Game machine

JP2024053242A5Pending Publication Date: 2026-06-23SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2022-10-03
Publication Date
2026-06-23

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Abstract

To further enhance interest by various kinds of customization and increase convenience of various kinds of customization.SOLUTION: A game machine 10 performs pairing of Bluetooth communication when a smartphone SP capable of performing NFC communication appears within an NFC communication zone of the game machine 10. When the pairing is completed, a setting of a game performance in the game machine 10 can be executed by operation to a player's smartphone SP. The game machine 10 does not execute pairing with another smartphone when pairing with one smartphone SP is not completed. Also, pairing is ended when the pairing is completed and non-operation time equal to or more than fixed time exists for the smartphone SP, and pairing by external input can be forcedly canceled. Further, cancellation confirmation is performed to a paired smartphone SP before canceling pairing, and a password is changed so as not to perform re-pairing with the smartphone SP whose pairing is canceled.SELECTED DRAWING: Figure 356
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, some gaming machines allow information (eg, custom information) to be input from outside the gaming machine (eg, from a player) in order to improve interest and convenience. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-055210 Summary of the Invention [Problem to be solved by the invention]

[0004] However, if the input method for the gaming machine is complicated, there is a risk that players will stop using the input function. Therefore, when allowing input from outside to the gaming machine, a configuration that allows input more conveniently is desired. [Means for solving the problem]

[0005] The gaming machine according to the present invention comprises: a winning / losing lottery selection means (41) for executing a winning / losing lottery based on a judgment by a judgment means for judging whether or not a predetermined lottery condition is satisfied that the predetermined lottery condition is satisfied; A variable display means (361, 362) for executing a variable display for a predetermined period based on the result of the winning / losing lottery; a specific game state execution means (41) for executing a specific game state (jackpot game state) after the end of a specific variable display that displays a specific display result that is executed when the result of the winning / losing lottery is a specific result (jackpot); A performance execution means (51) for performing a variable performance using a plurality of performance elements (341, 39, etc.) during the variable display for the predetermined period; An input means (192, 193) that allows a player to input a predetermined input (wireless input via NFC communication or Bluetooth communication) to the performance execution means; A gaming machine equipped with The input means includes: a detection unit (190) that becomes in a predetermined detection state (a detection state of a smartphone SP or the like by NFC communication) when a predetermined detection target (a smartphone or the like) approaches or comes into contact with a predetermined detection unit (192) within a predetermined distance in a predetermined standby state (a standby state for NFC communication); This gaming machine is an output means (190) for outputting a plurality of pieces of information (NFC connection information of 192Ba) related to the performance execution means, the information being stored in a predetermined storage unit (192B) when a first input state occurs in which the detection means becomes the predetermined detection state; When a second input state occurs in which input of specified information (Bluetooth connection information) corresponding to the outputted multiple pieces of information is detected, the performance execution means is configured to enable input and output of information (setting contents, history information, etc.) relating to specified configurable information (custom list information, etc.) in the performance execution means. [Brief description 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. [Diagram 2] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Diagram 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 game board of the gaming machine shown in FIG. [Diagram 5] FIG. 2 is a front view showing an example of a game board of the gaming machine shown in FIG. [Figure 6] FIG. 2 is a front view showing an example of a game board of the gaming machine shown in FIG. [Figure 7] FIG. 2 is a block diagram showing an example of a 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] A block diagram showing an example of a game information storage area in a memory area of ​​the main control device. [Figure 14] FIG. 2 is a diagram illustrating an example of a performance information display device of a main control device. [Figure 15] 13A and 13B are diagrams showing examples of display on a performance display monitor of the performance information display device. [Figure 16] FIG. 13 is a diagram showing a display example on a setting value display unit of the performance information display device. [Figure 17] 10 is a flowchart showing an example of a procedure of a main timer interrupt process executed by the main control device. [Figure 18] A flowchart showing an example of the procedure for start winning processing executed in the main timer interrupt processing of Figure 17. [Figure 19] A flowchart showing an example of the procedure for 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 of 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 a main control device. [Figure 22] A flowchart showing an example of the procedure for regular game control processing executed in the main processing of Figure 21. [Figure 23] A flowchart showing an example of the procedure for setting regular map data executed in the regular map game control process of Figure 22. [Figure 24] A flowchart showing an example of the procedure for the regular map fluctuation start processing executed in the regular map game control processing of Figure 22. [Diagram 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 chart 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 of the big win game control process executed in the main process of FIG. 21. [Diagram 30] 22 is a flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. [Diagram 31] 22 is a flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. [Diagram 32] 22 is a flowchart showing an example of the procedure of the big win game control process executed in the main process of FIG. 21. [Diagram 33] 22 is a flowchart showing an example of the procedure of a game state transition process executed in the main process of FIG. 21. [Diagram 34] 22 is a flowchart showing an example of the procedure of a game state transition process executed in the main process of FIG. 21. [Diagram 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. [Diagram 36] 22 is a flowchart showing an example of a procedure for a specific performance information update process executed in the main process of FIG. 21 . [Figure 37] 37 is a diagram showing an example of base information updated in the specific performance information update process of FIG. 36. [Figure 38] 22 is a flowchart showing an example of a 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 a procedure for a display control process of the performance display monitor executed in the main process of FIG. 21 . [Diagram 40] 22 is a flowchart showing an example of a procedure for a display control process of the performance display monitor executed in the main process of FIG. 21 . [Diagram 41] 22 is a flowchart showing an example of a procedure for a display control process of the performance display monitor executed in the main process of FIG. 21 . [Diagram 42] 4 is a flowchart showing an example of a procedure for a sub timer interrupt process executed by the voice lamp control device of the gaming machine shown in FIG. [Diagram 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; [Diagram 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. [Diagram 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. [Diagram 46] 11 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 stopping pattern selection table used when a variable pattern command is received in the command judgment process of Figure 47. [Figure 52] Figure 52(A) is a diagram showing an example of a first reserved image display section, a changing image display section, and a previously changed image display section that are set in the pattern display section in a normal game state, and Figure 52(B) is a diagram showing an example of a second reserved image display section and a changing image display section that are set in the pattern display section in a special game state and a time-saving game state. [Diagram 53] A figure showing an example of a change in the reserved image in the first reserved image display area. [Figure 54] A flowchart showing an example of the procedure for the big win game presentation control processing executed in the sub timer interrupt processing of Figure 42. [Figure 55] FIG. 11 is a front view showing an example of a game board of a gaming machine according to a second embodiment of the present invention. [Figure 56] A cross-sectional view showing a main part of the feather device of the gaming machine shown in Figure 55. [Figure 57] FIG. [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 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 a main control device. [Figure 67]A flowchart showing an example of the procedure for the regular map fluctuation start processing executed in the regular 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 chart game control processing executed in the main processing of Figure 66. [Figure 71] A flowchart showing an example of the procedure for special chart game control processing executed in the main processing of Figure 66. [Figure 72] A flowchart showing an example of the steps of a special chart data setting process executed in the special chart game control process 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 of 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 of 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 of 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 the small win game control processing executed in the main processing of Figure 66. [Figure 78] A flowchart showing an example of the procedure for the small win game control processing executed in the main processing of Figure 66. [Figure 79] A flowchart showing an example of the procedure for the small win game control processing executed in the main processing of Figure 66. [Figure 80] A flowchart showing an example of the procedure for the game state transition processing executed in the main processing of Figure 66. [Figure 81]A flowchart showing an example of the procedure for the game state transition processing executed in the main processing of Figure 66. [Figure 82] A flowchart showing an example of the procedure for the game state transition processing executed in the main processing of Figure 66. [Figure 83] A flowchart showing an example of the procedure for 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 setting a fluctuation type (fluctuation pattern) executed in the command determination process of Figure 86. [Figure 88] 4A to 4C 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 in a RUSH effect. [Figure 90] FIG. 13 is a diagram showing an example of a battle effect in the RUSH effect. [Figure 91] FIG. 13 is a diagram showing an example of a battle effect in the RUSH effect. [Figure 92] FIG. 13 is a diagram showing an example of a result presentation and a branch presentation. [Figure 93] FIG. 13 is a front view showing an example of a game board of a gaming machine according to a third embodiment of the present invention. [Figure 94] FIG. 13 is a front view showing an example of a game board of a gaming machine according to a third embodiment of the present invention. [Figure 95] FIG. 13 is a front view showing an example of a game board of a gaming machine according to a third embodiment of the present invention. [Figure 96] FIG. 4 is a front view showing an example of operation of a movable rotating accessory member provided on the game board. [Figure 97] 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 a main control device. [Figure 105] A flowchart showing an example of the procedure for regular game control processing executed in the main processing of Figure 104. [Figure 106] A flowchart showing an example of the procedure for setting regular map data executed in the regular map game control process of Figure 105. [Figure 107] A flowchart showing an example of the procedure for the regular map fluctuation start processing executed in the regular 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. [Fig. 109] A flowchart showing an example of the procedure for special chart game control processing executed in the main processing of Figure 104. [Figure 110] A flowchart showing an example of the steps of a 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. [Fig. 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. [Fig. 116] 11 is a flowchart showing an example of a procedure of a sub-timer interrupt process executed by the voice lamp control device. [Fig. 117] 107 is a flowchart showing an example of the procedure of an operation detection process executed in the sub timer interrupt process of FIG. 106. [Fig. 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] 11 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 judgment process of Figure 122. [Figure 124] A flowchart showing an example of the procedure of the stop symbol combination setting process executed in the command determination process of Figure 122. [Fig. 125] A flowchart showing an example of the steps of a special game performance setting process executed in the command determination process of Figure 122. [Fig. 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. 13 is a diagram for explaining the timing of movement of the movable rotating accessory member. [Figure 129] FIG. 4 is a diagram for explaining the movable manner of the movable rotating accessory member. [Fig. 130] FIG. 4 is a diagram for explaining the drive pattern of the movable rotating accessory member. [Fig. 131] FIG. 4 is a diagram for explaining the drive pattern of the movable rotating accessory member. [Fig. 132] FIG. 13 is a diagram for explaining drive data for driving a movable rotating accessory member. [Fig. 133] 4A to 4C are diagrams for explaining the drive pattern and drive data of the movable rotating accessory member. [Fig. 134] 4A to 4C are diagrams for explaining the drive pattern and drive data of the movable rotating accessory member. [Fig. 135] FIG. 4 is a diagram for explaining the drive pattern of the movable rotating accessory member. [Fig. 136] FIG. 13 is a diagram for explaining drive data for driving a movable rotating accessory member. [Fig. 137] 4A to 4C 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 reel operation performance setting process executed in the special game performance setting process of Figure 125. [Figure 139] A flowchart showing an example of the steps of the button effect setting process executed in the special game effect setting process of Figure 125. [Fig. 140] FIG. 13 is a diagram for explaining button effects. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 153] FIG. 13 is a diagram for explaining drive data for driving a movable rotating accessory member. [Fig. 154] FIG. 13 is a front view showing an example of a game board of a gaming machine according to a fourth embodiment of the present invention. [Fig. 155] A diagram for explaining the special large prize winning device of the gaming machine shown in Figure 154. [Fig. 156] A diagram for explaining the special large prize winning device of the gaming machine shown in Figure 154. [Fig. 157]Figure 157(A) is a block diagram showing an example of a portion of the system configuration of the gaming machine shown in Figure 154, Figure 157(B) is a diagram showing the winning 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. [Fig. 158] 4A and 4B are diagrams showing output forms of various signals outputted to the outside of the gaming machine. [Fig. 159] 4A and 4B are diagrams showing output forms of various signals outputted to the outside of the gaming machine. [Fig. 160] 18 is a flowchart showing an example of a procedure of a through gate process executed in the main timer interrupt process of FIG. 17; [Fig. 161] FIG. 13 is a diagram showing an example of transition of a game state. [Fig. 162] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 163] 4 is a flowchart showing an example of a procedure of main processing executed by a main control device. [Fig. 164] A flowchart showing an example of the procedure for regular game control processing executed in the main processing of Figure 163. [Fig. 165] A flowchart showing an example of the procedure for setting regular map data executed in the regular map game control processing of Figure 164. [Fig. 166] A flowchart showing an example of the procedure for the regular map fluctuation start processing executed in the regular map game control processing of Figure 164. [Fig. 167] A flowchart showing an example of the procedure for the regular winning game control processing executed in the main processing of Figure 163. [Fig. 168] A flowchart showing an example of the procedure for special chart game control processing executed in the main processing of Figure 163. [Fig. 169] A flowchart showing an example of the steps of a special chart data setting process executed in the special chart game control process of Figure 168. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 173] A flowchart showing an example of the procedure for special chart 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. [Fig. 175] A flowchart showing an example of the procedure for special chart jackpot game control processing executed in the main processing of Figure 163. [Fig. 176] A flowchart showing an example of the procedure for special chart jackpot game control processing executed in the main processing of Figure 163. [Fig. 177] A flowchart showing an example of the procedure for special electric start control processing executed in the main processing of Figure 163. [Fig. 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. [Fig. 179] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 163. [Fig. 180] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 163. [Fig. 181] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 163. [Fig. 182] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 163. [Fig. 183] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 163. [Fig. 184] 164 is a flowchart showing an example of the procedure of a signal output process executed in the main process of FIG. 163. [Fig. 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; [Fig. 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; [Fig. 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; [Fig. 188] FIG. 13 is a diagram showing an example of a screen on a pattern display unit. [Fig. 189] FIG. 13 is a diagram showing an example of a screen on a pattern display unit. [Fig. 190] 13 is a diagram showing an example of a screen on a symbol display unit. [Fig. 191] FIG. 13 is a front view showing an example of a game board of a gaming machine according to a fifth embodiment of the present invention. [Fig. 192] A cross-sectional view showing a main part of the feather device of the gaming machine shown in Figure 191. [Fig. 193] FIG. [Fig. 194] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 191. [Fig. 195] A block diagram showing an example of the system configuration of a display control device of the gaming machine shown in Figure 191. [Fig. 196] FIG. 13 is an explanatory diagram illustrating an image displayed when the power is turned on. [Figure 197] 1A is an explanatory diagram illustrating rear side A, and FIG. 1B is an explanatory diagram illustrating rear side B. [Figure 198] FIG. [Figure 199] FIG. 4 is a schematic diagram showing an example of a display data table. [Figure 200] FIG. 13 is a schematic diagram showing an example of an additional data table. [Figure 201] FIG. 4 is a schematic diagram showing an example of a transfer data table; [Fig. 202] FIG. 11 is a schematic diagram showing an example of a drawing list. [Fig. 203] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 204] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 205]19(A) and (B) are diagrams showing an example of a table used in the main control device of the gaming machine shown in FIG. 191, and (C) is a diagram showing an example of the presentation flow of a special game presentation. [Fig. 206] A figure showing an example of a re-selection effect in a special game effect. [Fig. 207] A figure showing an example of a re-selection effect in a special game effect. [Fig. 208] A flowchart showing an example of the procedure for start winning processing executed in the main timer interrupt processing of Figure 17. [Fig. 209] 4 is a flowchart showing an example of a procedure of main processing executed by a main control device. [Fig. 210] A flowchart showing an example of the procedure for regular game control processing executed in the main processing of Figure 209. [Fig. 211] A flowchart showing an example of the procedure for setting regular map data executed in the regular map game control process of Figure 210. [Fig. 212] A flowchart showing an example of the procedure for the regular map fluctuation start processing executed in the regular map game control processing of Figure 210. [Fig. 213] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 209. [Fig. 214] A flowchart showing an example of the procedure for special chart game control processing executed in the main processing of Figure 209. [Fig. 215] A flowchart showing an example of the steps of a special chart data setting process executed in the special chart game control process of Figure 214. [Fig. 216] A flowchart showing an example of the steps of the special chart change start processing executed in the special chart game control processing of Figure 214. [Fig. 217] A flowchart showing an example of the procedure for special chart play count management processing executed in the main processing of Figure 209. [Fig. 218] A flowchart showing an example of the procedure for special chart play count management processing executed in the main processing of Figure 209. [Fig. 219] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 209. [Fig. 220] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 209. [Fig. 221] 1A is a diagram showing an example of a calculation of the break-even point, and FIG. 1B is a diagram showing an example of the opening presentation of a small win game. [Fig. 222] A figure showing an example image of the opening presentation of a small win game. [Fig. 223] FIG. 13A is a diagram showing a modified example (border notification) of the opening presentation for a small win game, and FIG. 13B and FIG. 13C are diagrams showing example images of a modified example (border notification) of the opening presentation for a small win game. [Fig. 224] (A) is an example of an image showing a border notification during special chart play, and (B) is an example of an image showing a V winning display during small win play. [Fig. 225] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Fig. 226] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Fig. 227] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Fig. 228] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 209. [Fig. 229] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 209. [Fig. 230] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 209. [Fig. 231] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 209. [Fig. 232] A flowchart showing an example of a main processing procedure executed by the voice lamp control device of the gaming machine shown in Figure 191. [Fig. 233] 233 is a flowchart showing an example of the procedure for vibration sensor input monitoring and performance processing executed in the main processing of FIG. 232. [Fig. 234] 233 is a flowchart showing an example of the procedure for a command determination process executed in the main process of FIG. 232. [Fig. 235] 233 is a flowchart showing an example of the procedure for a command determination process executed in the main process of FIG. 232. [Fig. 236] 233 is a flowchart showing an example of the procedure for a command determination process executed in the main process of FIG. 232. [Fig. 237] 233 is a flowchart showing an example of the procedure for a command determination process executed in the main process of FIG. 232. [Fig. 238] 233 is a flowchart showing an example of the procedure for a command determination process executed in the main process of FIG. 232. [Fig. 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. [Fig. 240] A flowchart showing an example of a main processing procedure executed by the display control device of the gaming machine shown in Figure 191. [Fig. 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 the display control device. [Fig. 242] A flowchart showing an example of the procedure of command determination processing executed in the V interrupt processing of Figure 241 (B). [Fig. 243] (A) is a flowchart showing an example of the procedure for pending ball number command processing executed in the command judgment processing of Figure 242, (B) is a flowchart showing an example of the procedure for confirmation command processing executed in the command judgment processing of Figure 242, and (C) is a flowchart showing an example of the procedure for demo command processing executed in the command judgment processing of Figure 242. [Fig. 244] 242. (A) is a flowchart showing an example of the procedure for variable pattern command processing executed in the command determination processing of FIG. 242, and (B) is a flowchart showing an example of the procedure for stop type command processing executed in the command determination processing of FIG. [Fig. 245]242. (A) is a flowchart showing an example of the procedure for processing continuous preview commands executed in the command judgment processing of FIG. 242. (B) is a flowchart showing an example of the procedure for processing background image change commands executed in the command judgment processing of FIG. [Fig. 246] 242. (A) is a flowchart showing an example of the procedure for operation button operation command processing executed in the command judgment processing of FIG. 242. (B) is a flowchart showing an example of the procedure for error command processing executed in the command judgment processing of FIG. [Fig. 247] A flowchart showing an example of the procedure of the display setting processing executed in the V interrupt processing of Figure 241 (B). [Fig. 248] A flowchart showing an example of the procedure of the display setting processing executed in the V interrupt processing of Figure 241 (B). [Fig. 249] 248. (A) is a flowchart showing an example of the steps of a pending image setting process executed in the display setting process of FIG. 248. (B) is a flowchart showing an example of the steps of a warning image setting process executed in the display setting process of FIG. 248. (C) is a flowchart showing an example of the steps of an operation button operation process executed in the display setting process of FIG. 248. [Fig. 250] 249 is a flowchart showing an example of the procedure of a comparison process executed in the display setting process of FIG. 248. [Fig. 251] 25 is a flowchart showing an example of the procedure of a button update process executed in the display setting process of FIG. 248. [Fig. 252] 252(A) is a flowchart showing an example of the steps of the transfer setting processing executed in the V interrupt processing of FIG. 241(B), and FIG. 252(B) is a flowchart showing an example of the steps of the resident image transfer setting processing executed in the transfer setting processing of FIG. 252(A). [Fig. 253] Figure 252 (A) is a flowchart showing an example of the procedure of normal image transfer setting processing executed in the transfer setting processing. [Fig. 254] A flowchart showing an example of the procedure of drawing processing executed in the V interrupt processing of Figure 241 (B). [Figure 255] FIG. 13 is a front view showing an example of a game board of a gaming machine according to a sixth embodiment of the present invention. [Fig. 256] A diagram to explain the first winning opening, the second winning opening, the first opening / closing member, and the second opening / closing member. [Fig. 257] A diagram for explaining the ball sorting device. [Fig. 258] A diagram for explaining a variable winning device. [Fig. 259] A diagram for explaining a variable winning device. [Fig. 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 entry sections. [Fig. 261] FIG. 2 is a diagram showing the game flow (transition of game state) of the gaming machine. [Fig. 262] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 263] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 264] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 265] A flowchart showing an example of the procedure for start winning processing executed in the main timer interrupt processing of Figure 17. [Fig. 266] 18 is a flowchart showing the procedure of a through gate process executed in the main timer interrupt process of FIG. 17; [Fig. 267] 4 is a flowchart showing an example of a procedure of main processing executed by a main control device. [Fig. 268] A flowchart showing an example of the procedure for regular game control processing executed in the main processing of Figure 267. [Fig. 269] A flowchart showing an example of the procedure for setting regular map data executed in the regular map game control processing of Figure 268. [Fig. 270] A flowchart showing an example of the procedure for the regular map fluctuation start processing executed in the regular map game control processing of Figure 268. [Fig. 271] A flowchart showing an example of the procedure for the regular winning game control processing executed in the main processing of Figure 267. [Fig. 272]A flowchart showing an example of the procedure for the regular winning game control processing executed in the main processing of Figure 267. [Fig. 273] A flowchart showing an example of the procedure for special chart 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. [Fig. 275] FIG. 13 is a diagram showing an example of a pseudo jackpot game presentation pattern. [Fig. 276] A diagram to explain the special 2 game presentation pattern. [Fig. 277] FIG. 13 is a diagram for explaining a small win game presentation pattern. [Fig. 278] FIG. 13 is a diagram for explaining a jackpot game presentation pattern. [Fig. 279] FIG. 13 is a diagram for explaining a pseudo jackpot game presentation (display) in one example of a jackpot game presentation pattern (jackpot game presentation pattern A1). [Fig. 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. [Fig. 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. [Fig. 282] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Fig. 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. [Fig. 285] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Fig. 286] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 267. [Fig. 287] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 267. [Fig. 288] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 267. [Fig. 289] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 267. [Fig. 290] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 267. [Fig. 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; [Fig. 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; [Fig. 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 game board of a gaming machine according to a seventh embodiment of the present invention. [Fig. 295] A figure showing an example of display on the pattern display unit in special pattern play. [Fig. 296] FIG. 13 shows an example of display on the symbol display unit in a small win game and a big win game. [Fig. 297] A diagram showing the second winning slot and the area around the non-electric device. [Fig. 298] Cross-sectional view to explain the variable winning device. [Figure 299] Cross-sectional view to explain the variable winning device. [Figure 300] FIG. 4 is a cross-sectional view for explaining a non-electrical actuation device. [Fig. 301] FIG. 4 is a cross-sectional view for explaining a non-electrical actuation device. [Fig. 302] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 294. [Fig. 303] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 304] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 305] FIG. 4 is a diagram showing an example of a table used in the main control device. [Fig. 306] A flowchart showing an example of the procedure for start winning processing executed in the main timer interrupt processing of Figure 17. [Fig. 307] 18 is a flowchart showing the procedure of a through gate process executed in the main timer interrupt process of FIG. 17; [Fig. 308] 4 is a flowchart showing an example of a procedure of main processing executed by a main control device. [Fig. 309] A flowchart showing an example of the procedure for regular game control processing executed in the main processing of Figure 308. [Fig. 310] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 308. [Fig. 311] A flowchart showing an example of the procedure for the normal winning game control processing executed in the main processing of Figure 308. [Fig. 312] A flowchart showing an example of the procedure for special chart game control processing executed in the main processing of Figure 308. [Fig. 313] A flowchart showing an example of the steps of a special chart data setting process executed in the special chart game control process of Figure 312. [Fig. 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. [Fig. 315] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Fig. 316] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Fig. 317] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Fig. 318] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Fig. 319] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 308. [Fig. 320]A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 308. [Fig. 321] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 308. [Fig. 322] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 308. [Figure 323] A flowchart showing an example of the procedure for game state transition processing executed in the main processing of Figure 308. [Fig. 324] A diagram for explaining the operation of the gaming machine shown in Figure 294. [Fig. 325] A diagram for explaining the operation of the gaming machine shown in Figure 294. [Fig. 326] A diagram for explaining the operation of the gaming machine shown in Figure 294. [Fig. 327] A diagram for explaining the operation of the gaming machine shown in Figure 294. [Fig. 328] FIG. 23 is a perspective view showing an example of the configuration of a gaming machine according to an eighth embodiment of the present invention. [Fig. 329] A front view showing an example of the game board of the gaming machine shown in Figure 328. [Fig. 330] A figure showing an example of the upper tray of the gaming machine shown in Figure 328 viewed from the top. [Fig. 331] A block diagram showing an example of a key part of the system configuration of the gaming machine shown in Figure 328. [Fig. 332] A block diagram showing an example of a memory area of ​​the main control device of the gaming machine shown in Figure 328. [Figure 333] FIG. 4 is a block diagram showing an example of an NFC communication module and a Bluetooth communication module in the wireless communication control device of the sub-control unit. [Fig. 334] 4 is a flowchart showing an example of a procedure of main processing executed by a main control device. [Fig. 335] A flowchart showing an example of the procedure for special chart game control processing executed in the main processing of Figure 334. [Fig. 336] A flowchart showing an example of the procedure of a specific performance information update process executed in the main process of Figure 334. [Fig. 337] A flowchart showing an example of the procedure for a sub-transmission information update process executed in the specific performance information update process of Figure 336. [Fig. 338] 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 328. [Figure 339] A flowchart showing an example of the procedure of the operation detection processing executed in the sub-timer interrupt processing of Figure 338. [Fig. 340] A flowchart showing an example of the procedure of the operation button operation detection process executed in the operation detection process of Figure 339. [Fig. 341] 339. A flowchart showing an example of the procedure of an operation detection pattern determination process executed in the operation detection process of FIG. [Fig. 342] 11 is a table showing the relationship between detection patterns and operation situations. [Figure 343] A flowchart showing an example of the procedure of command determination processing executed in the sub-timer interrupt processing of Figure 338. [Figure 344] A flowchart showing an example of the procedure of command determination processing executed in the sub-timer interrupt processing of Figure 338. [Figure 345] A flowchart showing an example of the procedure for game setting processing executed in the sub-timer interrupt processing of Figure 338. [Fig. 346] A figure showing an example of the transition of the display screen in the pattern display section during the game setting process of Figure 345. [Figure 347] A figure showing an example of a display screen on the pattern display section in the game setting process of Figure 345. [Fig. 348] A flowchart showing an example of the procedure for the game start waiting processing executed in the game setting processing of Figure 345. [Figure 349] A flowchart showing an example of the steps of the top menu screen processing executed in the game setting processing of Figure 345. [Fig. 350] A flowchart showing an example of the procedure for processing a game setting custom screen executed in the game setting process of Figure 345. [Fig. 351]A flowchart showing an example of the procedure for processing the game history screen executed in the game setting process of Figure 345. [Fig. 352] A flowchart showing an example of the procedure for language selection screen processing executed in the game setting processing of Figure 345. [Fig. 353] A flowchart showing an example of the procedure for game customization screen processing executed in the game setting process of Figure 345. [Fig. 354] A flowchart showing an example of the procedure for character selection screen processing executed in the game setting process of Figure 345. [Figure 355] Figure 355(A) is a flowchart showing an example of a procedure for a game history information update processing executed by the wireless communication control device of the gaming machine shown in Figure 328, and Figure 355(B) is a flowchart showing an example of a procedure for an external device communication processing executed by the wireless communication control device of the gaming machine shown in Figure 328. [Figure 356] Figure 356 (A) is a flowchart showing an example of the procedure of the connection processing executed in the external device communication processing shown in Figure 355 (B), and Figure 356 (B) is a flowchart showing an example of the procedure of the connection processing on the smartphone side. [Figure 357] A figure showing an example of a display screen on a smartphone when the connection processing on the smartphone side shown in Figure 356(B) is executed. [Figure 358] A flowchart showing an example of the procedure of a connection process executed in the external device communication process shown in Figure 355 (B). [Figure 359] A flowchart showing an example of the procedure of a connection process executed in the external device communication process shown in Figure 355 (B). [Figure 360] A flowchart showing an example of the procedure of a connection process executed in the external device communication process shown in Figure 355 (B). [Fig. 361] A flowchart showing an example of the procedure of a connection process executed in the external device communication process shown in Figure 355 (B). [Fig. 362] A flowchart showing an example of the procedure of in-communication processing and connection processing performed in the external device communication processing shown in Figure 355 (B). [Figure 363]A flowchart showing an example of the procedure of the finger-passing process and connection process performed in the external device communication process shown in Figure 355 (B). [Figure 364] FIG. 13 is a diagram showing an example of a display screen of a smartphone when making a game setting request on the smartphone. [Figure 365] FIG. 13 is a diagram showing an example of a display screen on the symbol display unit when game settings are made using a smartphone. [Fig. 366] A flowchart showing an example of the procedure for a disconnection process executed in the external device communication process shown in Figure 355 (B) and a flowchart showing an example of the procedure for a disconnection process on the smartphone side. [Figure 367] A flowchart showing an example of the procedure of a disconnection process executed in the external device communication process shown in Figure 355 (B). [Figure 368] Figure 368(A) is a flowchart showing an example of the procedure for a disconnection processing executed in the external device communication processing shown in Figure 355(B), and Figure 368(B) is a flowchart showing an example of the procedure for a password change processing executed in the external device communication processing shown in Figure 355(B). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings to facilitate understanding of the present invention. Note that the following embodiments are merely examples 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 a gaming board 31 of the gaming machine 10. Hereinafter, the expressions of front / rear, left / right, and up / down used in this embodiment are defined by the front / rear direction D1, the up / down direction D2, and the left / right direction D3 shown in FIGS. 1 to 3.

