of Figure 35 described below may be read out, and the hit / miss judgment may be made by selecting the high probability mode hit / miss table or the low probability mode hit / miss table corresponding to that game setting value one by one.
[0250] <Step S1205> In step S1205, the MPU 41 determines whether the counter value of the jackpot random number counter C1 corresponds to a jackpot win. If the MPU 41 determines that the counter value read from the jackpot random number counter C1 corresponds to a jackpot win (step S1205: Yes), the process proceeds to step S1206. On the other hand, if the MPU 41 determines that the counter value read from the jackpot random number counter C1 does not correspond to a jackpot win (step S1205: No), i.e., if the win is a miss, the process proceeds to step S1208.
[0251] <Step S1206> In step S1206, the MPU41 reads out the counter values of the jackpot type counter C2 and the special symbol variation type counter CS1 from the RAM412. For example, when the special symbol win / loss information is stored in the third reserve area REA3 in step S1104 in the start winning process of Fig. 18, the counter values of the jackpot type counter C2 and the special symbol variation type counter CS1 included in the special symbol win / loss information stored in the third reserve area REA3 are read out. Note that the reserve area in which the special symbol win / loss information is stored in step S1104 in the start winning process of Fig. 18 among the first reserve area REA1 to the fourth reserve area REA4 can be determined by the value of the reserve number N stored in the first special symbol reserve number storage area NAA.
[0252] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the special symbol variation type counter CS1, and the first special symbol reservation number N in the first special symbol reservation command. In this way, since the first special symbol reservation command includes the first special symbol reservation number N read out in step S1201, the MPU 51 of the voice lamp control device 5 that receives the first special symbol reservation command can recognize which of the first special symbol winning / losing information stored in the first reservation area REA1 to the fourth reservation area REA4 the first special symbol reservation command corresponds to by referring to the reservation number N included in the first special symbol reservation command.
[0253] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the counter value of the special chart variation type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the jackpot lottery is a miss, the special chart variation type counter CS1, and the first special chart reservation number N in the first special chart reservation command (step S1209).
[0254] The first special symbol hold command set in step S1207 or S1209 of the first special symbol hold command setting process is stored in the RAM 412, and is erased after being transmitted to the voice lamp control device 5 together with other commands in step S1401 of the main process in Fig. 21, which will be described later and is executed by the MPU 41 of the main control device 4. Furthermore, the content of the first special symbol hold command described here is merely an example, and is not limited to what is described here as long as the voice lamp control device 5 can grasp the same content as the first special symbol hold command. For example, it is conceivable that part or all of the information of the first special symbol hold command is included in another command.
[0255] [Through gate processing] Here, Figure 20 is a flowchart showing the procedure of the through gate processing executed by the MPU 41 in step S1006 in the main timer interrupt processing of Figure 17. In the through gate processing, when a gaming ball passes through the through gates 317L and 317R, the MPU 41 updates the information stored in the regular ball reservation storage area 412c of the RAM 412. Hereinafter, the through gate processing will be described with reference to Figure 20.
[0256] <Step S1301> As shown in Fig. 20, in the through gate processing, the MPU 41 first determines whether or not the gaming ball has passed through the left through gate 317L (step S1301). Whether or not the gaming ball has passed through the through gate 317L is determined based on the winning detection information stored in the RAM 412 in the sensor detection processing of step S1001 in the main timer interrupt processing of Fig. 17. If the MPU 41 determines that the gaming ball has passed through the left through gate 317L (step S1301: Yes), it shifts the processing to step S1303, and if it determines that the gaming ball has not passed through the left through gate 317L (step S1301: No), it shifts the processing to step S1302.
[0257] <Step S1302> When the MPU 41 determines that the gaming ball has not passed through the left-side through gate 317L (step S1301: No), it determines whether or not the gaming ball has passed through the right-side through gate 317R (step S1302). Whether or not the gaming ball has passed through the through gate 317R is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of Fig. 17. When the MPU 41 determines that the gaming ball has passed through the right-side through gate 317R (step S1302: Yes), it shifts the process to step S1303, and when it determines that the gaming ball has not passed through the right-side through gate 317R (step S1302: No), it terminates the through gate process.
[0258] <Step S1303> When the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), or when the MPU 41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), it determines whether the normal map variable reserve number X stored in the normal map variable reserve number memory area SNA set in the normal map reserve storage area 412c of the RAM 412 is the maximum reserve number (4 in this embodiment) (step S1303). When the MPU 41 determines that the normal map variable reserve number X is the maximum reserve number (step S1303: Yes), it terminates the through gate processing, and when the normal map variable reserve number X is not the maximum reserve number (step S1303: No), it proceeds to step S1304.
[0259] <Steps S1304 and S1305> If the number of reserved normal map variations X is not the maximum number reserved (step S1303: No), the MPU 41 adds 1 to the number of reserved normal map variations X (step S1304), obtains the counter values of the normal hit random number counter C4 and the normal hit type random number counter C5, which are updated in step S1003 of the main timer interrupt processing in Figure 17, and the value of the normal map variation type counter CS2, which is updated in steps S1402 and S1414 of the main processing in Figure 21 described below, and stores the counter values in the first empty reserve area among the first normal map reserve area SE1 to the fourth normal map reserve area SE4 in the normal map reserve storage area 412c in RAM 412 (step S1305), and terminates the through gate processing.
[0260] [Main processing of main control unit 4] Next, the main processing executed by the MPU 41 of the main control device 4 will be described with reference to Fig. 21. In the main processing, main control processing for the progress of the normal game, the special game, and the jackpot game is executed. In the main processing, the processing of steps S1401 to S1411 is executed as a periodic processing, for example, at a cycle of 4 msec, and the counter update processing of steps S1413 and S1414 is executed in the remaining time from the end of the processing of steps S1401 to S1411 until the next cycle.
[0261] <Step S1401> 21, in step S1401, the MPU 41 executes external output processing to transmit output data, such as commands set in the main timer interrupt processing of FIG. 17 or the previous main processing, to control devices such as the sub-control unit 332 and the peripheral control unit 140. For example, if commands such as a normal game pattern command, an electric accessory open command, an electric accessory close command, a special game pattern command, a first special game hold command, a second special game hold command, a special game shift command, a jackpot game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a jackpot game end command, and a game setting value change command are set in the RAM 412, the MPU 41 transmits the commands to the audio lamp control device 5. Also, if a prize ball command is set in the RAM 412 in the prize ball command setting processing of step S1403 described later in the main processing, the MPU 41 transmits the prize ball command to the payout control device 7.