[0010] As shown in Figures 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 is taken as an example of a gaming machine for explanation, but the present invention can also be applied to other gaming machines such as a reel type gaming machine (slot machine), an arrange ball gaming machine, and a jan ball gaming machine.

[0011] [Front frame 11 configuration] The front frame 11 can be opened and closed relative to the outer frame 14 by having its left end portion rotatably supported by the outer frame 14. The inner frame 12 can be opened and closed relative to the front frame 11 by having its left end portion rotatably supported by the front frame 11. The back pack unit 13 can be opened and closed relative to the inner frame 12 by having its left end portion rotatably supported by the inner frame 12.

[0012] The front frame 11 is equipped with an operation button 20, a selection decision section 21, a launch 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. The operation button 20 is operated to execute an operation button performance that is executed in response to an operation of the operation button 20 by a player during a predetermined operation acceptance period in a special game performance executed in a special game that clearly shows the lottery result in a jackpot lottery to a player.

[0014] The position of the operation button 20 is not limited to the front of the upper tray 23, and may be any position on the front frame 11 as long as the operation button 20 is operable by the player. The number of operation buttons 20 is not limited to one, and may be two or more. The operation button 20 may be equipped with a jog dial. In this case, by operating the jog dial, a desired item can be provisionally selected from options (items) on various setting screens when making various game settings, such as the performance stage (background performance), characters, and music during a jackpot game, as well as the frequency of selection of a predetermined performance and the expectation of a jackpot, and the provisionally selected option (item) can be selected by operating the operation button 20.

[0015] In addition, the operation means such as the operation button 20 that accepts operations by the player may be provided in one or more. 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, a touch panel provided on the pattern 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 the button in a standby state where no game is being played, and the player sets various game settings. Examples of various game settings include setting the characters that appear in game effects, setting the frequency of execution of various effects such as button effects, and setting the probability of winning the jackpot for various effects. The selection determination unit 21 includes a plurality of selection buttons 21A and a determination button 21B.

[0017] The multiple selection buttons 21A are operated by the player to provisionally select a desired item from options (items) on various setting screens when performing various game settings, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Here, provisional selection means that the provisionally selected content is confirmed (stored in the RAM 512) by operating the decision button 21B. Each of these selection buttons 211 to 214 includes an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d that switch the input signal to the voice lamp control device 5 as shown in FIG. 7. These switches 211a to 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 the selection buttons 211 to 214 have been operated based on the input signal of each switch 211a to 211d.

[0018] Furthermore, in this embodiment, when it is detected that an operation for each of the selection buttons 211-214 has started, it is determined that an operation for each of the selection buttons 211-214 has been performed. Of course, when it is detected that an operation for each of the selection buttons 211-214 is continuing or has ended, it may be determined that an operation for each of the selection buttons 211-214 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 operations by the player, and the touch panel may be provided as an operation means. Also, instead of the multiple selection buttons 21A (211-214), a rotating member such as a jog dial may be provided. Also, 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 the presence or absence of operations by the player.

[0021] The launch handle 22 is a rotary handle that is operated by the player to launch the game balls. In the gaming machine 10, the game balls are launched from a game ball launching mechanism 32 (described later) with a strength corresponding to the amount of rotation of the launch handle 22 by the player, thereby carrying out a basic game. 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 into the game 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 a dispensing device 132 of the dispensing mechanism 130 described below, and to lead 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 view the game board 31 of 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 that outputs sound. The installation position of the speakers 26 is not limited to the upper end of the front frame 11. The illumination unit 27 also has a built-in light source such as an indicator lamp or LED, and performs a lamp effect by changing the lighting color or flashing mode such as turning on or off.

[0024] [Composition 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 can be opened and closed relative to the front frame 11 by having the left end portion rotatably supported by 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 in FIG. 2, the surface of the game board 31 is omitted for the sake of simplicity.

[0025] The control unit 33 is provided on the rear side of the gaming board 31, and has a main control unit 331 and a sub-control unit 332. In the gaming machine 10, commands (control signals) for instructing the control content are transmitted in one direction from the main control unit 331 to the sub-control unit 332. The main control unit 331 and the sub-control unit 332 will be described in detail 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 gadget 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, the game balls that do not enter the general winning hole 313, the first winning hole 314, the second winning hole 315, or the variable winning hole 316 are discharged from the outlet 318.

[0028] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a launching rail 321, a ball sending 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 the outer rail 312 of the game board 31, and guides the game balls launched from the game ball launching mechanism 32 to the inner rail 311 and the outer rail 312. The ball sending device 322 has a driving means such as a solenoid, and supplies the game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is a driving means for launching the game balls supplied onto the launching rail 321 toward the inner rail 311 and the outer rail 312. In the game machine 10, the solenoid 323 is driven and controlled in response to the operation of the launch handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 to the game board 31. The game ball launching mechanism 32 may be a mechanism that launches the game ball using other driving means such as a motor instead of the solenoid 323.

[0029] Returning to the explanation of FIG. 4, the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the out opening 318 have openings formed therethrough in the front-rear direction of the game board 31. On the back side of the game board 31, ball entry sensors 313a, 314a, 315a, and 316a (see FIG. 7) capable of individually detecting the entry of game balls are provided in correspondence with the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316. In addition, 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 out opening 318 are collected on the back side of the game board 31 and are detected by the out ball sensor 318a (see FIG. 7) described later. The through gates 317L and 317R are gates that penetrate vertically through which the game ball can pass, and have ball entry sensors 317La and 317Ra (see FIG. 7) that can individually detect the game balls that pass through the through gates 317L and 317R. In the game board 31, the game balls that are shot into the left area of ​​the game board 31 may pass through the through gate 317L, and the game balls that are shot into the right area of ​​the game board 31 may pass through the through gate 317R. Then, when the ball entry sensors 317La and 317Ra (see FIG. 7) detect the passage of the game ball, a normal winning lottery is executed to determine whether or not to open the second winning hole 315. Then, if the lottery result of the normal winning lottery is a winning lottery, the game ball can enter the second winning hole 315 by opening the electric device 315b described later. In other words, in the gaming machine 10, it is possible to cause a gaming ball to enter the second winning port 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 side area of ​​the gaming board 31.

[0030] In the high probability mode, the probability of winning the jackpot lottery is high (see FIG. 9(B)), and the mode is easily transitioned to the jackpot game state where the jackpot game is executed, whereas the low probability mode is a mode in which the probability of winning the jackpot lottery is low (see FIG. 9(A)), and the mode is difficult to transition to the jackpot game state where the jackpot game is executed. Also, in the high frequency support mode, the probability of winning the jackpot lottery is high (see FIG. 12(B)), and the frequency of operation of the electric device 315b described later is high, so that the entry of the game ball into the second winning port 315 is easily permitted, whereas in the low frequency support mode, the probability of winning the jackpot lottery is low (see FIG. 12(A)), and the frequency of operation of the electric device 315b is low, so that the entry of the game ball into the second winning port 315 is difficult to permit.

[0031] The entrance ball sensors 313a to 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 to 316a, 317La, 317Ra, and the out ball sensor 318a are input to the main control unit 331. The main control unit 331 (MPU 41) transmits a command to the payout control device 7 to pay out game balls according to the detection results of the entrance ball sensors 313a to 316a. Hereinafter, the detection of the entrance of game balls by the entrance ball sensors 313a to 316a may be referred to as winning. In addition, the main control unit 331 (MPU 41) counts the number of out balls based on the detection results of the out ball sensor 318a. The number of out balls counted here corresponds to the number of shot game balls shot 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 be any sensors capable of individually detecting the entry of game balls by other detection methods.

[0033] The second winning opening 315 is provided with an electric device (electric device) 315b that switches between restricting and not 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 game board 31. In the game board 31, the electric device 315b opens to allow game balls to enter the second winning opening 315, and the electric device 315b closes to restrict the entry of game balls into the second winning opening 315.

[0034] Furthermore, the variable winning opening 316 is provided with an opening / closing door 319 that switches whether or not the game ball is restricted from entering 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. In the game board 31, the opening / closing door 319 allows the game ball to enter the variable winning opening 316, and the closing of the opening / closing door 319 restricts the game ball from entering the variable winning opening 316. The opening / closing door 319 is moved to a position that opens the variable winning opening 316 in a round game in the opening / closing execution mode in a jackpot game, and is otherwise kept waiting at a position that closes the variable winning opening 316. As a result, the game ball shot into the right area of ​​the game board 31 in a round game in a jackpot game can 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 big win lottery is held by the main control unit 331. Then, the main control unit 331 controls the display of the main display section 36 according to the lottery result of the big win lottery. In addition, 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 of the variable display unit 34 and the like according to 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 the ball enters the general winning opening 313 is 10, the number of prize balls when the ball enters the first winning opening 314 or the second winning opening 315 is 3, and the number of prize balls when the 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 state transitions to a jackpot game state, and a round game in which the variable winning opening 316 is opened is repeated a predetermined number of times (for example, 5 times or 16 times), so that a large number of prize balls can be expected to be paid out.

[0037] In addition, when a game ball enters the first winning opening 314 or the second winning opening 315, a jackpot lottery is executed. If the lottery result is a win, the game moves to a predetermined jackpot game state that is more advantageous than the normal game state. In this embodiment, the jackpot game state includes a 5R jackpot game state (5R normal jackpot game state and 5R variable jackpot game state) and a 16R variable jackpot game state. The 5R jackpot game state is a game state including an open / close execution mode in which the variable winning opening 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., 9 balls) or more of game balls enter the variable winning opening 316. The 16R sure-variable jackpot game state is a game state including an open / close execution mode in which 16 rounds of play are played, and a larger amount of prize balls can be expected to be paid out than in the 5R jackpot game state, making it a more advantageous game state for the player than the 5R jackpot game state.

[0038] As shown in FIG. 4, the variable display unit 34 has a pattern 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 game board 31. The pattern display section 341 displays still images or moving images, and the display contents of the pattern display section 341 are controlled by the sub-control unit 332. Specifically, the pattern display section 341 performs various image effects such as a variable display effect of a decorative pattern according to the lottery result in a big win lottery performed by the main control unit 331 in response to a ball entering the first winning hole 314 or the second winning hole 315, and a special game effect performed in conjunction with the variable display effect. In addition, the pattern display section 341 may have a dot matrix display, a plasma display, an organic EL display, or the like, may be a combination of a liquid crystal display or a plasma display and an organic EL display, and may further have a touch panel that accepts touch operations by a player.

[0039] For example, the decorative pattern variable display performance in the pattern display section 341 is performed by sequentially scrolling multiple types of decorative patterns numbered "1" to "9" in the vertical, horizontal, diagonal, etc. direction. Note that sub-patterns such as other letters or designs may be displayed between the decorative patterns. In this embodiment, there are no sub-patterns, and there are nine types of decorative patterns from "1" to "9."

[0040] In the gaming machine 10, in a special symbol game, the display of the change in the decorative symbols is executed so that the change in all the decorative symbols stops after a preset change display time has elapsed from the start of the symbol change display in the symbol display unit 341. More specifically, in the display of the change in the decorative symbols, first, all the decorative symbols change along a preset change direction (for example, horizontal direction, vertical direction, etc.), and the change in the multiple decorative symbols stops in order. Then, when the change in the decorative symbols on all the lines stops and a predetermined time has elapsed, the display of the change in the decorative symbols ends.

[0041] When the display of the decorative symbols on the symbol display unit 341 is finished, the symbol display unit 341 displays the decorative symbols lined up on one or more valid lines. At this time, the stopped state of the decorative symbols indicates or suggests the result of the lottery in the big win lottery by the main control unit 331. For example, if the lottery result is a "5R variable big win", a "16R variable big win", or a "5R normal big win", the same type of decorative symbols lined up on the valid lines are displayed, and it is clearly indicated that it is a big win. Also, the type of big win may be clearly indicated by the combination of decorative symbols on the valid lines, but it is not necessarily so. Specifically, for example, if the lottery result is a "16R variable big win", a state in which a symbol combination of, for example, "777", which is set as a symbol combination indicating a 16R variable big win, is lined up on the valid lines is displayed, or a state in which a combination of the same decorative symbols other than "777" is lined up on the valid lines is displayed. In addition, if the lottery result is a "5R special jackpot", a combination of decorative symbols, such as "333", which is set as a combination of symbols indicating a 5R special jackpot, is displayed on the effective line, or a combination of the same decorative symbols, such as "777" or "333", other than the combination of symbols indicating a 16R special jackpot or a 5R special jackpot, is displayed on the effective line. In addition, if the lottery result is a "5R normal jackpot", a combination of the same decorative symbols, such as "222" or "444", which is set as a combination of symbols indicating a normal jackpot, is displayed on the effective line. In addition, if the lottery result is a "miss", a combination of different decorative symbols (such as "323" or "723") is displayed on the effective line.

[0042] In addition, in the symbol display section 341, along with the display of the change in the decorative symbols in the special symbol game, a special symbol game effect is displayed that suggests the expectation that the lottery result in the jackpot lottery is a jackpot. If the lottery result is a "16R special jackpot", and a jackpot symbol combination other than the decorative symbol combination indicating a 16R special jackpot is displayed in line on the valid line, a suggestive effect is executed as a special symbol game effect that suggests that it is a 5R special jackpot or a 5R normal jackpot. In this case, in the jackpot game effect, a promotion effect is executed that clearly shows that the lottery result for the special symbol game is a 16R special jackpot. Similarly, if the lottery result is a "5R special jackpot", and a jackpot symbol combination other than the decorative symbol combination indicating a special jackpot is displayed in line on the valid line, a suggestive effect is executed as a special symbol game effect that suggests that it is a 5R normal 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 special jackpot.

[0043] Furthermore, when the gaming state transitions to a big win gaming state, the symbol display section 341 displays big win 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 the display variation pattern command transmitted from the MPU 51 of the sound lamp control device 5, image presentation is executed on the display device 381 together with the symbol display unit 341 in a special symbol game or a big win 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 include a touch panel that accepts touch operations by the player.

[0046] 5. The sub movable display portion 38 is movable in the left-right direction D3 between a standby position (position shown in FIG. 4) shown by an imaginary line in FIG. 5 and an operating position shown by a solid line in FIG.

[0047] Here, as shown in FIG. 7, the gaming machine 10 has a motor 38a that supplies a driving force to the sub movable display unit 38, and a return detection unit 38b that detects that 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 the sub movable display unit 38 is moved in a right direction (operation direction) from the standby position (see FIG. 4) toward the operation position (solid line position in FIG. 5) or in a left direction (return direction) from the operation position (solid line position in FIG. 5) toward the standby position (see FIG. 4) according to the rotation direction of the motor 38a. For example, the sub movable display unit 38 is moved from the standby position (see FIG. 4) to the operating position (solid line position in FIG. 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 FIG. 5) to the standby position (see FIG. 4) by rotating the motor 38a in the reverse direction.

[0048] The gaming machine 10 also includes a motor driver 38c to which the motor 38a and the return detection unit 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the voice lamp control device 5. The motor driver 38c controls the motor 38a according to a control instruction from the voice lamp control device 5. The motor driver 38c can also obtain a detection result by the return detection unit 38b and transmit it to the voice lamp control device 5. Note that the motor driver 38c may be omitted, and the motor 38a and the return detection unit 38b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.

[0049] Such a sub-movable display unit 38 is operated to execute a performance related to the lottery result in the jackpot lottery in the special chart game or the jackpot game. For example, in the special chart game, the sub-movable display unit 38 is operated as a jackpot confirmation performance indicating that the lottery result in the jackpot lottery is a jackpot, and is also operated as a chance-up performance that increases the expectation that the lottery result is a jackpot. In addition, in the jackpot game, the sub-movable display unit 38 is operated as a promotion performance (round number promotion performance executed in the jackpot game or promotion performance from a normal jackpot to a probability variable jackpot) that clearly indicates that the actual lottery result is more favorable to the player than the lottery result suggested in the special chart game performance, and can also be operated as a reserved consecutive win confirmation performance that notifies that the lottery result in the jackpot lottery includes a jackpot during the reservation of the right to play the special chart game executed after the end of the jackpot game.

[0050] The standby position or operating position of the sub movable display unit 38 is not limited to the left area on the front side of the pattern display unit 341, and may be other positions. The number of the 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 direction or a counterclockwise direction. The sub movable display unit 38 may be omitted, and one or more non-movable 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 section 361 includes a pair of LEDs as normal symbols (normal symbols), and displays the result of the normal symbol winning lottery, which is executed when the player wins the through gates 317L and 317R and determines whether the electric role 315b is to be opened, by a combination of turning on and off the LED pairs. The main control unit 331 (MPU41) blinks the LED pairs (displays normal symbols variably) when the player wins the through gates 317L and 317R, and displays the result of the normal symbol winning lottery by turning on or off each LED (displays normal symbols stationary) after the variably display time has elapsed. Note that displaying the result 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 seven-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, big win lottery) to determine whether or not to play a big win game triggered by winning in the first winning port 314, by a combination of turning on and off seven segments in the seven-segment display device. The main control unit 331 (MPU 41) blinks the seven segments of the seven-segment display device (variably displays the first special symbol) triggered by winning in the first winning port 314, and displays the result of the big win lottery by turning on or off each segment (stopping the first special symbol) after the variable display time has elapsed. Note that displaying the lottery result in the big win lottery by the variable display and stop 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) to determine whether or not to play a jackpot game triggered by winning the second winning port 315, by a combination of turning on and off seven segments in the 7-segment display device. The main control unit 331 (MPU 41) blinks the seven segments of the 7-segment display device (variably displays the second special symbol) triggered by winning the second winning port 315, and displays the result of the jackpot lottery by turning on or off each segment (stopping the second special symbol) after the variable display time has elapsed. Note that displaying the result of the jackpot lottery by the variable and stop displays 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 patterns" or "special patterns", 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 chart reserved number display unit 364 includes an LED group consisting of four LEDs, and displays the first special chart reserved number N, which is the reserved number of rights to play the first special chart game generated by winning at the first winning port 314, by the number of the four LEDs that are lit.

[0057] The second special chart reserved number display unit 365 includes an LED group consisting of four LEDs, and displays the second special chart reserved number M, which is the reserved number of rights to play the second special chart game generated by winning at the second winning port 315, by the number of the four LEDs that are lit.

[0058] The movable role member 39 can move up and down along the surface of the pattern display unit 341 between a predetermined standby position (position shown by virtual lines in FIG. 6) shown in FIG. 4 located above the pattern display unit 341 and an operating position (position shown by solid lines in FIG. 6) set below the standby position. The operating position (see solid lines in FIG. 6) is closer to the center of the pattern display unit 341 than the standby position (see FIG. 4). In addition, when the movable role member 39 is in the operating position (see solid lines in FIG. 6), the coverage rate of the surface of the pattern display unit 341 is higher than when the movable role member 39 is in the standby position (see FIG. 4). In addition, the movable role member 39 has a plurality of lamps 391 arranged in a circular ring shape on the periphery. In this embodiment, 15 lamps 391 are arranged on the movable role member 39, and each lamp 391 can be turned on and off individually. In addition, each of the plurality of lamps 391 is, for example, an LED lamp, and can be turned on in a plurality of colors including white, yellow, green, red, or a mixture of these colors. In this way, each lamp 391 can be turned on and off individually, and can be turned on in multiple colors. For example, when the movable accessory member 39 is operated, the lighting pattern, lighting color, and number of the lamps 391 can suggest the expectation that the lottery result in the jackpot lottery that triggered the special game is a jackpot, or can clearly indicate that the lottery result is a jackpot. For example, the lighting colors can be set to have the highest expectation of a jackpot in the order of white, yellow, green, and red, and by appropriately setting the lighting pattern and lighting color, it is also possible to execute a confirmation effect that clearly indicates that the lottery result in the jackpot lottery is a jackpot by executing a rainbow lamp effect. In this embodiment, the movable accessory member 39 is exposed from the opening 31A at the standby position (see FIG. 4), and it is also possible to execute an effect that suggests the expectation that the lottery result in the jackpot lottery is a jackpot by using the lamps 391 exposed from the opening 31A. For example, in this embodiment, the four lamps 391 located on the lower side are exposed from the opening 31A (see FIG. 4), and it is considered that the likelihood of a jackpot is indicated depending on which of these lamps 391 is lit.In addition to the four lamps 391 located on the lower side, the image displayed on the symbol display section 341 may also indicate the likelihood of a big win.