[0262] <Step S1402> In step S1402, the MPU 41 updates the values of the special map variation type counter CS1 and the ordinary map variation type counter CS2. Specifically, the MPU 41 adds 1 to the counter values of the special map variation type counter CS1 and the ordinary map variation type counter CS2, and clears the counter values to 0 when the counter values reach their maximum values.
[0263] <Step S1403> In step S1403, the MPU 41 sets in the RAM 412 a prize ball command to be output to the payout control device 7 and the sub-control unit 332. Specifically, the MPU 41 determines whether a prize has been won in the general prize opening 313, the first prize opening 314, the second prize opening 315, the variable prize opening 316, etc., based on the winning detection information stored in the RAM 412. If a prize has been won, the MPU 41 sets in the RAM 412 a prize ball command indicating the number of prize balls to be paid out in accordance with that prize. At this time, in the normal game state (low probability mode and low frequency support mode), if a prize has been won in the general prize opening 313 or the first prize opening 314, the MPU 41 updates the number of balls paid out from the general prize opening or the number of balls paid out from the first prize opening, which is stored in the game information storage area 412d of the RAM 412, to a value obtained by adding the number of balls paid out for the current prize. In addition, in the time-saving game state (low probability mode and high frequency support mode) or the probability variable game state (high probability mode and high frequency support mode), if a win occurs in the second winning port 315, the MPU 41 updates the number of balls paid out from the second winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out from the current winning. Furthermore, in the jackpot game state, if a win occurs in the variable winning port 316, the MPU 41 updates the number of balls paid out from the variable winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out from the current winning.
[0264] <Step S1404> In step S1404, the MPU 41 executes a normal game control process for controlling the progress of the normal game. Details of the normal game control process will be described later with reference to FIGS.
[0265] <Step S1405> In step S1405, the MPU 41 executes a normal winning game control process that controls the progress of the normal winning game that is executed when the result of the normal winning lottery is a win. Details of the normal winning game control process will be described later with reference to FIG.
[0266] <Step S1406> In step S1406, the MPU 41 executes a special symbol game control process that controls the progress of the special symbol game. Details of the special symbol game control process will be described later with reference to Figures 26 to 28. In the special symbol game control process, when variable display of the special symbol is started, a special symbol variation pattern command required for variable display of the symbol in the symbol display unit 341 is set. At this time, the MPU 41 sets a special symbol variation pattern command indicating the lottery result of the jackpot lottery and the variable display time in the RAM 412 based on the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 of the main timer interrupt process of Figure 17, and the special symbol variation type counter CS1 updated in steps S1402 and S1414 of this process.
[0267] <Step S1407> In step S1407, the MPU 41 executes a jackpot game control process for controlling the progress of a jackpot game that is executed when the result of the jackpot lottery is a jackpot. Details of the jackpot game control process will be described later with reference to Figs. 29 to 32.
[0268] <Step S1408> In step S1408, the MPU 41 executes a game state transition process that controls transitions among various game states (normal game state, time-saving game state, probability variable game state, probability variable jackpot game state, and normal jackpot game state). Details of the game state transition process will be described later with reference to FIGS. 33 and 34.
[0269] <Step S1409> In step S1409, the MPU 41 executes a game setting value change process. In this game setting value change process, a process is executed to display or hide the setting value or to control the change of the game setting value stored in the game information storage area 412d in accordance with an operation on the setting value change operation unit 46. Details of the game setting value change process will be described later with reference to FIG.
[0270] In this embodiment, the game setting value change process is executed in the main process, but it is also possible to limit its execution to the startup process that is started when the power is turned on, or the period from the startup process until the game ball starts to be shot. This prevents the game setting values from being changed after the player starts playing until the next time the power is turned on, thereby preventing the game setting values from being changed during the business hours of the game hall.
[0271] <Step S1410> In step S1410, the MPU 41 executes a process for updating specific performance information included in the game information. In this embodiment, base information and the like are updated as the specific performance information. Details of the specific performance information update process will be described later with reference to FIGS. 36 and 37.
[0272] <Step S1411> In step S1411, the MPU 41 executes display control processing for the performance display monitor 43. In this display control processing for the performance display monitor 43, processing is executed to display the base information updated in the specific performance information update processing in step S1410 on the performance display monitor 43. Details of the display control processing for the performance display monitor 43 will be described later with reference to FIGS. 38 to 41.
[0273] <Step S1412> In step S1412, the MPU 41 determines whether the timing to execute the next main process has arrived, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU 41 determines that the timing to execute the next main process has arrived (step S1412: Yes), the MPU 41 proceeds to step S1401 and executes the processes from step S1401 onward. On the other hand, if the MPU 41 determines that the timing to execute the next main process has not arrived (step S1412: No), the MPU 41 repeatedly executes steps S1413 and S1414 until the timing to execute the next main process arrives, i.e., for the remaining time until the timing to execute the next main process arrives, until the MPU 41 determines that the timing to execute the next main process has arrived (step S1412: Yes).
[0274] <Step S1413> In step S1413, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal win random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number initial value counter CIN1 and the normal win random number initial value counter CIN2, and clears the counter values to 0 when the counter values reach their maximum values.
[0275] <Step S1414> In step S1414, the MPU 41 updates the special map variation type counter CS1 and the regular map variation type counter CS2. Specifically, the counter values of the special map variation type counter CS1 and the regular map variation type counter CS2 are incremented by 1, and when the counter values reach their maximum values, the counter values are cleared to 0. After updating the special map variation type counter CS1 and the regular map variation type counter CS2, the MPU 41 returns the process to step S1412.
[0276] [General game control processing] Here, Fig. 22 is a flowchart showing an example of the procedure of the normal symbol game control process executed in step S1404 in the main process of Fig. 21. In the normal symbol game control process, a process is executed to control the variable display and stop display of the normal symbol in the normal symbol display section 361 of the main display section 36. Hereinafter, the normal symbol game control process will be described with reference to Fig. 22.
[0277] <Step S1501> As shown in Fig. 22, in the normal game control process, first, the MPU 41 determines whether or not a normal game change display flag indicating that the normal symbol is being displayed (normal game is being executed) is on (step S1501). The normal game change display flag is set to on in step S1711 when the normal symbol is displayed (normal game) starts in the normal game change start process in Fig. 24 described later, and is set to off in step S1510 in the normal game control process when the normal symbol is displayed stationary (normal game is finished).
[0278] If the normal map variation display flag is on (step S1501: Yes), that is, if a normal map game is being played, the MPU 41 proceeds to step S1507. On the other hand, if the normal map variation display flag is off (step S1501: No), that is, if a normal map game is not being played, the MPU 41 proceeds to step S1502.
[0279] <Step S1502> If the normal map variable display flag is off (step S1501: No), that is, if the normal map game is not being executed, the MPU 41 determines whether the electric device open flag, which indicates that the electric device 315b is open (the normal map winning game is being executed), is on (step S1502). The electric device open flag is set to on in step S1811 when the electric device 315b is opened in the normal map winning game control processing of FIG. 25 described later, and is set to off in step S1818 when the electric device 315b is closed.
[0280] If the electric accessory open flag is on (step S1502: Yes), that is, if a normal winning game is being played, the MPU 41 ends the normal game control process. On the other hand, if the electric accessory open flag is off (step S1502: No), that is, if a normal winning game is not being played, the MPU 41 proceeds to step S1503.
[0281] <Step S1503> If the electric accessory opening flag is off (step S1502: No), that is, if a normal winning game is not being played, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being played, is on (step S1503). In the jackpot game control process of FIG. 29 described later, the jackpot game in progress flag is set to on in step S2206 when a jackpot game starts, and is set to off in step S2252 when the jackpot game ends.
[0282] If the jackpot game in progress flag is on (step S1503: Yes), the MPU 41 ends the normal game control process when the jackpot game is being executed. That is, in this embodiment, the normal game is not started during the execution of the jackpot game.
[0283] Of course, normal game play may be started during the execution of a jackpot game. In this case, the win / loss determination for the normal game lottery is performed based on the win / loss information (the values of the normal game win random number counter C4, the normal game win type random number counter C5, and the normal game change type counter CS2) moved from the normal game first reserve area SE1 in the normal game reserve storage area 412c to the normal game execution area SAE according to the type of support mode (high-frequency support mode or low-frequency support mode) before the jackpot game started, i.e., according to the game state before the transition to the jackpot game state. In other words, if the game state before the jackpot game is executed is a high-frequency support mode, which is a probability game state or a time-limited game state, the normal game lottery (normal game win or loss), normal game win type (long-open normal game win or short-open normal game win), and normal game change display time are set based on the normal game win / loss table (see FIG. 12(B)), normal game win type table (see FIG. 12(D)), and normal game change table (not shown) for the high-frequency support mode. On the other hand, if the game state before the jackpot game is executed is the normal game state which is the low frequency support mode, the normal jackpot lottery (normal jackpot win or miss), normal jackpot type (long opening normal jackpot or short opening normal jackpot), and normal jackpot variation display time are set based on the normal jackpot win / lose table (see Figure 12(A)), normal jackpot type table (see Figure 12(C)), and normal jackpot variation table (not shown) for the low frequency support mode.
[0284] On the other hand, if the jackpot game in progress flag is off (step S1503: No), that is, if the jackpot game is not being executed, the MPU 41 shifts the process to step S1504.
[0285] <Step S1504> If the jackpot game in progress flag is off (step S1503: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether the normal map variable reserve number X stored in the normal map variable reserve number memory area SNA set in the normal map reserve storage area 412c of the RAM 412 is 0 (step S1504). If the normal map variable reserve number X is 0 (step S1504: Yes), the MPU 41 ends the normal map game control process, and if the normal map variable reserve number X is not 0 (step S1504: No), the process proceeds to step S1505.
[0286] <Step S1505> If the number of reserved general map changes X is not 0 (step S1504: No), the MPU 41 executes the general map data setting process for the general map correctness information stored in the reserved general map storage area 412c (step S1505), and the process proceeds to step S1506. Details of the general map data setting process will be described later with reference to FIG.
[0287] <Step S1506> In step S1506, the MPU 41 executes a normal symbol variation start process to cause the normal symbol display unit 361 of the main display unit 36 to execute a normal symbol variation display based on the information stored in the normal symbol reserve storage area 412c, and ends the normal symbol game control process. Details of the normal symbol variation start process will be described later with reference to FIG.
[0288] <Step S1507> If the normal map variable display flag is on (step S1501: Yes), that is, if a normal map game is being played, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being played, is on (step S1507). The jackpot game in progress flag is set to on in step S2206 when a jackpot game starts in the jackpot game control process of FIG. 29 described later, and is set to off in step S2252 when the jackpot game ends.
[0289] If the jackpot game in progress flag is on (step S1507: Yes), i.e., if a jackpot game is being executed, the MPU 41 shifts the process to step S1509. On the other hand, if the jackpot game in progress flag is off (step S1507: No), i.e., if a jackpot game is not being executed, the MPU 41 shifts the process to step S1508.
[0290] <Step S1508> If the jackpot game in progress flag is off (step S1507: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether the normal symbol variable display time has elapsed since the start of the normal symbol variable display (step S1508). That is, the MPU 41 determines whether it is time to stop displaying the normal symbol variable displayed in the normal symbol display section 361 of the main display unit 36 (end the normal symbol game).
[0291] If the normal symbol variable display time has elapsed (step S1508: Yes), that is, if it is time to stop the normal symbol displayed in the normal symbol display section 361 of the main display unit 36 (to end the normal symbol game), the MPU 41 proceeds to step S1509. On the other hand, if the normal symbol variable display time has not elapsed (step S1508: No), that is, if it is not time to stop the normal symbol displayed in the normal symbol display section 361 of the main display unit 36 (to end the normal symbol game), the MPU 41 ends the normal symbol game control process.