[0059] In addition, the movable gadget member 39 may be entirely hidden without being exposed from the opening 31A in the standby position. The gaming machine 10 may also have a plurality of movable gadget members 39. Furthermore, the movable gadget member 39 may be a combination of a plurality of separated movable members, a member that can be transformed into two or more forms, or a member that has a display such as a liquid crystal display device. Of course, the movable gadget member 39 is not limited to a member that covers a part of the display screen of the pattern display unit 341, but may cover the entire display screen. In addition, the center of the movable gadget member 39 may be configured as an illumination unit that can be turned on and off. In this case, it is possible to perform a performance that suggests the expectation of a jackpot or clearly indicates a jackpot by turning on or blinking the illumination unit.

[0060] Such a movable accessory member 39 is operated to execute an effect related to the lottery result in the jackpot lottery in the special chart game or the jackpot game. For example, the movable accessory member 39 is operated as a jackpot confirmation effect that indicates that the lottery result in the jackpot lottery is a jackpot in the special chart game, and is also operated as a chance-up effect that increases the expectation that the lottery result is a jackpot. In addition, the movable accessory member 39 can be operated as a promotion effect (round number promotion effect executed in the jackpot game or promotion 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 in the special chart game effect in the jackpot game, and can also be operated as a reserved consecutive win confirmation effect that notifies that the lottery result in the jackpot lottery includes a jackpot during the reservation of the right to play the special chart game executed after the end of the jackpot game.

[0061] As shown in FIG. 7, the gaming machine 10 has a motor 39a that supplies a driving force to the movable accessory member 39, and a return detection unit 39b that detects that the movable accessory member 39 has returned to the standby position. 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 the movable accessory member 39 is moved downward (operation direction) from the standby position (see FIG. 4) to the operating position (see solid line in FIG. 6) or upward (return direction) from the operating position (see solid line in FIG. 6) to the standby position (see FIG. 4) according to the rotation direction of the motor 39a. For example, the movable part 39 is moved from a standby position (see Figure 4) to an operating position (see solid line in Figure 6) by rotating the motor 39a in the forward direction, and conversely, the movable part 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 the motor 39a and the return detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the voice lamp control device 5. The motor driver 39c controls the motor 39a according to a control instruction from the voice lamp control device 5. The motor driver 39c can also obtain a detection result by the return detection unit 39b and transmit it to the voice lamp control device 5. The motor driver 39c may be omitted, and the motor 39a and the return detection unit 39b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.

[0063] In addition, each lamp 391 of the movable part 39 is individually connected to the input / output I / F 52 of the voice lamp control device 5, and each lamp 391 can be individually turned on and off by the voice lamp control device 5, and can also be lit in multiple colors.

[0064] Also, it is conceivable to provide a magnet sensor or a radio wave sensor (both not shown) on the game board 31. The magnet sensor is provided, for example, around the first winning opening 314 or the variable winning opening 316. The magnet sensor is electrically connected to the main control unit, and the detection result of the magnet sensor is input to the main control unit 331. This makes it possible to detect a fraudulent act when a magnet is used to fraudulently guide a game ball to the first winning opening 314 or the variable winning opening 316. On the other hand, the radio wave sensor is provided, for example, around 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 result of the radio wave sensor is input to the main control unit 331. This makes it possible to detect a fraudulent act when a radio wave is fraudulently input to the ball entry sensors 314a, 315a to erroneously detect the entry of a game ball. The radio wave sensor can detect radio waves of, for example, 50 MHz to 3 GHz.

[0065] [Ura Pack Unit 13] As shown in FIG. 3, the back 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) of the game 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. The launch control device 8 controls the game ball launching 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 device and drive means provided in 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 executes main control of 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 a calculation device configured as a one-chip microcomputer. The MPU 41 also has a built-in ROM 411 and a RAM 412. The MPU 41 executes processing according to a control program stored in the ROM 411 or the like. Also, a part 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 a signal to the main control device 4 and outputs a control signal 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 judges whether or not game balls have entered the general winning hole 313, the first winning hole 314, the second winning hole 315, and the variable winning hole 316, and whether or not game balls have passed through the through gates 317L and 317R, based on the detection signal 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] The MPU 41 then outputs commands to the voice lamp control device 5, such as a regular chart change pattern command, an electric reel open command, an electric reel 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 for notifying the voice lamp control device 5 of the variation display time of the normal symbol in the 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 variation display of the normal symbol in the normal symbol display section 361 of the main display section 36. The normal symbol variation pattern command may be a command for notifying the voice lamp control device 5 of only the variation display time of the normal symbol in the normal symbol game (normal symbol variation pattern). In this case, the command for notifying 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 role opening command is a command to notify the voice lamp control device 5 that the electric role 315b is opened (operated). The electric role opening command is set in step S1809 in the normal winning game control process in FIG. 25 described later when the electric role 315b is opened (operated).

[0075] The electric role closing command is a command to notify the voice lamp control device 5 that the electric role 315b is closed (returned). The electric role closing command is set in step S1816 in the normal winning game control process in FIG. 25 described later when closing (returning) the electric role 315b.

[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 lottery result in the big win lottery, and includes information on the big win type when the lottery result in the big win lottery is a big win. The special symbol variation pattern command is set in step S2105 in the special symbol variation start process in FIG. 28 described later based on information stored in the special symbol reserve storage area 412b (see FIG. 8) described later when starting the variation display 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. Note that the special symbol variation pattern command includes information that can specify the type of the special symbol when the variation starts, but the special symbol variation pattern command when the variation of the first special symbol starts and the special symbol variation pattern command when the variation of the second special symbol starts may be set as separate special symbol variation commands. The special pattern variation command may be a command that notifies the voice lamp control device 5 of the variation display time and only of the special pattern in the special pattern game. In this case, the command that notifies the voice lamp control device 5 of the lottery result in the big win lottery and the big win type is set as a command separate from the special pattern variation command.

[0077] The first special chart reserve command and the second special chart reserve command are commands that, when the first special chart reserve number N or the second special chart reserve number M stored in the special chart 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, notify the voice lamp control device 5 of the lottery result in the jackpot lottery for the increased reserve, the special pattern variable display time (special chart variable pattern), and the first special chart reserve number N or the second special chart reserve number M. When there is an increase in the first special chart reserved number N or the second special chart reserved number M, the first special chart reserved command and the second special chart reserved command are set in the first special chart reserved 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 reserved command setting process of Figure 19 described below) or the second special chart reserved command setting process of step S1110 based on the information stored in the special chart reserved 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 / lose information indicating the lottery result in the big win lottery in the first special chart 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 the special chart game (variable display of special chart). 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 is about to start, i.e., that the game state is about to transition 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 to notify the voice and lamp control device 5 that the opening of the jackpot game is to start, and is set in step S2208 in the jackpot game control process in Fig. 29 described later when starting the opening of the jackpot game. 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 is to start by the jackpot game start command.

[0081] The opening end command is a command to notify 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 later 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 for notifying the voice and lamp control device 5 of the start of each round game in the open / close execution mode in the jackpot game and round number information indicating which round the round game is, and is set in step S2217 in the jackpot game control process 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 play end command is a command that notifies the voice lamp control device 5 that the round play is to be ended in the open / close execution mode during a jackpot play, and is set in step S2229 in the jackpot play control processing of Figure 31 described below when each round play is ended.

[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 of a jackpot game, and is set in step S2233 in the jackpot game control processing of Figure 31 described below when starting the interval.

[0086] The interval end command is a command that notifies the voice lamp control device 5 that the interval between rounds of play is to end 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 end 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 ended, 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 ended.

[0088] The ending start command is a command for notifying the voice and lamp control device 5 that the ending of the big win game is to start, and is set in step S2242 in the big win game control process of FIG. 31 described later when starting the ending.

[0089] The ending end command is a command for notifying the voice lamp control device 5 that the ending of the big win game is to be ended, and is set in step S2248 in the big win game control process of FIG. 32 described later when the ending is to be ended.

[0090] The jackpot game end command is a command for notifying 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 FIG. 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 is set in step S2408 in the game setting value change processing of Figure 35 described below when the game setting value is changed.

[0092] It should be noted that commands other than those mentioned above may be output from the main control device 4 to the voice lamp control device 5, but the 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 period of a main timer interrupt process executed by the MPU 41 (described later) 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 (e.g., 4 msec), and the MPU 41 starts and executes a main timer interrupt process, which will be described later, every time the 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 capable of reading and writing 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 transmitted to the voice lamp control device 5, etc. The RAM 412 may 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 executes the setting of the jackpot lottery result and the variable display time of the special symbol, the setting of the regular symbol winning lottery result and the variable display time of the regular symbol, etc., using the counter information stored in the lottery counter storage area 412a, the special symbol reserved storage area 412b, and the regular symbol reserved storage area 412c of the RAM 412.

[0097] In the lottery counter storage area 412a, a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3 are stored as lottery counters. The jackpot random number counter C1 is used in a jackpot lottery to determine whether or not a jackpot game is to be executed. The jackpot type counter C2 is used to determine the jackpot type when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used to determine the miss type when the result of the jackpot lottery is a miss. In addition, in the lottery counter storage area 412a, a jackpot random number initial value counter CIN1 and a special symbol variation type counter CS1 are stored. 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 variation 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. 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 pattern change type counter CS2 as lottery counters. The normal win random number counter C4 is used for a normal pattern win lottery to determine whether the electric role 315b of the second winning port 315 is in an electric role open state. The normal win type random number counter C5 is used to allocate a normal pattern win type (short open or long open) when the result of the normal pattern win lottery is a normal pattern 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 pattern change type counter CS2 is used to determine the normal pattern change display time in the normal pattern display section 361 of the main display section 36.

[0098] Each of the lottery counters C1 to C5, CIN1, CIN2, CS1, and CS2 is used as a loop counter in which 1 is added to the previous value at short intervals by the MPU 41 and returns to 0 after reaching a preset maximum value. Updated values ​​are recorded in each of the lottery counters C1 to C5, CIN1, CIN2, CS1, and CS1, and are referred to by the MPU 41 when setting the jackpot lottery result, the variable display time of the special pattern, the jackpot type, and the loss type, and when setting the regular pattern lottery result, the variable display time of the regular pattern, and the regular pattern type.

[0099] The special chart reserved storage area 412b includes a first special chart reserved storage area REA, a second special chart reserved storage area REB, and a special chart execution area AE. The first special chart reserved storage area REA includes a first reserved area REA1, a second reserved area REA2, a third reserved area REA3, a fourth reserved area REA4, and a first special chart reserved number storage area NAA. The second special chart reserved storage area REB includes a first reserved area REB1, a second reserved area REB2, a third reserved area REB3, a fourth reserved area REB4, and a second special chart reserved number storage area NAB.

[0100] When a game ball enters the first winning hole 314, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the special chart change type counter CS1 stored in the RAM 412 is acquired as special chart 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 chart reserve storage area REA. When a game ball enters the second winning hole 315, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the special chart change type counter CS1 stored in the RAM 412 is acquired as special chart 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 chart reserve storage area REB. In addition, a lottery counter memory area 412a (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, etc.) may be provided individually corresponding to 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 holding area REA1 to the fourth holding area REA4 of the first special chart holding storage area REA, and the first holding area REB1 to the fourth holding area REB4 of the second special chart holding storage area REB.

[0102] Therefore, in addition to the result of the jackpot lottery for the special chart game, which is executed based on the special chart win / loss information stored 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, it is possible to determine in advance the varying display time (special chart variation pattern) for the special chart (decorative chart in chart display unit 341) in the first special chart display unit 362 or the second special chart display unit 363 in the special chart game.

[0103] Specifically, when a game ball enters the first winning hole 314, the special symbol winning / losing information is stored in an empty area in the order of priority of the first reserved area REA1, the second reserved area REA2, the third reserved area REA3, and the fourth reserved area REA4 of the first special symbol reservation storage area REA. In the first special symbol reservation number storage area NAA, the number of the first reserved area REA1 to the fourth reserved area REA4 in which the special symbol winning / losing information is stored is stored as the first special symbol reservation number N.

[0104] In addition, when a game ball enters the second winning hole 315, the special symbol winning / losing 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 reservation storage area REB. In the second special symbol reservation number storage area NAB, the number of the first reserve area REB1 to the fourth reserve area REB4 in which the special symbol winning / losing information is stored is stored as the second special symbol reservation number M.

[0105] In other words, in the gaming machine 10, a total of eight memory areas corresponding to the maximum number of reserved items 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 the winning history for the first winning port 314 and the second winning port 315.

[0106] In addition, as another embodiment, a reservation area with a maximum reservation number of eight is 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 maximum of eight special winning / losing information as a winning history. The storage process of the special winning / losing information is executed by the MPU 41 by executing the process according to the control program.

[0107] The special pattern execution area AE is a storage area used to move the special pattern hit / miss information stored in the first reserved area REA1 of the first special pattern reserve storage area REA or the first reserved area REB1 of the second special pattern reserve storage area REB when the variable display of the special pattern is started in the first special pattern display section 362 or the second special pattern display section 363 of the main display section 36. Specifically, the special pattern hit / miss information in the first reserved area REB1 of the second special pattern reserve storage area REB is preferentially moved to the special pattern execution area AE, and when there is no special pattern hit / miss information in the first reserved area REB1 of the second special pattern reserve storage area REB and the second special pattern reserve number M stored in the second special pattern reserve number storage area NAB is 0, the special pattern hit / miss information in the first reserved area REA1 of the first special pattern reserve storage area REA is moved to the special pattern execution area AE. That is, in the gaming machine 10, the second special symbol game is executed in priority over the first special symbol game, and in the high frequency support mode of the sure-variant game state and the time-saving game state, the second special symbol game is mainly executed by executing a so-called right hit, which is to shoot the game ball into the right area of ​​the gaming board 31.

[0108] In addition, 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 addition, in another embodiment, the special chart hit / miss information of the first reserved area REA1 of the first special chart reserved storage area REA and the first reserved area REB1 of the second special chart reserved storage area REB is alternately moved to the special chart execution area AE.

[0109] Then, when one special pattern game is started, the MPU41 performs a lottery for a big win based on the numerical information stored in the special pattern execution area AE as the special pattern hit / miss information. At this time, when the first reserved area REA1 of the first special pattern reserve storage area REA is moved to the special pattern execution area AE, the special pattern hit / miss information stored in the second reserved area REA2 is shifted to the first reserved area REA1, the special pattern hit / miss information stored in the third reserved area REA3 is shifted to the second reserved area REA2, and the special pattern hit / miss information stored in the fourth reserved area REA4 is shifted to the third reserved area REA3.

[0110] Similarly, when the first reserved area REB1 of the second special chart reserved storage area REB is moved to the special chart execution area AE, the special chart win / loss information stored in the second reserved area REB2 is shifted to the first reserved area REB1, the special chart win / loss information stored in the third reserved area REB3 is shifted to the second reserved area REB2, and the special chart win / loss information stored in the fourth reserved area REB4 is shifted to the third reserved area REB3.

[0111] The jackpot random number counter C1 is periodically updated by being incremented by 1 within the range of 0 to 637 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is returned to 0 after reaching the maximum value. When the jackpot random number counter C1 goes around once, the value of the jackpot random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. The jackpot random number initial value counter CIN1 is a loop counter that is updated in the same manner 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 when the game ball enters the first winning hole 314 or the second winning hole 315.

[0112] The random number value for winning the jackpot is set to two types according to the winning / losing table stored in the winning / losing table storage area in the ROM 411, corresponding to the low probability mode in the normal game state or the time-saving game state, and the high probability mode in the probability-changing game state. Here, Fig. 9(A) is a diagram showing an example of the low probability mode winning / losing table corresponding to the low probability mode, and Fig. 9(B) is a diagram showing an example of the high probability mode winning / losing table corresponding to the high probability mode.

[0113] In the examples shown in Figures 9(A) and 9(B), a low probability mode win / lose table and a high probability mode win / lose table are provided, each of which has a different probability (jackpot probability) of the lottery result in the jackpot lottery depending on the game setting value. The low probability mode win / lose table and the high probability mode win / lose table each include six win / lose tables corresponding to the six game setting values ​​1 to 6. The 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 have a higher jackpot probability of the lottery result in the jackpot lottery being a jackpot, in that order, which is more advantageous for the player.