[0292] <Steps S1509 to S1511> When the normal symbol variable display flag is on (step S1501: Yes) and the jackpot game flag is on (step S1507: Yes), that is, when a jackpot game starts during normal symbol game play, or when the normal symbol variable display time of the normal symbol has elapsed (step S1508: Yes), that is, when it is time to stop displaying the variable displayed normal symbol (end normal symbol game), the MPU 41 stops displaying the normal symbol on the symbol corresponding to the result of the normal symbol winning lottery corresponding to the normal symbol game (step S1509), and sets the normal symbol variable display flag indicating that the normal symbol is being displayed (normal symbol game is being executed) to OFF (step S1510). Furthermore, the MPU 41 sets the normal symbol variable stop display flag indicating that the normal symbol has been stopped and displayed, that is, the normal symbol game has ended, to ON (step S1511), and ends the normal symbol game control process.
[0293] The normal map fluctuation stop display flag is referenced in step S1801 of the normal map winning game control processing in Figure 25 described below to determine whether it is the timing to start the normal map winning game (open the electric device 315b).
[0294] Furthermore, in this embodiment, the timing for stopping the display of the variable-displayed normal symbols (ending the normal symbol game) is not limited to when the normal symbol variable display time of the normal symbol has elapsed, but if a jackpot game is started during the execution of the normal symbol game, the variable-displayed normal symbols are stopped (the normal symbol game is ended). In other words, when a jackpot game is started, the normal symbol game is forcibly ended before the normal symbol variable display time of the normal symbol has elapsed. Of course, the normal symbol game may be continued until the normal symbol variable display time of the normal symbol has elapsed even when a jackpot game is started.
[0295] [General map data setting process] Here, Figure 23 is a flowchart showing an example of the procedure for the general map data setting process executed by the MPU 41 in step S1505 of Figure 22. In the general map data setting process, the contents stored in the general map reserve storage area 412c in the memory area of the main control device 4 of Figure 11 are updated. Below, the general map data setting process will be explained with reference to Figure 23.
[0296] <Steps S1601 to S1603> As shown in Figure 23, in the general map data setting process, first, the MPU 41 subtracts 1 from the general map change reservation number X stored in the general map change reservation number storage area SNA (step S1601), and moves the general map correct / incorrect information from the first general map reservation area SE1 to the general map execution area SAE (step S1602). Next, the MPU 41 shifts the general map correct / incorrect information stored in the second general map reservation area SE2 to the fourth general map reservation area SE4 one by one (step S1603). Specifically, in step S1603, the general map correct / incorrect information in the second general map reservation area SE2 is moved to the first general map reservation area SE1, the general map correct / incorrect information in the third general map reservation area SE3 is moved to the second general map reservation area SE2, and the general map correct / incorrect information in the fourth general map reservation area SE4 is moved to the third general map reservation area SE3.
[0297] [General map change start processing] Here, Figure 24 is a flowchart showing an example of the procedure for the normal map variation start processing executed by the MPU 41 in step S1506 of Figure 22. In the normal map variation start processing, the normal pattern variable display in the normal pattern display unit 361 starts, and various commands and flags are set based on the lottery results in the normal map winning lottery. Below, the normal map variation start processing will be explained with reference to Figure 24.
[0298] <Step S1701> As shown in Fig. 24, in the normal game fluctuation start processing, the MPU 41 determines whether a high frequency support mode flag indicating a high frequency support mode (probability variable game state or time-limited game state) is on (step S1701). The high frequency support mode flag is set to on in step S2313 of Fig. 34 when a jackpot game ends in a game state transition processing described later, and is set to off in step S2307 of Fig. 33 when the game state transitions from a probability variable game state or time-limited game state to a probability variable jackpot game state or a normal jackpot game state, or in step S2326 of Fig. 34 when the game state transitions from a time-limited game state to a normal game state.
[0299] If the high frequency support mode flag is on (step S1701: Yes), i.e., if the game is in a high frequency support mode, which is a guaranteed variable play state or a time-limited play state, the MPU41 transfers processing to step S1702, and if the high frequency support mode flag is off (step S1701: No), i.e., if the game is in a low frequency support mode, which is a normal play state, the MPU41 transfers processing to step S1703.
[0300] <Steps S1702 and S1703> If the high-frequency support mode is in a probability variable game state or a time-saving game state (step S1701: Yes), the MPU 41 performs a normal win / loss judgment based on the high-frequency support mode (step S1702). Specifically, the MPU 41 performs a normal win / loss judgment based on the high-frequency support mode normal win / loss table (see FIG. 12(B)) and the high-frequency support mode normal win type allocation table (see FIG. 12(D)). The MPU 41 determines whether the values of the normal win random number counter C4 and the normal win type random number counter C5 included as numerical information in the normal win / loss information stored in the normal win execution area SAE of the normal win reserve storage area 412c are values corresponding to the normal win.
[0301] On the other hand, if the game is in the normal game mode, which is the low-frequency support mode (step S1701: No), a normal win determination is made based on the low-frequency support mode (step S1703). Specifically, the MPU 41 determines whether the normal win random number counter C4 and the normal win type random number counter C5 included as numerical information in the normal win information stored in the normal win execution area SAE of the normal win reserve storage area 412c are values corresponding to a normal win based on the low-frequency support mode normal win table (see FIG. 12(A)) and the low-frequency support mode normal win type allocation table (see FIG. 12(C)).
[0302] <Steps S1704 and S1705> When the MPU 41 has performed a win / loss determination for a normal winning ticket (step S1702 or S1703), it determines whether the result of the win / loss determination is a long-open normal winning ticket in which the second winning port 315 is long-open (step S1704). If the result of the win / loss determination is a long-open normal winning ticket (step S1704: Yes), the MPU 41 sets a long-open normal winning ticket flag indicating that the result of the win / loss determination is a long-open normal winning ticket to on (step S1705), and proceeds to step S1708. On the other hand, if the result of the win / loss determination is not a long-open normal winning ticket (step S1704: No), the MPU 41 proceeds to step S1706.
[0303] <Steps S1706 and S1707> If the result of the hit / miss judgment is not a long-opening regular winning (step S1704: No), the MPU 41 judges whether the result of the hit / miss judgment is a short-opening regular winning in which the second winning port 315 is short-opened (step S1706). If the result of the hit / miss judgment is a short-opening regular winning (step S1706: Yes), the MPU 41 sets a short-opening regular winning flag indicating that the result of the hit / miss judgment is a short-opening regular winning on (step S1707), and proceeds to step S1708. On the other hand, if the result of the hit / miss judgment is not a short-opening regular winning (step S1706: No), that is, if the result of the hit / miss judgment is a miss, the MPU 41 proceeds to step S1708.
[0304] <Steps S1708 and S1709> When the long-open normal winning flag is set to on (step S1705), when the short-open normal winning flag is set to on (step S1707), or when the result of the win / loss judgment is a miss (step S1706: No), the MPU 41 executes a normal symbol fluctuation pattern setting process to set a normal symbol fluctuation pattern, which is the fluctuation display time of the normal symbol in the normal symbol display section 361 of the main display unit 36 during normal symbol play, by referring to a normal symbol fluctuation display table (not shown). As described above, the normal symbol fluctuation display table (not shown) includes a high-frequency support mode normal symbol fluctuation table that is referenced when in high-frequency support mode, and a low-frequency support mode normal symbol fluctuation display table that is referenced when in low-frequency support mode. Therefore, in the normal symbol fluctuation pattern setting process, the normal symbol fluctuation pattern is set based on the normal symbol fluctuation display table corresponding to the support mode type. In addition, the high frequency support mode normal symbol variation display table is set so that the average time for displaying normal symbol variations is shorter than that of the low frequency support mode normal symbol variation display table, so in the high frequency support mode, the time for normal symbol play is shorter than in the low frequency support mode.
[0305] Then, in addition to the normal map fluctuation pattern set in step S1708, the MPU 41 sets a normal map fluctuation pattern command to notify the voice lamp control device 5 of the result of the win / lose judgment in step S1702 or S1703 (the result of the normal map winning lottery) and the type of support mode (high frequency support mode or low frequency support mode) (step S1709), and then proceeds to step S1710.
[0306] The normal map variation pattern command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. In response to this, the voice lamp control device 5 causes the symbol display unit 341 and the like to perform an effect corresponding to the normal map game, such as an effect indicating that the normal map game is being played or an effect indicating the result of the normal map winning lottery, based on the normal map variation pattern command.
[0307] Furthermore, the normal map fluctuation pattern command is sufficient as long as it is a command that notifies at least the normal map fluctuation pattern to the voice lamp control device 5, and the result of the normal map winning lottery or the type of support mode does not necessarily have to be notified to the voice lamp control device 5 as a normal map fluctuation pattern command. For example, the result of the normal map winning lottery may be notified to the voice lamp control device 5 by setting a normal map winning lottery result command when a win / loss determination is made in step S1702 or S1703, and the type of support mode may be notified to the voice lamp control device 5 by setting a support mode type command that can identify the type of support mode after transition when transitioning to high frequency support mode or low frequency support mode.
[0308] <Steps S1710 and S1711> In step S1710, the MPU 41 starts the variable display of the normal symbol in the normal symbol display section 361 of the main display section 36 (step S1710). Then, the MPU 41 sets the normal symbol variable display flag, which indicates that the normal symbol is being variably displayed, that is, that a normal symbol game is being executed, to on (step S1711), and ends the normal symbol variable start process.
[0309] The flag indicating that a normal symbol is being changed is referenced in step S1501 of the normal symbol game control process in FIG. 22 to determine whether a normal symbol game is being played (a normal symbol is being changed and displayed).
[0310] [Regular game control processing] Here, Fig. 25 is a flowchart showing an example of the procedure of the normal winning game control process executed in step S1405 in the main process of Fig. 21. In the normal winning game control process, when the result of the normal winning lottery is a win, a process is executed to switch between an allowable state that allows the game ball to enter the second winning port 315 and a restricted state that restricts it by controlling the opening and closing of the electric accessory 315b. Below, the normal winning game control process will be explained with reference to Fig. 25.
[0311] <Step S1801> As shown in Figure 25, in the normal symbol winning game control process, first, the MPU 41 determines whether or not the normal symbol variation stop display flag, which indicates that the normal symbol has stopped and been displayed (the normal symbol game has ended), is on (step S1801). That is, the MPU 41 determines whether or not it is time to start the normal symbol winning game. The normal symbol variation stop display flag is set to on in step S1511 when the normal symbol is stopped and displayed in the normal symbol game control process of Figure 22.
[0312] If the normal map fluctuation stop display flag is on (step S1801: Yes), that is, if it is time to start a normal map winning game, the MPU 41 shifts the process to step S1802. On the other hand, if the normal map fluctuation stop display flag is off (step S1801: No), that is, if it is not time to start a normal map winning game, the MPU 41 shifts the process to step S1813.
[0313] <Step S1802> If the normal game variation stop display flag is on (step S1801: Yes), that is, if it is time to start a normal game, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being executed, is on (step S1802). In the jackpot game control process of FIG. 29 described later, the jackpot game in progress flag is set to on in step S2206 when a jackpot game starts, and is set to off in step S2252 when the jackpot game ends.
[0314] If the jackpot game in progress flag is on (step S1802: Yes), that is, if a jackpot game is being played, the MPU 41 terminates the normal jackpot game control process. In other words, in this embodiment, if the jackpot game is forced to end due to the start of the jackpot game, the normal jackpot game will not start even if the result of the normal jackpot lottery for that normal jackpot game is a normal jackpot. In other words, in this embodiment, a normal jackpot game will not start while a jackpot game is being played. Of course, a new normal jackpot game may be started while a jackpot game is being played.
[0315] On the other hand, if the jackpot game in progress flag is off (step S1802: No), that is, if the jackpot game is not being executed, the MPU 41 shifts the process to step S1803.
[0316] <Step S1803> If the jackpot game in progress flag is off (step S1802: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether the long-opening normal winning flag is set on (step S1803). The long-opening normal winning flag is a flag indicating that the result of the normal winning lottery is a long-opening normal winning. If the result of the normal winning lottery is a long-opening normal winning, it is set on in step S1705 of the normal winning lottery start processing of FIG. 24. That is, the MPU 41 determines whether the result of the normal winning lottery for the completed normal game is a long-opening normal winning. If the long-opening normal winning flag is set on (step S1803: Yes), the MPU 41 proceeds to step S1804. If the long-opening normal winning flag is set off (step S1803: No), the MPU 41 proceeds to step S1806.