[0114] In the game setting value 1, the number of random numbers that will result in a jackpot among 65536 random numbers from 0 to 65535 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, in the game setting value 1, the jackpot probability in the low probability mode is about 1 / 318.1 (206 / 65536), and the jackpot probability in the high probability mode is about 1 / 79.9 (820 / 65536), which is about four times that of the low probability mode.

[0115] In the game setting value 2, the number of random numbers that will result in a jackpot among 65536 random numbers from 0 to 65535 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 the game setting value 2, the jackpot probability in the low probability mode is about 1 / 309.1 (212 / 65536), and the jackpot probability in the high probability mode is about 1 / 77.6 (845 / 65536), which is about four times that of the low probability mode.

[0116] In the game setting value 3, the number of random numbers that will result in a jackpot among 65536 random numbers from 0 to 65535 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 the game setting value 3, the jackpot probability in the low probability mode is about 1 / 300.6 (218 / 65536), and the jackpot probability in the high probability mode is about 1 / 75.4 (869 / 65536), which is about four times that of the low probability mode.

[0117] In the game setting value 4, the number of random numbers that will result in a jackpot among 65536 random numbers from 0 to 65535 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 the game setting value 4, the jackpot probability in the low probability mode is about 1 / 292.6 (224 / 65536), and the jackpot probability in the high probability mode is about 1 / 73.4 (893 / 65536), which is about four times that of the low probability mode.

[0118] In the game setting value 5, the number of random numbers that will result in a jackpot among 65536 random numbers from 0 to 65535 is 230 (0 to 229) for the low probability mode hit / miss table and 917 (0 to 916) for the high probability mode hit / miss table. In other words, in the game setting value 5, the jackpot probability in the low probability mode is about 1 / 284.9 (230 / 65536), and the jackpot probability in the high probability mode is about 1 / 71.5 (917 / 65536), which is about four times that of the low probability mode.

[0119] In the game setting value 6, the number of random numbers that will result in a jackpot among 65536 random numbers from 0 to 65535 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, in the game setting value 6, the jackpot probability in the low probability mode is about 1 / 277.7 (236 / 65536), and the jackpot probability in the high probability mode is about 1 / 69.6 (941 / 65536), 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 these jackpot winning random numbers, the lottery result in the jackpot lottery will be a loss.

[0121] Here, in the low probability mode hit / miss table and the high probability mode hit / miss table, the random numbers that result in a hit lottery for a hit lottery between the same game setting value are common, but it is also possible that the random numbers that result in a hit are not common. Also, the random numbers that result in a hit may not be consecutive values, but may be partially or entirely discrete values.

[0122] In addition, six low probability mode win / loss tables and six high probability mode win / loss tables are provided according to the six game setting values, but at least one win / loss table for each mode is sufficient. In other words, the game setting values ​​are not limited to six levels. In addition, 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, and to make the jackpot probability uniform. Of course, it is also possible to make the jackpot probability uniform in the low probability mode, and to provide 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 the maximum value. The jackpot type counter C2 is periodically updated, and is stored in the special chart reservation storage area 412b when the game ball enters the first winning slot 314 or the second winning slot 315. In the gaming machine 10, the value of the jackpot type counter C2 corresponding to each of the two types of jackpot types, the guaranteed jackpot and the normal jackpot, is set by the allocation table stored in the allocation table storage area in the ROM 411.

[0124] Here, Fig. 9(C) is a diagram showing an example of the distribution table. In the example shown in Fig. 9(C), when the type of the special pattern game is the first special pattern game triggered by winning the first winning port 314, the number of random numbers that will result in a 5R probability variable jackpot is 10 numbers from 0 to 9, the number of random numbers that will result in a 16R probability variable jackpot is 5 numbers from 10 to 14, and the number of random numbers that will result in a 5R normal jackpot is 5 numbers from 15 to 19. On the other hand, when the type of the special pattern game is the second special pattern game triggered by winning the second winning port 315, the number of random numbers that will result in a 5R probability variable jackpot is 5 numbers from 0 to 4, the number of random numbers that will result in a 16R probability variable jackpot is 10 numbers from 5 to 14, and the number of random numbers that will result in a 5R normal jackpot is 5 numbers from 15 to 19. That is, in the gaming machine 10, the probability of a jackpot in the first special symbol game and the second special symbol game is set to be the same at 75%, but the probability of a 16R jackpot in the second special symbol game is set higher than that in the first special symbol game. That is, in the jackpot game state (high probability mode and high frequency support mode with a high probability of opening the electric role 315b) and the time-saving game state (low probability mode and high frequency support mode), the expected value of the game balls to be acquired when the lottery result in the jackpot lottery is a jackpot is set higher than in the normal game state (low probability mode and low frequency support mode with a low probability of opening the electric role 315b).

[0125] In both the first special symbol game and the second special symbol game, if the result of the jackpot lottery is a high probability jackpot, the game will transition to a high probability game state (high probability mode and high frequency support mode) after the jackpot game ends. In the gaming machine 10, no upper limit is set on the number of special symbol games that can be executed in the high probability game state, and the gaming machine 10 is configured as a so-called loop high probability game 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 times) 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 the 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 another number.

[0127] In addition, the transition from the probability variable game state to the normal game state is not limited to the case where the upper limit of the special game is executed, but may be executed, for example, when the state transition lottery (falling lottery) is won. In this case, it is possible to prevent the transition (fall) from the probability variable game state to the normal game state until a predetermined number of special game plays are executed, and to guarantee the predetermined number as the minimum number of special game plays executed in the probability variable game state. This prevents the number of special game plays executed in the probability variable game state from being significantly reduced.

[0128] In this embodiment, an individual allocation table is set for each of the first winning slot 314, which is a trigger for playing the first special symbol game upon winning, and the second winning slot 315, which is a trigger for playing the second special symbol game upon winning, and the allocation probability of the jackpot type differs depending on whether the game ball wins into 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. In addition, the gaming machine 10 is not limited to a loop probability machine, and it is also possible to configure it as an ST machine including a V-ST machine or a type-one-two mixed machine.

[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 sure jackpot", a "16R sure jackpot", a "5R normal jackpot", or a "miss".

[0130] Here, if the result of the jackpot lottery is a 5R variable jackpot or a 5R normal jackpot, an open / close execution mode is executed in which the round game in which the variable winning opening 316 is opened in a predetermined manner is repeated five times in the jackpot game. Also, if the result of the jackpot lottery is a 16R variable jackpot, an open / close execution mode in which the round game is repeated 16 times in the jackpot game is executed. Note that, as an opening mode of the variable winning opening 316 in each round game, for example, the variable winning opening 316 may be opened once. Of course, it is also possible to open the variable winning opening 316 multiple times in some or all of the round games.

[0131] In the case of a 5R or 16R probability of winning, the game moves to a probability of winning mode, which is a high probability mode with a high probability of winning a jackpot and a high frequency support mode with a high probability of opening the electric role 315b, after the end of the jackpot game. In this embodiment, the probability of winning continues until the MPU 41 determines that the lottery result of the jackpot lottery is a "5R probability of winning", a "16R probability of winning", 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 transitions to a time-saving game state in which the probability of winning the jackpot is low in a low probability mode and the probability of opening the electric role 315b is high in a high frequency support mode. In this embodiment, the time-saving game state (low probability mode and high frequency support mode) continues until the lottery result of the jackpot lottery is notified to the player a preset number of times, such as 100 times, or ends when the lottery result of the jackpot lottery is notified to the player before the specified number of times has elapsed.

[0133] In addition, in the special game, a lottery for dropping from the probability variable game state to the time-saving game state or the normal game state may be performed as another embodiment. If the lottery result of the jackpot lottery is a miss, the probability variable game state is not transferred to the jackpot game state or the time-saving game state. In this embodiment, the gaming machine 10 is described as having three types of jackpots, namely, a 5R probability variable jackpot, a 16R probability variable jackpot, and a 5R normal jackpot, but the present invention 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 may be used.

[0134] 17, the reach random number counter C3 is periodically updated by being incremented by 1 within a range of 0 to 238, for example, and is returned to 0 after reaching a maximum value. The value of the reach random number counter C3 at the time when the game ball enters the first winning hole 314 or the second winning hole 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 the stop result of the variable display displayed on the symbol display unit 341 when the lottery result in the big win 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-back miss reach in which the final stop symbol stops shifted by only one symbol before or after the reach symbol after the reach occurs, a non-front-back miss reach in which the final stop symbol stops other than before or after the reach symbol after the reach occurs, and a complete miss in which no reach occurs.

[0136] Here, Fig. 9(D) is a diagram showing an example of a miss type table. In the example shown in Fig. 9(D), the value of the random number that results in a miss before or after reach is 0 to 8, the value of the random number that results in a reach other than a miss before or after 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 pattern game in which a 5R probability variable jackpot, a 16R probability variable jackpot, or a 5R normal jackpot is won, that is, in a special pattern game that transitions to a jackpot game state, the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3.

[0137] Here, the reach is a variable state in which a state in which a combination of decorative symbols indicating a big win is likely to occur during the period from when the variable display of symbols in the symbol display section 341 starts until the symbols are stopped and displayed is a state in which the same symbols are stopped and displayed at two of the three stop positions of the decorative symbols on the pay line in the symbol display section 341, and the display symbol corresponding to the remaining stop position is variable. In addition, during the variable state of the reach in the symbol display section 341, a story presentation process in which a video of a predetermined character or the like is displayed to suggest the degree of expectation, and a player-participation type operation presentation process in which the operation of the operation button 20 by the player is reflected in the presentation are executed. Note that, during the execution of these presentation processes, the variable display in the symbol display section 341 may be hidden or may be displayed in a reduced or enlarged state.

[0138] The special symbol variation type counter CS1 is incremented by 1 in the range of, for example, 0 to 199, and is reset to 0 after reaching the maximum value. Specifically, the special symbol variation type counter CS1 determines the special symbol variation pattern type (variation display time of the special symbol) 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 in the big win lottery. In this way, by determining the special symbol variation pattern type, the voice lamp control device 5 determines the variation type (performance pattern) in the rough 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 (variation display time of the special symbol). The special symbol variation type counter CS1 is updated at least once in step S1402 each time the main process of Fig. 21 described later is executed once by the MPU 41, and is repeatedly updated in step S1414 during the remaining time in the main process. The value of the special symbol variation type counter CS1 at the time when the game ball enters the first winning hole 314 or the second winning hole 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 MPU41 determines a special pattern variation pattern indicating the variation display time of the special pattern based on the special pattern variation type counter CS1 and a variation table (see Fig. 10(A) to Fig. 10(C)) previously set according to the result of the jackpot lottery. Specifically, the MPU41 specifies the special pattern variation type by referring to the normal jackpot variation table (see Fig. 10(A)), the probability variable jackpot variation table (see Fig. 10(B)), or the miss variation table (see Fig. 10(C)) previously stored in the variation table storage area of ​​the ROM411. 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, Fig. 10(A), Fig. 10(B) and Fig. 10(C) are diagrams showing examples of the variation table. In the normal jackpot variation table shown in Fig. 10(A), the probability variable jackpot variation table shown in Fig. 10(B) and the loss variation table shown in Fig. 10(C), the special chart variation pattern is previously associated with the value of the special chart variation type counter CS1. Then, the MPU41 refers to the normal jackpot variation table shown in Fig. 10(A) when the lottery result in the jackpot lottery is "5R normal jackpot", the probability variable jackpot variation table shown in Fig. 10(B) when the lottery result is "5R probability variable jackpot" or "16R probability variable jackpot", and the loss variation table shown in Fig. 10(C) when the lottery result is "loss", respectively, to specify the type of the special chart variation pattern.

[0141] More specifically, as shown in FIG. 10(A) and FIG. 10(B), in the normal jackpot variation table and the probability jackpot variation table, one of the special chart variation patterns "01" to "03" is selected according to the value of the special chart variation type counter CS1. Here, when the special chart variation pattern "01" is selected, the voice lamp control device 5 determines a normal reach performance pattern with a variation display time of 30 seconds as the variation type (performance pattern type), and the special game performance is executed according to the normal reach performance pattern in the pattern display unit 341, etc. The normal reach performance pattern is a performance pattern in which the final individual performance type in the special chart game performance is a normal reach performance. Also, when the special chart variation pattern "02" is selected, the voice lamp control device 5 determines a super reach performance pattern with a variation display time of 60 seconds as the variation type (performance pattern type), and the special game performance is executed according to the super reach performance pattern in the pattern display unit 341, etc. The super reach performance pattern is a performance pattern in which the final individual performance type in the special chart game performance is a super reach performance. Furthermore, when the special chart change pattern "03" is selected, the voice lamp control device 5 determines the special reach performance pattern, which has the longest change display time of 90 seconds, as the change type (performance pattern), and executes the special game performance according to the special reach performance pattern in the symbol display unit 341, etc. The special reach performance pattern is a performance pattern in which the final individual performance type in the special chart game performance is the special reach performance.

[0142] As shown in FIG. 10(C), in the miss variation table, the correspondence between the special chart variation type counter CS1 and the special chart variation pattern is determined in accordance with the stop display type of the decorative pattern at the time of miss (reach before and after miss, reach other than the reach before and after miss, complete miss) determined by the value of the reach random number counter C3. More specifically, when the stop display type at the time of miss is reach before and after miss or reach other than the reach before and after miss, one of the special chart variation patterns "01" to "03" is selected according to the value of the special chart variation type counter CS1. On the other hand, when the stop display type at the time of miss is complete miss, one of the special chart variation patterns "04" or "05" is selected according to the value of the special chart variation type counter CS1. When the special chart variation pattern "04" is selected, the voice lamp control device 5 determines a non-reach performance pattern (7-second non-reach performance pattern) with a variation display time of 7 seconds as the variation type (performance pattern type), and the special chart game performance is executed according to the 7-second non-reach performance pattern in the pattern display unit 341 and the like. In addition, when the special chart change pattern "05" is selected, the voice lamp control device 5 determines a no-reach presentation pattern (10-second non-reach presentation pattern) with a change display time of 10 seconds as the change type (presentation pattern type), 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 variation display at the time of a loss corresponding to the special chart variation pattern "04", a variation display of a loss pattern is executed in which the variation display of the decorative pattern is stopped and displayed as a combination of loss patterns without accompanying a notice performance in which a character, a message, etc. is displayed. Also, in the gaming machine 10, as a variation display at the time of a loss corresponding to the special chart variation pattern "05", a variation display of a loss pattern is executed in which the variation display of the decorative pattern is stopped and displayed as a combination of loss patterns accompanied by a notice performance in which a character, a message, etc. is displayed. Also, when a variation display at the time of a loss corresponding to the special chart variation pattern "05", a player participation type operation performance in which the operation of the operation button 20 by the player is reflected may be executed as a notice performance.

[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, multiple types of normal reach performances with different characters, stories, etc. are prepared as normal reach performances executed in the normal reach performance pattern corresponding to the special chart variation pattern "01", and one of the normal reach performances selected from among them is executed.

[0146] Similarly, in the gaming machine 10, as the super reach performance executed in the super reach performance pattern corresponding to the special chart variation pattern "02", a plurality of types of super reach performances with different characters, stories, etc. are prepared, and one of the super reach performances selected from them is executed. The super reach performance is a reach performance with a longer variation time than the normal reach performance, and is executed when suggesting to the player that the lottery result in the jackpot lottery has a higher probability (expectation) of a jackpot than the normal reach performance, and a lower probability (expectation) of winning a jackpot than the special reach performance.

[0147] Furthermore, in the gaming machine 10, as the special reach performance executed in the special reach performance pattern corresponding to the special chart variation pattern "03", a plurality of types of special reach performances with different characters and stories are prepared, and one of the special reach performances selected from them is executed. The special reach performance is a reach performance with a longer variation time than the normal reach performance, and is, for example, a performance that develops from the normal reach performance or the super reach performance. The special reach performance is executed when suggesting to the player that the probability (expectation) of winning the jackpot is higher than the normal reach performance or the special reach performance.

[0148] In addition, the presentation patterns corresponding to the special chart change patterns may include player participation type operation presentations, such as an operation presentation in which the operation status of the player on the operation button 20 is reflected in the presentation, for example, a single operation presentation in which a single operation is reflected in the presentation, a rapid-fire operation presentation in which the rapid tapping of the operation button 20 by the player is reflected in the presentation, and a long press operation presentation in which the long press of the operation button 20 by the player is reflected in the presentation.