[0317] <Steps S1804 and S1805> If the long-open normal winning flag is set to ON (step S1803: Yes), that is, if the result of the normal winning lottery for the completed normal game is a long-open normal winning, the MPU 41 sets a value corresponding to 6 seconds, which is the opening time of the electric device 315b in the long-open normal winning game (the time during which a game ball can enter the second winning slot 315), as the value of the opening time counter (step S1804). The opening time counter is referenced in step S1815 of the normal winning game control process to determine the return timing of the electric device 315b. Then, the MPU 41 sets the long-open normal winning flag to OFF (step S1805) and proceeds to step S1809.
[0318] <Step S1806> If the long-opening regular winning flag is set to OFF (step S1803: No), that is, if the result of the regular winning lottery for the completed regular game is not a long-opening regular winning, the MPU 41 determines whether the short-opening regular winning flag is set to ON (step S1806). The short-opening regular winning flag is a flag indicating that the result of the regular winning lottery is a short-opening regular winning, and if the result of the regular winning lottery is a short-opening regular winning, it is set to ON in step S1707 of the regular variation start processing in FIG. 24. That is, the MPU 41 determines whether the result of the regular winning lottery for the completed regular game is a short-opening regular winning. If the short-open regular winning flag is set to on (step S1806: Yes), MPU41 transfers processing to step S1807, and if the short-open regular winning flag is set to off (step S1806: No), that is, if the result of the regular winning lottery for the completed regular game is a loss, MPU41 transfers processing to step S1812.
[0319] <Steps S1807 and S1808> If the short-open normal winning flag is set to ON (step S1806: Yes), that is, if the result of the normal winning lottery for the completed normal game is a short-open normal winning, the MPU 41 sets a value corresponding to 0.1 seconds, which is the opening time of the electric accessory 315b in the short-open normal winning game (the time during which the game ball can enter the second winning port 315), as the value of the opening time counter (step S1807). Then, the MPU 41 sets the short-open normal winning flag to OFF (step S1808), and proceeds to step S1809.
[0320] <Steps S1809 to S1811> If the result of the regular winning lottery is a win and the flag indicating the type of regular winning (long opening regular winning flag or short opening regular winning flag) is set to OFF (step S1805 or S1808), the MPU 41 activates the electric device 315b (step S1809). This opens the second winning opening 315, and the MPU 41 enters an allowable state in which a game ball is permitted to enter the second winning opening 315. Then, the MPU 41 sets an electric device open command that notifies the sound lamp control device 5 that the electric device 315b has been opened (step S1810), and sets an electric device open flag indicating that the electric device 315b has been opened to ON (step S1811), and proceeds to step S1812.
[0321] The electric role release command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. As a result, the voice lamp control device 5 can start a performance that indicates that the electric role 315b is open to the symbol display unit 341, for example, based on the electric role release command.
[0322] <Step S1812> When the result of the regular symbol winning lottery is a winning one and a process such as opening the electric device 315b is executed (steps S1803 to S1811), or when the long opening regular symbol winning flag and the short opening regular symbol winning flag are both set to off (when the result of the regular symbol winning lottery is a losing one) (both steps S1803 and S1806 are No), the MPU 41 sets to off the regular symbol variation stop display flag, which indicates that the regular symbol has stopped being displayed (the regular symbol game has ended) (step S1812), and terminates the regular symbol winning game control process.
[0323] <Step S1813> If the normal map variation stop display flag is off (step S1801: No), the MPU 41 determines whether or not the electric device open flag, which is set to on when the electric device 315b is opened in step S1811 of the normal map winning game control processing, is set to on (step S1813). That is, the MPU 41 determines whether or not a normal map winning game is being executed. If the electric device open flag is set to on (step S1813: Yes), that is, if a normal map winning game is being executed, the MPU 41 proceeds to step S1814. On the other hand, if the electric device open flag is set to off (step S1813: No), that is, if a normal map winning game is not being executed, the MPU 41 terminates the normal map winning game control processing.
[0324] <Steps S1814 and S1815> If the electric role device open flag is set to ON (step S1813: Yes), that is, if a normal winning game is being executed, the MPU 41 subtracts 1 from the value of the open time counter set in step S1804 or S1807 of the normal winning game control process (step S1814), and determines whether the value of the open time counter after the subtraction is 0 (step S1815). That is, the MPU 41 determines whether it is time to return the electric role device 315b. If the value of the open time counter after the subtraction is 0 (step S1815: Yes), that is, if it is time to return the electric role device 315b, the MPU 41 proceeds to step S1816. On the other hand, if the value of the open time counter after the subtraction is not 0 (step S1815: No), that is, if it is not time to return the electric role device 315b, the MPU 41 terminates the normal winning game control process.
[0325] <Steps S1816 to S1818> If the value of the opening time counter after subtraction is 0 (step S1815: Yes), that is, if it is time to return the electric role device 315b, the MPU 41 returns the electric role device 315b (step S1816). This closes the second winning opening 315, restricting the entry of game balls into the second winning opening 315. Then, the MPU 41 sets an electric role device closing command that notifies the sound lamp control device 5 that the electric role device 315b has been closed (step S1817), and sets the electric role device open flag, which indicates that the electric role device 315b is open, to OFF (step S1818), and ends the game control process for the normal winning combination.
[0326] The electric role closing command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. As a result, the voice lamp control device 5 can end the performance indicating that the electric role executed in the symbol display unit 341 or the like is open, based on the electric role closing command.
[0327] [Special game control processing] Here, Fig. 26 is a flowchart showing an example of the procedure of the special symbol game control process executed in step S1406 in the main process of Fig. 21. In the special symbol game control process, the memory contents of the special symbol reserve storage area 412b set in the RAM 412 of the main control device 4 are updated, and the progress of the first special symbol game or the second special symbol game, for example, the variable display and stationary display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363, are controlled. Hereinafter, the special symbol game control process will be described with reference to Fig. 26.
[0328] <Step S1901> 26, in step S1901, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being executed, is on. In the jackpot game control process in FIG. 29 described later, the jackpot game in progress flag is set to on in step S2206 when a jackpot game starts, and is set to off in step S2252 when the jackpot game ends.
[0329] If the jackpot game flag is on (step S1901: Yes), that is, if the jackpot game is being played, the MPU 41 ends the special symbol game control process. In other words, in this embodiment, if the jackpot game is being played, the special symbol game is not started. Of course, the special symbol game may be started while the jackpot game is being played.