[0149] Then, when the MPU 41 specifies the variable display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (the variable display time of the decorative symbol in the symbol display section 341), it inputs the special symbol variable display time and a special symbol variable pattern command indicating the lottery result in the big win lottery to the voice lamp control device 5. Specifically, when the lottery result is a "5R normal big win", the MPU 41 outputs one of the special symbol variable pattern commands "A01" to "A03" in which "A" indicating that it is a 5R normal big win is added before the special symbol variable patterns "01" to "03". Also, when the lottery result is a "5R special probability big win", the MPU 41 outputs one of the special symbol variable pattern commands "B01" to "B03" in which "B" indicating that it is a 5R special probability big win is added before the special symbol variable patterns "01" to "03". Furthermore, when the lottery result is a "16R guaranteed jackpot," the MPU 41 outputs one of the special pattern variation pattern commands "C01" to "C03" in which "C" indicating a 16R guaranteed jackpot is added before the special pattern variation patterns "01" to "03." When the lottery result is a "miss," the MPU 41 outputs one of the special pattern variation pattern commands "D01" to "D05" in which "D" indicating a miss is added before the special pattern variation patterns "01" to "05." In other words, the special pattern variation pattern command includes not only the special pattern variation pattern (time of special pattern play) that is the time for which the special pattern is changed and displayed, but also information that specifies the result of the jackpot lottery. Based on the special symbol variation pattern command, the voice lamp control device 5 can determine not only the special symbol variation pattern (time of special symbol play), which is the variation display time of the special symbol, but also the result of the big win lottery, and determines the variation type (presentation pattern) displayed on the symbol display unit 341 and other details, such as the combination of stop display of the decorative symbols, based on the variation display time of the special symbol (time of special symbol play) and the result of the big win lottery. Based on the determined variation type (presentation pattern) and other details, the voice lamp control device 5 causes the decorative symbols to vary and stop display on the symbol display unit 341, and executes image presentation in accordance with the variation display of the decorative symbols, and further executes voice presentation by the speaker 26 in accordance with the variation display of the decorative symbols, and executes illumination presentation (lamp presentation) 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 big win lottery. In addition, 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 as the variable mode.

[0151] The variable tables shown in Fig. 10(A) to Fig. 10(C) are commonly used in various game states (normal game state, time-saving game state, and probability variable game state), but a variable table may be set separately for each game state, or a variable table may be set separately for the high-frequency support mode (time-saving game state and probability variable game state) and the low-frequency support mode. When a variable table is set separately for each game state or support mode, the average value of the variable display time is set longer, for example, in the normal game state (low-frequency support mode) than in the time-saving game state and probability variable game state (high-frequency support mode). When different variable tables are set for the time-saving game state and probability variable game state, the average value of the variable display time may be set longer in the time-saving game state than in the probability variable game state, or may be set longer in the probability variable game state than in the time-saving game state.

[0152] Here, Fig. 11 is a block diagram showing an example of the regular 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 regular map reservation storage area 412c includes a regular map first reservation area SE1, a regular map second reservation area SE2, a regular map third reservation area SE3, a regular map fourth reservation area SE4, a regular map change reservation number memory area SNA, and a regular map execution area SAE.

[0153] The regular map first holding area SE1 to the regular map fourth 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 variation type counter CS2, which are obtained as regular map win / loss information used in the regular map win lottery when the game ball passes through the through gates 317L, 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 of the right to play a regular map game.

[0155] The normal pattern execution area SAE is a storage area used to move the normal pattern winning / losing information of the normal pattern first reserve area SE1 when the normal pattern variable display is started in the normal pattern display section 361 of the main display section 36. Then, at the start of one normal pattern game, the MPU 41 performs a lottery for a normal pattern winning / losing using the normal pattern winning / losing table (see Figures 12(A) and 12(B)) and the normal pattern winning type allocation table (see Figures 12(C) and 12(D)) described below based on the numerical information (values ​​of the normal pattern winning / losing random number counter C4, the normal pattern type random number counter C5, and the normal pattern variable type counter CS2) stored in the normal pattern execution area SAE, and determines the normal pattern variable display time for the normal pattern using the normal pattern variable table (not shown). At this time, when the regular map correct / incorrect information stored in the regular map first holding area SE1 is moved to the regular map execution area SAE, the regular map correct / incorrect information stored in the regular map second holding area SE2 is shifted to the regular map first holding area SE1, the regular map correct / incorrect information stored in the regular map third holding area SE3 is shifted to the regular map second holding area SE2, and the regular map correct / incorrect information stored in the regular map fourth holding area SE4 is shifted to the regular map third holding area SE3.

[0156] The normal win random number counter C4 is periodically updated by, for example, being incremented by 1 within the range of 0 to 299 in step S1003 of the main timer interruption process in FIG. 17 described later, and is returned to 0 after reaching the maximum value. The value of the normal win random number counter C4 at the timing 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 the normal win random number counter SE4 of the normal reserve storage area 412c. Also, at a predetermined timing, a normal win lottery is performed to determine whether the electric role 315b is opened for a predetermined time based on the value of the normal win random number counter C4 stored in the normal reserve storage area 412c.

[0157] Here, Fig. 12(A) and Fig. 12(B) are diagrams showing an example of a normal winning / losing table. In this embodiment, two types of normal winning / losing tables are set as the normal winning / losing table: a low-frequency support mode normal winning / losing table shown in Fig. 12(A) and a high-frequency support mode normal winning / losing table shown in Fig. 12(B). That is, in this embodiment, as described later, the normal winning probability is different 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 probability table shown in Fig. 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 Fig. 12(A), in the low-frequency support mode normal winning probability table, when the value of the normal winning random number counter C4 is 0, the normal winning probability is set to 1, and when the value of the normal winning random number counter C4 is 1 to 299, the losing probability is set to 1. In other words, in the normal game state (low-frequency support mode), the probability of winning the normal winning probability is set to 1 / 300, and the operation frequency of the electric role 315b is reduced.

[0159] The high-frequency support mode normal winning / losing table shown in Fig. 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 Fig. 12(B), in the high-frequency support mode normal winning / losing table, the value of the normal winning random number counter C4 is set to 0 when the normal winning random number counter C4 is 0, and the value of the normal winning random number counter C4 is set to 1 to 299 when the normal winning random number counter C4 is 1 to 299. 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 accessory 315b is increased.

[0160] In addition, the probability of winning the low-frequency support mode normal map and the probability of winning the high-frequency support mode normal map are not limited to the examples shown in Figures 12(A) and 12(B) and can be changed as appropriate.

[0161] The normal winning type random number counter C5 is periodically updated by, for example, being incremented by 1 within the range of 0 to 199 in step S1003 of the main timer interruption process in FIG. 17 described later, and is returned to 0 after reaching the maximum value. The value of the normal winning type random number counter C5 at the timing when the game ball enters the through gate 317L, 317R is stored in the normal winning first reserve area SE1 to the normal winning fourth reserve area SE4 of the normal winning reserve storage area 412c. In addition, when the value of the normal winning type random number counter C4 stored in the normal winning first reserve area SE1 to the normal winning fourth reserve area SE4 is a normal winning, the type of normal winning (short opening normal winning and long opening normal winning), that is, the opening time of the electric role 315b is set according to the value of the normal winning type random number counter C5 stored in the normal winning first reserve area SE1 to the normal winning fourth reserve area SE4.

[0162] Here, Fig. 12(C) and Fig. 12(D) are diagrams showing an example of a normal map type allocation table. In this embodiment, two types of normal map type allocation tables are set as the normal map type allocation table: a low-frequency support mode normal map type allocation table shown in Fig. 12(C) and a high-frequency support mode normal map type allocation table shown in Fig. 12(D). That is, in this embodiment, as described later, the allocation probability of normal map type (short open normal map and long open normal map) is different between the low-frequency support mode and the high-frequency support mode.

[0163] Here, in the case of a short-opening normal winning, the electric device 315b is opened for a short time (for example, 0.1 seconds), and a short-opening normal winning game is executed in which the game ball can enter the second winning hole 315 for a short time (for example, 0.1 seconds). In this short-opening 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 hole 315, and in many cases, the game ball does not enter the second winning hole 315.

[0164] On the other hand, in the case of a long-opening regular winning game, the electric accessory 315b is opened for a longer period (for example, 6 seconds) than in the short-opening regular winning game, so that a long-opening regular winning game is executed in which the game ball can enter the second winning hole 315 for a longer period (for example, 6 seconds) than in the short-opening regular winning game. In this long-opening regular winning game, the electric accessory 315b is opened for a longer period, so that the game ball is more likely to enter the second winning hole 315, and it is possible to reserve the right to play the second special game up to the upper limit number (for example, 4).

[0165] The low-frequency support mode normal winning type allocation table shown in Fig. 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 Fig. 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 regular hits and long opening regular hits 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 regular hits to zero (the value of the regular hit type random number counter C5 per long opening regular hit is zero) or approximately zero (the value of the regular hit type random number counter C5 per long opening regular hit 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, that 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 opening 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 opening 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 opening normal winning than a short opening normal winning. Of course, the allocation rate between the short opening normal winning and the long opening 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 also possible to set the allocation rate of the short opening normal winning to zero (the value of the normal winning type random number counter C5 for the short opening normal winning is zero).

[0167] In addition, the opening of the electric role 315b is not limited to once per one play per normal figure, but may be multiple times. In this case, the opening time and opening interval (interval between openings) of each opening of the electric role 315b per one play per normal figure may be one or multiple types.

[0168] The normal map fluctuation type counter CS2 is updated at least once in step S1402 each time the main process of FIG. 21 described later is executed once by incrementing by 1 within the range of, for example, 0 to 99, and is also repeatedly updated in step S1414 during the remaining time in the main process. The value of the normal map fluctuation type counter CS2 at the timing when the game ball enters the through gates 317L and 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. In addition, at a predetermined timing, the normal map fluctuation display time is determined by referring to the 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 change display table (not shown) includes, for example, a high-frequency support mode normal map change table that is referred to when in the high-frequency support mode, and a low-frequency support mode normal map change display table that is referred to when in the low-frequency support mode. In the high-frequency support mode normal map change display table and the low-frequency support mode normal map change display table, for example, a plurality of normal map change display times are set in correspondence with the value of the normal map change type counter CS2. Also, the high-frequency support mode normal map change display table is usually set so that the average normal map change display time is shorter than that of the low-frequency support mode normal map change display table. For example, some of the change display times set in the high-frequency support mode normal map change display table may be set to be longer than some of the change display times set in the low-frequency support mode normal map change display table, and all of the change display times set in the high-frequency support mode normal map change display table may be set to be longer than all of the change display times set in the low-frequency support mode normal map change 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. In addition, the map change display time may be set according to the map change reservation number X, for example, the map change display time may be set to be shorter as the map change reservation number X is larger, and the map change display time may be set to be longer as the map change reservation number X is smaller.

[0171] Here, FIG. 13 is a block diagram showing an example of the game information storage area 412d set in the RAM 412 in the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. The game information storage area 412d stores game information related to game history, ball output performance, etc. In this embodiment, the game information storage area 412d stores the game information such as "number of out balls", "number of balls paid out from the general winning port", "number of balls paid out from the first winning port", "number of balls paid out from the second winning port", "number of balls paid out from the variable winning port", "setting value", "base information", "sequential role ratio information", "role ratio information", "cumulative jackpot lottery number", "number of unit jackpot lottery numbers", "number of jackpots", and "number of consecutive misses". Among these game information, "game setting value", "base information", "sequential role ratio information", "role ratio information", and "number of unit jackpot lottery numbers" correspond to game information (performance information) related to ball output performance.

[0172] The "number of out balls" is the cumulative number of game balls shot to 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 from the general winning port" is the cumulative number of game balls paid out in response to a winning into the general winning port 313 in the normal game mode (low probability mode and low frequency support mode). When a winning into the general winning port 313 is detected by the ball entry sensor 313a in the normal game mode, this "number of balls paid out from the general winning port" is updated to a value that includes the number of balls paid out from the current winning when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to a winning into the general winning port 313 in the prize ball command setting process of step S1403 in the main process of Fig. 21 described later.

[0174] The "number of balls paid out from the first winning port" is the cumulative number of game balls paid out in response to a winning into the first winning port 314 in the 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 the normal game mode, this "number of balls paid out from the first winning port" is updated to a value that includes the number of balls paid out from the current winning when setting a prize ball command for 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 in step S1403 in the main process of FIG. 21 described later.

[0175] The "number of balls paid out from the second winning port" is the cumulative number of game balls paid out for winning into the second winning port 315 in the time-saving game mode (low probability mode and high frequency support mode). When the ball sensor 315a detects a winning into the second winning port 315 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 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 second winning port 315 in the prize ball command setting process of step S1403 in the main process of Fig. 21 described later.

[0176] The "variable winning port payout ball number" is the cumulative value of the game balls paid out in response to winning into the variable winning port 316 in a jackpot game state. When a winning into the variable winning port 316 is detected by the ball entry sensor 316a in a jackpot game state, this "variable winning port payout ball number" is updated to a value that includes the number of balls paid out for the current winning when setting the prize ball command for the payout control device 7 to pay out the number of prize balls according to the winning into the variable winning port 316 in the prize ball command setting process in step S1403 in the main process of FIG. 21 described later.

[0177] The "game setting value" is used to select the low probability mode win / lose table (see FIG. 9(A)) and high probability mode win / lose table (see FIG. 9(B)) used in the jackpot lottery (win / lose 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 win / lose tables (see FIG. 9(A)) and high probability mode win / lose tables (see FIG. 9(B)) with different jackpot probabilities) are prepared as described below. The "game setting value" is updated in the game setting value change process of FIG. 35 described below.

[0178] The "base information" is information about the "base", which is the payout rate (ball payout rate) in the normal game state (low probability mode and low frequency support mode), and this "base" is the ratio of the total number of payout balls of the "general winning port payout ball number" and the "first winning port payout ball number" to the "out ball number" in the normal game state. The "base" is expressed as a formula: "base" = 100 x ("general winning port payout ball number" + "first winning port payout ball number") / "out ball number". The "base information" includes information about the current base BL, the previous 60,000 ball base B1, and the 60,000 ball base B2 before last. Here, the previous 60,000 ball base B1 and the 60,000 ball base B2 before last are updated every time the out ball number reaches 60,000 balls in the specific performance information update process of FIG. 36 described later (steps S2505 and S2506). Specifically, the "base" when the most recent number of out balls reaches 60,000 balls is 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 the second previous 60,000 ball base B2, which are stored as "base information" in the game information storage area of ​​RAM 412. Also, until the counter value of the number of out balls reaches 60,000 balls, it is calculated as the current base BL (step S1804), and the current base BL is stored as "base information" in the game information storage area of ​​RAM 412. Also, when the counter value of 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 winning port", "number of balls paid out from the first winning port", and "number of out balls" for base calculation, in addition to the "number of balls paid out from the general winning port", "number of balls paid out from the first winning port", and "number of out balls" described above.

[0179] In this embodiment, the "base information" includes the "current base BL", the "previous 60,000 ball base B1" and the "second-previous 60,000 ball base B2", and the past two 60,000 ball bases are stored as history, but the past three or more 60,000 ball bases may be stored as history. The "base information" may also 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 on the "continuous feature ratio," which is the ratio of the number of balls paid out from the variable feature to the total number of balls paid out from all the feature ports (general feature port 313, first feature port 314, second feature port 315, and variable feature port 316) that pay out prize balls. The "continuous feature ratio" can be expressed as a formula: "continuous feature ratio" = 100 x "number of balls paid out from the variable feature port" / "total number of balls paid out." The "continuous feature ratio information" is updated, for example, in the specific performance information update process of FIG. 36 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 performed in normal game 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 "functionality ratio information" is information on the "functionality ratio," which is the ratio of the total number of payout balls from the second winning port to the total number of payout balls from the variable winning port, in the total number of payout balls from winning all winning ports (general winning port 313, first winning port 314, second winning port 315, and variable winning port 316) from which prize balls are paid out. The "functionality ratio" is expressed as a formula: "functionality ratio" = 100 x ("number of payout balls from the second winning port" + "number of payout balls from the variable winning port") / "total number of payout balls." The "functionality ratio information" is updated, for example, in the specific performance information update process of FIG. 36 described later. In this embodiment, the "functionality ratio information" is stored as the cumulative functionality ratio from the time the gaming machine 10 was installed in the gaming hall until the present time. The "functionality ratio information" may be the functionality 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 performed in normal game mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "continuous functionality ratio information" may include both the cumulative functionality ratio and the functionality ratio for a certain period.