[0330] On the other hand, if the jackpot game in progress flag is off (step S1901: No), that is, if the jackpot game is not being executed, the MPU 41 shifts the process to step S1902.
[0331] <Step S1902> If the jackpot game in progress flag is off (step S1901: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether or not a special symbol change display flag indicating that the first special symbol or the second special symbol is being changed (the first special symbol game or the second special symbol game is being executed) is on (step S1902). The special symbol change display flag is set on in step S2107 when the change display of the first special symbol or the second special symbol starts in the special symbol change start processing of FIG. 28 described later, and is set off in step S1909 when the first special symbol or the second special symbol is stopped and displayed in the special symbol game control processing.
[0332] If the special symbol variable display flag is on (step S1902: Yes), that is, if the special symbol is being displayed variably (special symbol game is being executed), the MPU 41 shifts the process to step S1906. On the other hand, if the special symbol variable display flag is off (step S1902: No), that is, if the special symbol is not being displayed variably when the jackpot game is not being executed (special symbol game is being executed), the MPU 41 shifts the process to step S1903.
[0333] <Step S1903> If the special symbol variable display flag is off (step S1902: No), that is, if the special symbol is not being displayed variably when the jackpot game is not being played (special symbol game is being played), the MPU 41 determines whether or not both the first special symbol reserved number N stored in the first special symbol reserved number memory area NAA of the special symbol reserved storage area 412b and the second special symbol reserved number M stored in the second special symbol reserved number memory area NAB are 0 (step S1903).
[0334] If both the first special symbol reserved number N and the second special symbol reserved number M are 0 (step S1903: Yes), that is, if neither the right to play the first special symbol game nor the right to play the second special symbol game is reserved, the MPU 41 ends the special symbol game control process. On the other hand, if either the first special symbol reserved number N or the second special symbol reserved number M is not 0 (step S1903: No), that is, if at least one of the right to play the first special symbol game and the right to play the second special symbol game is reserved, the MPU 41 proceeds to step S1904.
[0335] <Step S1904> If either the first special symbol reserved number N or the second special symbol reserved number M is not 0 (step S1903: No), that is, if there is at least one of the reserved right to play the first special symbol game and the reserved right to play the second special symbol game, the MPU 41 executes a special symbol data setting process for the data of the special symbol win / loss information (special symbol data) stored in the special symbol reserved storage area 412b (step S1904), and the process proceeds to step S1905. Details of the special symbol data setting process will be described later with reference to FIG. 27.
[0336] <Step S1905> In step S1905, the MPU 41 executes a special symbol variation start process to start the variable display of the first special symbol on the first special symbol display unit 362 or the variable display of the second special symbol on the second special symbol display unit 363 (to execute the first special symbol game or the second special symbol game), and then ends the special symbol game control process. Details of the special symbol variation start process will be described later with reference to FIG. 28.
[0337] <Step S1906> If the special symbol variable display flag is on (step S1902: Yes), that is, if the first special symbol or the second special symbol is being displayed (a special symbol game is being executed), the MPU 41 determines whether or not the special symbol variable display time for the first special symbol or the second special symbol set in the special symbol variable pattern setting process in step S2104 of the special symbol variable start process in Figure 28 described later has elapsed since the start of the variable display of the first special symbol or the second special symbol game (step S1906). That is, the MPU 41 determines whether or not it is time to stop the display of the special symbol being displayed and end the special symbol game.
[0338] If the special symbol variable display time has elapsed since the start of the variable display of the first special symbol or the second special symbol (step S1906: Yes), that is, if it is time to stop the display of the special symbol being variable and end the special symbol game, the process proceeds to step S1907. On the other hand, if the variable display time has not elapsed since the start of the variable display of the first special symbol or the second special symbol (step S1906: No), that is, if it is not time to stop the display of the special symbol being variable and end the special symbol game, the MPU 41 ends the special symbol game control process.
[0339] <Steps S1907 to S1909> When the variable display time has elapsed since the start of the variable display of the first special symbol or the second special symbol (step S1906: Yes), that is, when it is time to stop the variable display of the special symbol and end the special symbol game, the MPU 41 stops the special symbol in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 in a manner corresponding to the result of the jackpot lottery corresponding to the special symbol game (step S1907). Then, the MPU 41 sets a special symbol variable stop flag indicating that the first special symbol or the second special symbol has stopped and displayed on (step S1908), and sets a special symbol variable display in progress flag indicating that the first special symbol or the second special symbol is being changed (the special symbol game is being executed) off (step S1909), and ends the special symbol game control process.
[0340] [Special data setting process] Here, Fig. 27 is a flowchart showing an example of the procedure of the special drawing data setting process executed by the MPU 41 in step S1904 of Fig. 26. In the special drawing data setting process, the memory contents of the special drawing reserved storage area 412b set in the RAM 412 of the main control device 4 are updated. Hereinafter, the special drawing data setting process will be described with reference to Fig. 27.
[0341] <Step S2001> As shown in Fig. 27, in step S2001, the MPU 41 determines whether the number M of reserved second special symbols for the second special symbol game is 0. If the number M of reserved second special symbols is 0 (step S2001: Yes), that is, if there are no second special symbols reserved for the second special symbol game but there are first special symbols reserved for the first special symbol game (see step S1903 in the special symbol game control processing of Fig. 26), the MPU 41 proceeds to step S2002. On the other hand, if the number M of reserved second special symbols is not 0 (step S2001: No), that is, if there are second special symbols reserved for the second special symbol game, the MPU 41 proceeds to step S2005. In other words, the MPU 41 determines whether the number M of reserved second special symbols for the second special symbol game is 0, thereby prioritizing the start of the second special symbol game over the first special symbol game.
[0342] In this embodiment, the second special symbol game is started with priority over the first special symbol game, but the first special symbol game may be started with priority over the second special symbol game, or the special symbol games may be started in the order (reservation order) of the game balls entering the first winning port 314 or the second winning port 315, and either the first special symbol game or the second special symbol game may be executed. Also, without setting a priority for the start of the first special symbol game and the second special symbol game, the first special symbol game and the second special symbol game may be executed independently of each other, and the first special symbol game and the second special symbol game may be executed simultaneously (so-called simultaneous change of special symbols).