[0182] The "accumulated number of jackpot lotteries" is the number of jackpot lotteries performed 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 to the present. In other words, the "accumulated number of jackpot lotteries" is also the accumulated number of times that the variable display of the first special symbol is executed in the first special symbol display section 362 of the main display section 36 triggered by winning in the first winning slot 314 in the normal game mode. The "accumulated number of jackpot lotteries" is incremented by one each time the variable display of the first special symbol or the second 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 in step S2106 in the special symbol variable start process in FIG. 28 described later. In addition, the "accumulated number of jackpot lotteries" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.

[0183] The "unit number of jackpot lotteries" is the number of times a jackpot lottery is received triggered by winning the first winning port 314 per a certain number of negative difference balls in a normal game state (low probability mode and low frequency support mode) (the number of times the pattern change display of the first special pattern display section of the main display section 36 is executed). In this embodiment, the certain number is "250 balls", and the difference balls is the number of balls obtained by subtracting the "number of balls paid out to the general winning port" and the "number of balls paid out to the first winning port" from the "number of out balls". In other words, the "unit number of jackpot lotteries" is the number of times the first special pattern change display is performed (the number of times a jackpot lottery is received) on average for 1000 yen in the first special pattern display section 362 when 250 balls are lent for 1000 yen at a game hall. The "unit number of jackpot lotteries" may be the number of times a jackpot lottery is received per a certain number of "out balls" in a normal game state. The "number of unit jackpot draws" is updated in the specific performance information update process of FIG. 36 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 is installed in the gaming hall to the present. The "number of unit jackpot draws" may be for a certain period (for example, for a certain number of jackpot draws (for example, 100 times), a period until a certain number of jackpot draws (for example, 1000 times) are executed in the normal gaming state, or a period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, both the cumulative number of unit jackpot draws and the number of unit jackpot draws in 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 the lottery results in a jackpot have been a jackpot, which has been held since the gaming machine 10 was started before the opening of the gaming hall until the present. 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 misses" is the number of consecutive misses in the lottery result of the jackpot lottery in the normal game state (low probability mode and low frequency support mode), and is cleared to 0 when the lottery result is a jackpot. When the variable display of the first special symbol or the second 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 in step S2106 in the special symbol variation start process in FIG. 28 described later, the "number of consecutive misses" is incremented by 1 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 misses" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off. Of course, the "number of consecutive misses" may not be cleared from the game information storage area 412d when the main power supply of the gaming machine 10 is turned off.

[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 showing a schematic example of the performance information display device 4A.

[0187] As shown in FIG. 15, the performance display monitor 43 displays "base information" in the gaming machine 10, and is provided at a position where it can be seen when the inner frame 12 is unfolded (see FIG. 3). The performance display monitor 43 is composed of a plurality of (four in this embodiment) seven-segment displays 431-434, and is called a four-digit seven-segment display. It is preferable that the performance display monitor 43 is provided in the main control device 4, but 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 possible to display "base information" by using the first special symbol display section 362 and / or the second special symbol display section 363 of the main display section 36.

[0188] The seven-segment displays 431-434 are capable of displaying the numbers "0" through "9" and the letters "A" through "F." When displaying the letter "B" on the seven-segment displays 431-434, a dot is lit up and displayed as "8." to distinguish it from the number "8," and when displaying the letter "D," a dot is lit up and displayed as "0" to distinguish it from the number "0." When displaying any of the letters "A" through "F," it is also possible to light up a dot to clearly indicate that it is an alphabet.

[0189] In the performance display monitor 43, the two left 7-segment indicators 431, 432 of the four 7-segment indicators 431-434 are identification segments in which the "base type" is displayed as an abbreviation, and the two right 7-segment indicators 433, 434 are ratio segments in which the base value (%) calculated by the MPU 41 is displayed. For example, when the current base BL is 31%, the two left 7-segment indicators 431, 432, which are the identification segments, display the abbreviation "BL" of the current base BL as "8." and "L", and the two right 7-segment indicators 433, 434, which are the ratio segments, display the base value "31" as "3" and "1". In other words, the four 7-segment indicators 431-434 display "8.", "L", "3", and "1" in order from the left.

[0190] The performance display switch 44 is operated to switch the power supply of the performance display monitor 43 (four 7-segment displays 431-434) on and off collectively by pressing the switch, and is provided at a position where it can be easily operated when the inner frame 12 is unfolded (see FIG. 3). In the illustrated example, the power supply is turned on by pressing the upper half of the performance display switch 44, and the power supply is turned off by pressing the lower half. When the performance display switch 44 is operated to turn on the power supply, the four 7-segment displays 431-434 are energized, and the display of base information on the performance display monitor 43 is enabled. On the other hand, when the performance display switch 44 is operated to turn off the power supply, the power supply to the four 7-segment displays 431-434 is cut off, and the base information on the performance display monitor 43 is hidden. The performance display switch 44 may be provided in a location other than the main control device 4.

[0191] Here, FIG. 15(A) is a display example on the performance display monitor 43. As shown in FIG. 15(A), when the performance display switch 44 is off, the seven-segment displays 431-434 are turned off, so that the base information is not displayed. As shown in FIG. 15(B)-FIG. 15(D), when the performance display switch 44 is turned on, the "base information" is displayed repeatedly at regular intervals in the order of current base BL → previous 60,000 ball base B1 → previous 60,000 ball base B2 → current base BL, 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 previous 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] In addition, programs necessary for displaying the "base information" on the performance display monitor 43, such as a program for calculating the current base BL, the previous 60,000 ball base B1, and the previous 60,000 ball base B2, and a program for displaying the current base BL, the previous 60,000 ball base B1, and the previous 60,000 ball base B2 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 a sufficient capacity, the ROM 411 may store the programs necessary for displaying the "base information" on the performance display monitor 43. In addition, 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 Fig. 14, the setting value display unit 45 displays the above-mentioned game setting values ​​for selecting the low probability mode win / loss table (see Fig. 9(A)) and the high probability mode win / loss table (see Fig. 9(B)) to be referenced in the big win 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 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 by pressing it, 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 by pressing it, for example, and a function as a rotary switch whose contacts are switched by rotating it (rotating by a predetermined angle). Here, FIG. 16 is a diagram showing an example of 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 display unit 45 is turned off and the setting value change operation unit 46 is pressed, 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 display unit 45 is turned on and the setting value change operation unit 46 is pressed, 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. 16B, when the setting value display unit 45 is turned on, the number displayed on the setting value display unit 45 is changed when the setting value change operation unit 46 is rotated. In the illustrated example, the number displayed on the setting value display unit 45 is increased by rotating the setting value display unit 45 to the right, and the number displayed on the setting value display unit 45 is decreased by rotating the setting value display unit 45 to the left. 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 while the number corresponding to the target setting value is displayed on the setting value display unit 45 and the power supply of the 7-segment display is turned off, the number displayed immediately before the power supply was turned off is determined as the setting value. This enables 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 of 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 supply of the set value display unit 45. For example, the method may be a method of determining the set value by rotating the set value change operation unit 46 and then pressing the operation button 20 (see FIG. 1), a method of changing the number displayed on the set value display unit 45 by repeatedly or long pressing the operation button 20 (see FIG. 1) and then turning off the power supply of the set value display unit 45, a method of inserting a key into a keyhole provided in the main control device 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, or the like.

[0200] Here, the performance information display device 4A equipped with the set 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 set 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 a state in which it is visible from the outside of the gaming machine 10 (the front side of the front frame 11) or a state in which it is not visible. That is, the set value display unit 45 cannot be seen by closing the game board 31 (control unit 33) relative to the front frame 11, whereas the set value display unit 45 can be seen by opening the game board 31 (control unit 33) relative to the front frame 11. As a result, when a player plays a game on the gaming machine 10, the set value display unit 45 cannot be seen unless the game board 31 is opened, and therefore the player is prevented from learning the set value from the numbers displayed on the set value display unit 45. When the set value display unit 45 is in a lit state, it is turned off by pressing the set value change operation unit 46. Therefore, by keeping the set value display unit 45 in an off state during the business hours of the gaming hall, it is possible to prevent the player from learning the set value from the set value display unit 45, even if the set value display unit 45 is made visible by opening the game board 31 due to ball jamming on the gaming machine 10 or the like.

[0201] On the other hand, when the set value display unit 45 is in an unlit state, pressing the set value change operation unit 46 turns the set value display unit 45 on, and the numbers corresponding to the game set values ​​are hidden. Therefore, outside the business hours of the game hall, the game board 31 is opened to the front frame 11, and pressing the set value change operation unit 46 turns the set value display unit 45 on, so that the game set values ​​can be confirmed based on the numbers displayed on the set value display unit 45, and further, the game set values ​​can be changed by rotating the set value change operation unit 46. This ensures the confidentiality of the set values ​​during business hours, while allowing the set values ​​to be changed by simple operations outside 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 FIG. 7, the sub-control unit 332 is equipped with a voice lamp control device 5 and a display control device 6, and executes the 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] [Voice 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 calculation 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 blinking patterns used in special game presentations and big win game presentations. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (work area) for processing executed by the MPU 51. The RAM 512 may be a non-volatile storage unit.

[0206] The voice lamp control device 5 inputs a command (control signal) to the display control device 6 based on a command (control signal) input from the main control device 4 by executing processing according to a control program stored in the ROM 511 using the MPU 51, and controls the display of the symbol display unit 341. The voice 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 performance and a big win game performance 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 a signal to the voice lamp control device 5 and outputs a control signal from the voice lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52. Then, commands such as a special chart change 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 voice lamp control device 5. In addition, the voice lamp control device 5 outputs a display change pattern command and the like to the display control device 6. Note that, as another embodiment, a configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the voice lamp control device 5 is also considered. In addition, as another embodiment, a configuration in which the sub-control unit 332 includes one control device having the functions of both the voice lamp control device 5 and the display control device 6 is also considered.

[0208] The input / output I / F 52 is also connected to the speaker 26 and the illumination unit 27. In the sound and lamp control device 5, the MPU 51 controls the sound output from the speaker 26 and the blinking mode of the illumination unit 27 based on a command input from the main control device 4. The input / output I / F 52 is also connected to the operation switch 20a. As a result, the MPU 51 detects 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 pattern display unit 341, the sound output presentation in which sound is output from the speaker 26, the lamp presentation by the blinking mode of the illumination unit 27, and the like.

[0209] The MPU 51 executes predetermined calculation processing based on commands input from the main control device 4, such as a normal chart change pattern command, an electric reel opening command, an electric reel closing 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 pattern variation command is input, the MPU 51 determines a special pattern variation pattern based on the special pattern variation pattern command, transmits a display variation pattern command corresponding to the special pattern variation pattern to the display control device 6 (see step S3107 in the command determination process of FIG. 47), and starts the pattern variation display in the pattern display unit 341. At this time, in the pattern display unit 341, when the special pattern variation pattern command indicates a miss, a combination of decorative patterns corresponding to the miss is displayed.

[0211] [Display Control Device 6] The display control device 6 controls the display of the pattern display unit 341 based on a command (control signal) input from the voice lamp control device 5. Specifically, the display control device 6 controls the display of the pattern display unit 341 based on a display variation pattern command input from the voice lamp control device 5, thereby executing the pattern variation display and the performance display.

[0212] The display control device 6 includes an MPU 61 and an input / output I / F 62, and the voice lamp control device 5 and the pattern display unit 341 are connected to the input / output I / F 62. Note that the voice lamp control device 5 and the display control device 6 may be capable of two-way communication.

[0213] The MPU 61 is a calculation device configured as a one-chip microcomputer, and includes a ROM 611 and a RAM 612. The display control device 6 also includes other circuits, such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts. The MPU 61 executes processing according to 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] In addition to the control program, the ROM 611 stores a plurality of types of images, such as variable patterns, such as decorative patterns, used in the variable pattern display of the pattern display unit 341, preview performance images, reach performance images, big win performance images, and miss performance images. The images displayed on the pattern display unit 341 include still images and videos. 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 pattern. In the display control device 6, the MPU 61 displays images on the pattern display unit 341 according to the display schedule corresponding to the variable display pattern command, thereby realizing the variable pattern display and performance display.

[0215] The RAM 612 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (work area) for processing executed by the MPU 61. The RAM 612 may 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 calculation device configured as a one-chip microcomputer. The MPU 71 also has a ROM 711 and a RAM 712 built in.

[0217] The ROM 711 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 712 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (work area) for processing executed by the MPU 71. The RAM 712 may be a non-volatile storage unit.

[0218] The input / output I / F 72 is an input / output interface that inputs a signal to the payout control device 7 and outputs a control signal from the payout control device 7. Specifically, the input / output I / F 72 is connected to the payout device 132 and the ball lending device 100.

[0219] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and includes a drive unit 132a such as a motor that drives a ball stop member that switches whether or not game balls are paid out, and a payout sensor 132b that detects the game balls that are paid out individually. The payout control device 7 pays out any number of game balls by controlling the drive unit 132a based on the detection result by the payout sensor 132b. The payout control device 7 is also provided with a state return switch 73. The state return switch 73 is operated, for example, to eliminate ball jamming (return to normal state) when a payout error such as ball jamming occurs in the payout device 132.

[0220] The ball dispensing device 100 is installed in the island equipment together with the gaming machine 10. The ball dispensing device 100 can dispense a number of game balls equivalent to a preset amount within the range of the amount stored in a recording medium such as a card inserted in 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, and lend them to the player. Specifically, when a control signal for dispensing a predetermined number of game balls is input from the ball dispensing device 100 to the payout control device 7, the MPU 71 controls the payout device 132 to dispense the predetermined number of game balls. Note that the recording medium is not limited to a card, and may be, for example, a coin-type or stick-type storage medium with an IC chip built in. The ball dispensing device 100 may be capable of dispensing a predetermined number of game balls according to the amount of cash inserted by inserting the cash.

[0221] [Launch Control Device 8] The launch control device 8 includes a launch control IC 81 that controls the driving of the game ball launch mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feed device 322 of the game ball launch mechanism 32 to supply the game balls stored in the upper tray 23 onto the launch rail 321. The launch control IC 81 detects the amount of operation of the launch handle 22 and drives the solenoid 323 of the game ball launch mechanism 32 according to 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 feed device 322 and the solenoid 323 using a clock signal that switches ON / OFF at a preset period (for example, 0.6 sec) as a drive signal. As a result, in the gaming machine 10, one game ball is launched toward the game area every 0.6 sec.

[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 strength 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 ball 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 ball 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 the launch handle 22 from being fixed in a rotating state, for example, and prevents the player from playing in a situation where the player is not touching the launch handle 22. In addition, the player can stop the launch of the ball game ball by operating the ball stop switch 21b with his or her 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 for driving various sensors and drive units, a +5V voltage for logic used in the control device, etc. Then, the power supply control device 9 supplies the generated +12V or +5V voltage to the main control device 4, the voice lamp control device 5, the display control device 6, the payout control device 7, the launch control device 8, etc.

[0225] The power supply control device 9 is provided with a power supply switch 90 for turning the power supply of the gaming machine 10 on and off, and a RAM clearing switch 91 that is operated to return the gaming machine 10 to its initial state. The gaming machine 10 is initialized when the power supply switch 90 is operated to turn on the gaming machine 10 with the RAM clearing 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 of time 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 of time 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 DC voltage of 24 V based on the power supplied from the power supply facility, it determines that a power outage has occurred when the DC voltage reaches less than the preset 22 V. 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 specified NMI interrupt process.

[0228] [Processing of main control unit 4] Next, the processing executed by the MPU 41 of the main control device 4 will be described with reference to Figs. 17 to 41. Specifically, in the gaming machine 10, the MPU 41 executes a start-up process that is started when the power is turned on, a main process that is executed after the start-up 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 start-up process and the NMI interrupt process will be omitted, and only the main timer interrupt process and the main process will be described. In addition, in the start-up 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] Here, Fig. 17 is a flowchart for explaining an example of the procedure of the main timer interruption process executed by the MPU 41 of the main control device 4. The main timer interruption process is executed, for example, every 2 msec. Hereinafter, the main timer interruption process will be explained 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 state of the sensors connected to the main control device 4. For example, the detection state of the entrance ball sensors 313a-316a, 317La, 317Ra, the out ball sensor 318a, etc. is determined. At this time, when the MPU 41 detects the entrance of a game ball into any of the entrance ball sensors 313a-316a, 317La, 317Ra, the MPU 41 stores the information as winning detection information in the RAM 412. Also, when 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 updating of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal hit random number counter C4, and the normal hit 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 hit random number counter C4, and the normal hit 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> After that, 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 is not operated. The launch control process is a process that 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 is 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 for updating the information stored in the general 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 flow chart 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 process 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 process proceeds to step S1106.