[0343] <Steps S2002 to S2004> If the second special chart reserved number M is 0 (step S2001: Yes), the MPU 41 subtracts 1 from the first special chart reserved number N stored in the first special chart reserved number memory area NAA of the first special chart reserved storage area REA (step S2002), and moves the special chart correct / incorrect information from the first reserved area REA1 of the first special chart reserved storage area REA to the special chart execution area AE (step S2003). Subsequently, the MPU 41 shifts the special chart correct / incorrect information of the second reserved area REA2 to the fourth reserved area REA4 of the first special chart reserved storage area REA one by one (step S2004). Specifically, in step S2004, the special chart correct / incorrect information of the second reserved area REA2 of the first special chart reserved storage area REA is moved to the first reserved area REA1, the special chart correct / incorrect information of the third reserved area REA3 is moved to the second reserved area REA2, and the special chart correct / incorrect information of the fourth reserved area REA4 is moved to the third reserved area REA3. When the process of step S2004 is completed, the MPU 41 proceeds to step S2008.
[0344] <Steps S2005 to S2007> If the second special symbol reservation number M is not 0 (step S2001: No), the MPU 41 subtracts 1 from the second special symbol reservation number M stored in the second special symbol reservation number memory area NAB of the second special symbol reservation storage area REB (step S2005), and moves the special symbol success / failure information from the first reservation area REB1 of the second special symbol reservation storage area REB to the special symbol execution area AE (step S2006). Subsequently, the MPU 41 shifts the special symbol success / failure information of the second reservation area REB2 to the fourth reservation area REB4 of the second special symbol reservation storage area REB one by one (step S2007). Specifically, in step S2007, the special symbol success / failure information of the second reservation area REB2 is moved to the first reservation area REB1, the special symbol success / failure information of the third reservation area REB3 is moved to the second reservation area REB2, and the special symbol success / failure information of the fourth reservation area REB4 is moved to the third reservation area REB3. When the process of step S2007 is completed, the MPU 41 proceeds to step S2008.
[0345] <Step S2008> In step S2008, the MPU 41 sets a special symbol shift command in the RAM 412, which indicates that the special symbol win / loss information of the first special symbol reserve area REA1 to the fourth special symbol reserve area REA4 of the first special symbol reserve storage area REA or the first special symbol reserve area REB1 to the fourth special symbol reserve area REB4 of the second special symbol reserve storage area REB has shifted, and ends the special symbol data setting process. This special symbol shift command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can change the display number of the reserve display corresponding to the first special symbol reserve or the second special symbol reserve displayed on the symbol display unit 341 based on the special symbol shift command.
[0346] [Special chart change start processing] Here, Fig. 28 is a flowchart showing an example of the procedure for special symbol variation start processing executed by the MPU 41 in step S1905 of Fig. 26. In the special symbol variation start processing, the first special game or the second special symbol game (special symbol game) is started by starting the variable display of the first special symbol in the first special symbol display unit 362 or the second special symbol in the second special symbol display unit 363, and various processes associated with the start of the special symbol game are executed. Below, the special symbol variation start processing will be explained with reference to Fig. 28.
[0347] <Step S2101> As shown in Fig. 28, in step S2101, the MPU 41 determines whether the gaming state is a high probability mode, i.e., a high probability mode. Whether the gaming state is a high probability mode or not is determined by whether a high probability mode gaming state flag, which indicates that the gaming state is a high probability mode, is set to on. The high probability mode gaming state flag is set to on when the gaming state is transitioned from a high probability mode jackpot gaming state to a high probability mode gaming state in step S2317 of Fig. 34 in the gaming state transition process described below, and is set to off when the gaming state is transitioned from a high probability mode gaming state to a high probability mode jackpot gaming state or a normal jackpot gaming state in step S2309 of Fig. 33.
[0348] If the game state is a high probability mode, i.e., a special game state (step S2101: Yes), the MPU41 transfers processing to step S2102, and if the game state is not a high probability mode, i.e., a special game state (step S2101: No), i.e., if the game state is a low probability mode, i.e., a time-limited game state or a normal game state, the MPU41 transfers processing to step S2103.
[0349] <Steps S2102 and S2103> If the game state is a high probability mode, which is a special game state (step S2101: Yes), the MPU41 reads out the high probability mode hit / miss table (see Figure 9(B)) saved according to the game setting value in step S2410 of the game setting value change processing in Figure 35 described below, and performs a hit / miss judgment based on the high probability mode hit / miss table (step S2102).
[0350] On the other hand, if the game state is not a high probability mode, which is a special game state (step S2101: No), that is, if the game state is a low probability mode, which is a time-limited game state or a normal game state, the MPU41 reads out the low probability mode hit / miss table (see Figure 9(A)) saved according to the game setting value in step S2410 of the game setting value change processing in Figure 35 described below, and performs a hit / miss judgment based on that low probability mode hit / miss table (step S2103).
[0351] In steps S2102 and S2103, the hit / miss judgment is performed...
Claims
[Claim 1] A starting ball entry mechanism provided in accordance with the game area, A lottery means capable of performing various lotteries when a game ball enters the aforementioned starting ball entry means, A display control means capable of determining and executing one specific performance to be performed on a display means provided in the game area based on the results of the various draws mentioned above, from among a plurality of performance display modes, At least one movable means provided corresponding to the game area, A gaming machine comprising control means capable of determining and executing a mode of movement of the movable means 1 that can be operated during the display of the specific performance 1 by the display means, from among a plurality of modes of movement, The control means is The system is configured to control the movable means to perform a series of specific operations based on specific information set in accordance with the first movable mode determined from among the plurality of movable modes when predetermined operating conditions are met. In the aforementioned series of specific operations, the movable means is configured to be movable and controlled between a first position, which is the initial position, and a second position, which is the most moved position. In the series of specific operations described above, the system is configured to perform a predetermined operation multiple times in which the movable means is moved to the second position and then moved to the first position. This gaming machine is The system is configured to update the specific information or information corresponding to the specific information at a predetermined update timing in the control that causes the series of specific operations described above to be performed. In the execution of the predetermined operation, when the movable means is moved to the first position, it is configured to determine whether or not to terminate the series of specific operations based on the updated specific information or information corresponding to the specific information. A gaming machine characterized in that, when it is determined that the operation should be terminated, the series of specific operations of the movable means located at the first position can be terminated.