[0238] <Steps S1102 and S1103> In step S1102, the MPU 41 judges whether the first special drawing reserved number N stored in the first special drawing reserved number storage area NAA of the RAM 412 is the maximum reserved number (4 in this embodiment). If the first special drawing reserved number N is the maximum reserved number (step S1102: Yes), the MPU 41 shifts the process to step S1106. On the other hand, if the first special drawing reserved number N is not the maximum reserved number (step S1102: No), the MPU 41 executes a process of adding 1 to the first special drawing reserved number N (step S1103).

[0239] <Step S1104> In step S1104, the MPU 41 acquires the counter values ​​of the jackpot random number counter C1, the jackpot type counter C2 and the reach random number counter C3 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 contents of the special chart hit / miss information for the first special chart reservation acquired in step S1104 before it becomes the target of the jackpot hit / miss judgment in step S2102 or S2103 in the special chart change start processing in Fig. 28 described later, and executes a first special chart reservation command setting process to set the first special chart reservation command in the RAM 412 based on the confirmation result. The details of the first special chart reservation command setting process will be described later with reference to Fig. 19.

[0241] <Step S1106> In step S1106, the MPU 41 judges whether or not there has been a win at the second winning port 315. If the MPU 41 judges that there has been a win at the second winning port 315 (step S1106: Yes), the process proceeds to step S1107. If the MPU 41 judges that there has been no win at the second winning port 315 (step S1106: No), the process ends.

[0242] <Steps S1107 and S1108> In step S1107, the MPU 41 judges whether the second special chart reserved number M stored in the second special chart reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the second special chart reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 ends the start winning process. On the other hand, if the second special chart reserved number M is not the maximum reserved number (step S1107: No), the MPU 41 executes a process of adding 1 to the second special chart reserved 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, the jackpot type counter C2 and the 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 contents 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 target of the jackpot hit / miss judgment in step S2102 or S2103 in the special chart change start processing in FIG. 28 described later, and executes a second special chart reserved command setting process to set the second special chart reserved command in the RAM 412 based on the confirmation result. Here, the second special chart reserved command setting process is the same as the first special chart reserved command setting process described later with reference to FIG. 19, so a detailed description will be omitted. Note that the second special chart reserved command setting process can be performed by replacing the "first special chart reserved command" with the "second special chart reserved command" and the "first special chart reserved number N" with the "second special chart reserved number M" in the first special chart reserved command setting process in FIG. 19.

[0245] [1st special chart hold command setting process] Here, Fig. 19 is a flow chart showing the procedure of the first special chart reservation command setting process executed by the MPU 41 in step S1105 in the start winning process in Fig. 18. The first special chart reservation command includes information indicating that the command is the first special chart reservation command, and information such as the result of the big win lottery (big win type or miss), the special chart variable display time, and the first special chart reservation number N. Hereinafter, the first special chart reservation 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 first special chart reservation number N from the first special chart reservation number memory area NAA of the first special chart reservation storage area REA, and reads out the value of the jackpot random number counter C1 corresponding to each first special chart reservation from the RAM 412 (step S1201).

[0247] <Step S1202> In step S1202, the MPU 41 judges whether or not it is in the high probability mode, and if it is in the high probability mode (step S1202: Yes), the process proceeds to step S1203. On the other hand, if it is not in the high probability mode (step S1202: No), that is, if it is in the low probability mode, the process proceeds to step S1204. For example, the MPU 41 judges whether or not it is in the high probability mode based on the probability variable game state flag. The probability variable game state flag is a flag indicating whether or not it is in the probability variable game state, that is, whether or not it is in the high probability mode. In the game state transition process described later, when the game state transitions from the probability variable jackpot game state to the probability variable game state, the probability variable game state flag is set to ON in step S2317 of FIG. 34, and when the game state transitions from the probability variable game state to the probability variable jackpot game state or the normal jackpot game state, the probability variable game state flag is set to OFF in step S2309 of FIG. 33.

[0248] <Steps S1203 and S1204> In step S1203, the MPU 41 reads out a high-probability mode hit / miss table (see FIG. 9(B)) stored according to the game setting value in step S2410 in the game setting value change process in FIG. 35 described later, and executes a hit / miss judgment as to whether or not the counter value of the jackpot random number counter C1 read out in step S1201 corresponds to a jackpot win based on the high-probability mode hit / miss table. Meanwhile, in step S1204, the MPU 41 reads out a low-probability mode hit / miss table (see FIG. 9(A)) stored according to the game setting value in step S2410 in the game setting value change process in FIG. 35 described later, and executes a hit / miss judgment as to whether or not the counter value of the jackpot random number counter C1 read out in step S1201 corresponds to a jackpot win based on the low-probability mode hit / miss table.

[0249] In steps S1203 and S1204, a win / lose determination is made based on the high probability mode win / lose table or the low probability mode win / lose 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 high probability mode win / lose table or the low probability mode win / lose table corresponding to that game setting value may be selected one by one to make a win / lose determination.

[0250] <Step S1205> In step S1205, the MPU 41 judges whether the counter value of the jackpot random number counter C1 corresponds to a jackpot win. If the MPU 41 judges 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 judges 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 big win type counter C2 and the special chart change type counter CS1 from the RAM412. For example, when the special chart 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 big win type counter C2 and the special chart change type counter CS1 included in the special chart win / loss information stored in the third reserve area REA3 are read out. In addition, the reserve area in which the special chart 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 chart reserve number storage area NAA.

[0252] <Step S1207> In step S1207, the MPU 41 sets the big win type counter C2, the special chart fluctuation type counter CS1, and the first special chart reserved number N in the first special chart reserved command. In this way, since the first special chart reserved number N read out in step S1201 is included in the first special chart reserved command, the MPU 51 of the voice lamp control device 5 receiving the first special chart reserved command can recognize which of the first special chart winning / losing information stored in the first reserved area REA1 to the fourth reserved area REA4 corresponds to the first special chart reserved command by referring to the reserved number N included in the first special chart reserved command.

[0253] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the counter value of the special chart fluctuation type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the big win lottery is a miss, the special chart fluctuation type counter CS1, and the first special chart reservation number N in the first special chart reservation command (step S1209).

[0254] The first special picture hold command set in step S1207 or S1209 of the first special picture 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 is executed by the MPU 41 of the main control device 4. Furthermore, the contents of the first special picture hold command described here are merely an example, and are not limited to those described here as long as the voice lamp control device 5 can grasp the same contents as the first special picture hold command. For example, it is also conceivable that part or all of the information of the first special picture hold command is included in another command.

[0255] [Through gate processing] Here, Fig. 20 is a flow chart showing the procedure of the through gate process executed by the MPU 41 in step S1006 in the main timer interrupt process of Fig. 17. In the through gate process, when the game 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 process will be described with reference to Fig. 20.

[0256] <Step S1301> As shown in Fig. 20, in the through gate process, the MPU 41 first judges 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 judged 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. If the MPU 41 judges that the gaming ball has passed through the left through gate 317L (step S1301: Yes), it shifts the process to step S1303, and if it judges that the gaming ball has not passed through the left through gate 317L (step S1301: No), it shifts the process to step S1302.

[0257] <Step S1302> When the MPU 41 determines that the game ball has not passed through the left through gate 317L (step S1301: No), it determines whether or not the game ball has passed through the right through gate 317R (step S1302). Whether or not the game ball has passed through the through gate 317R is determined based on winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of Fig. 17. When the MPU 41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), it shifts the process to step S1303, and when it determines that the game ball has not passed through the right through gate 317R (step S1302: No), it ends 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 the right through gate 317R (step S1302: Yes), it determines whether the normal map change reservation number X stored in the normal map change reservation number memory area SNA set in the normal map reservation storage area 412c of the RAM 412 is the maximum reservation number (4 in this embodiment) (step S1303). When the normal map change reservation number X is the maximum reservation number (step S1303: Yes), the MPU 41 ends the through gate process, and when the normal map change reservation number X is not the maximum reservation number (step S1303: No), the process proceeds to step S1304.

[0259] <Steps S1304 and S1305> If the regular map fluctuation reserve number X is not the maximum reserve number (step S1303: No), the MPU 41 adds 1 to the regular map fluctuation reserve number X (step S1304), obtains the counter values ​​of the regular hit random number counter C4 and the regular hit type random number counter C5 updated in step S1003 of the main timer interrupt processing in Figure 17, and the value of the regular map fluctuation type counter CS2 updated in steps S1402 and S1414 of the main processing in Figure 21 described below, stores the counter values ​​in the first empty reserve area among the regular map first reserve area SE1 to the regular map fourth reserve area SE4 of the regular map reserve storage area 412c in RAM 412 (step S1305), and terminates the through gate processing.

[0260] [Main processing of main control device 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 big win game is executed. In the main processing, the processing of steps S1401 to S1411 is executed as a regular processing of, for example, a 4 msec cycle, 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 to the next cycle.

[0261] <Step S1401> As shown in FIG. 21, in step S1401, the MPU 41 executes an external output process for transmitting output data such as commands set in the main timer interrupt process of FIG. 17 or the previous main process to a control device such as the sub-control unit 332 or the peripheral control unit 140. For example, when commands such as a normal pattern command, an electric accessory opening command, an electric accessory closing command, a special pattern command, a first special pattern hold command, a second special pattern hold command, a special pattern shift command, a big win 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 big win game end command, and a game setting value change command are set in the RAM 412, the MPU 41 transmits the command to the voice lamp control device 5. Also, when a prize ball command is set in the RAM 412 in the prize ball command setting process in step S1403 described later in the main process, the prize ball command is transmitted to the payout control device 7.

[0262] <Step S1402> In step S1402, the MPU 41 updates the values ​​of the special chart fluctuation type counter CS1 and the normal chart fluctuation type counter CS2. Specifically, the MPU 41 adds 1 to the counter values ​​of the special chart fluctuation type counter CS1 and the normal chart fluctuation 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 judges whether or not a prize has been won in the general prize winning port 313, the first prize winning port 314, the second prize winning port 315, the variable prize winning port 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 according to the 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 winning port 313 or the first prize winning port 314, the MPU 41 updates the number of balls paid out from the general prize winning port or the number of balls paid out from the first prize 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 prize winning. In addition, in the time-saving game state (low probability mode and high frequency support mode) or the sure-win 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 in which the number of balls paid out from the current winning has been added. Furthermore, in the big win 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 in which the number of balls paid out from the current winning has been added.

[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. 22 to 24.

[0265] <Step S1405> In step S1405, the MPU 41 executes a normal winning game control process for controlling the progress of the normal winning game 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 for controlling the progress of the special symbol game. Details of the special symbol game control process will be described later with reference to Figs. 26 to 28. In the special symbol game control process, when the variable display of the special symbol is started, a special symbol variable pattern command required for the variable display in the symbol display unit 341 is set. At this time, the MPU 41 sets a special symbol variable 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 interruption process in Fig. 17, and the special symbol variable 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 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 between various game states (normal game state, time-saving game state, probability variable game state, probability variable big win game state, and normal big win 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 response to an operation on the setting value change operation unit 46. The 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 may be executed only in the start-up process that is started when the power is turned on, or during the period from the start-up process until the launch of the game balls begins. 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 of updating specific performance information in the game information. In this embodiment, the 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 a display control process for the performance display monitor 43. In this display control process for the performance display monitor 43, a process is executed for displaying the base information updated in the specific performance information update process in step S1410 on the performance display monitor 43. Details of the display control process 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 judges whether the execution timing of the next main process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU 41 judges that the execution timing of the next main process has arrived (step S1412: Yes), the MPU 41 shifts the process to step S1401 and executes each process from S1401 onwards. On the other hand, if the MPU 41 judges that the execution timing of the next main process has not arrived (step S1412: No), the MPU 41 repeatedly executes steps S1413 and S1414 until the execution timing of the next main process arrives, that is, during the remaining time until the execution timing of the next main process, until it is judged that the execution timing of 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 chart change type counter CS1 and the regular chart change type counter CS2. Specifically, the MPU 41 adds 1 to the counter values ​​of the special chart change type counter CS1 and the regular chart change type counter CS2, and clears the counter values ​​to 0 when the counter values ​​reach their maximum values. Then, after updating the special chart change type counter CS1 and the regular chart change type counter CS2, the MPU 41 returns the process to step S1412.

[0276] [General game control processing] Here, Fig. 22 is a flow chart 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 for controlling the variable display and stop display of the normal symbol in the normal symbol display section 361 of the main display section 36 is executed. 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 judges whether or not the normal game change display flag indicating that the normal symbol is being changed (normal game is being executed) is on (step S1501). The normal game change display flag is set to on in step S1711 when the change display of the normal symbol (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 stopped (normal game ends).

[0278] If the normal map change display flag is on (step S1501: Yes), that is, if a normal map game is being played, the MPU 41 shifts the process to step S1507. On the other hand, if the normal map change display flag is off (step S1501: No), that is, if a normal map game is not being played, the MPU 41 shifts the process to step S1502.

[0279] <Step S1502> When the normal map variation display flag is off (step S1501: No), that is, when the normal map game is not being executed, the MPU 41 judges whether the electric role open flag indicating that the electric role 315b is open (the normal map winning game is being executed) is on (step S1502). The electric role open flag is set to on in step S1811 when the electric role 315b is opened in the normal map winning game control process of FIG. 25 described later, and is set to off in step S1818 when the electric role 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 shifts the process to step S1503.

[0281] <Step S1503> When the electric role open flag is off (step S1502: No), that is, when the normal winning game is not being played, the MPU 41 judges whether or not the jackpot game in progress flag, which indicates that the jackpot game is being played, is on (step S1503). The jackpot game in progress flag is set to on in step S2206 when the jackpot game starts, and is set to off in step S2252 when the jackpot game ends, in the jackpot game control process of FIG. 29 described later.

[0282] When the big win game in progress flag is on (step S1503: Yes), the MPU 41 ends the normal game control process when the big win game is being executed. That is, in this embodiment, the normal game is not started during the execution of the big win game.

[0283] Of course, a normal game may be started during the execution of a jackpot game. In this case, according to the type of support mode (high frequency support mode or low frequency support mode) before the jackpot game is started, that is, according to the game state before the transition to the jackpot game state, the win / loss information (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 of the normal game reserve storage area 412c to the normal game execution area SAE is executed to determine whether the normal game wins or loses. In other words, when the game state before the jackpot game is executed is a high frequency support mode, which is a high frequency support mode, ... On the other hand, when the game state before the jackpot game is executed is the normal game state which is the low frequency support mode, the regular map hit lottery (regular map hit or miss), regular map hit type (long opening regular map hit or short opening regular map hit), and regular map fluctuation display time are set based on the regular map hit / miss table (see Figure 12(A)), regular map hit type table (see Figure 12(C)), and regular map fluctuation table (not shown) for the low frequency support mode.

[0284] On the other hand, if the big win game in progress flag is off (step S1503: No), that is, if the big win game is not being executed, the MPU 41 shifts the process to step S1504.

[0285] <Step S1504> When the jackpot game in progress flag is off (step S1503: No), that is, when the jackpot game is not being executed, the MPU 41 judges whether the normal map change reservation number X stored in the normal map change reservation number memory area SNA set in the normal map reservation storage area 412c of the RAM 412 is 0 or not (step S1504). When the normal map change reservation number X is 0 (step S1504: Yes), the MPU 41 ends the normal map game control process, and when the normal map change reservation number X is not 0 (step S1504: No), the process proceeds to step S1505.

[0286] <Step S1505> If the number of reserved ordinary map changes X is not 0 (step S1504: No), the MPU 41 executes the ordinary map data setting process for the ordinary map correctness information stored in the reserved ordinary map storage area 412c (step S1505), and the process proceeds to step S1506. Details of the ordinary 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 for causing 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 reservation 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> When the normal map variation display flag is on (step S1501: Yes), that is, when the normal map game is being played, the MPU 41 judges whether the jackpot game in progress flag, which indicates that the jackpot game is being played, is on (step S1507). The jackpot game in progress flag is set to on in step S2206 when the 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), that is, if the jackpot game is being played, 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), that is, if the jackpot game is not being played, the MPU 41 shifts the process to step S1508.

[0290] <Step S1508> When the jackpot game in progress flag is off (step S1507: No), that is, when the jackpot game is not being executed, the MPU 41 judges whether the normal pattern variable display time has elapsed since the start of the normal pattern variable display (step S1508). That is, the MPU 41 judges whether it is the timing to stop displaying the normal pattern displayed variably in the normal pattern display section 361 of the main display section 36 (end the normal pattern game).

[0291] When the normal symbol variable display time has elapsed (step S1508: Yes), that is, when it is time to stop displaying the normal symbol displayed in the normal symbol display section 361 of the main display section 36 (end normal symbol game), the MPU 41 shifts the process to step S1509. On the other hand, when the normal symbol variable display time has not elapsed (step S1508: No), that is, when it is not time to stop displaying the normal symbol displayed in the normal symbol display section 361 of the main display section 36 (end normal symbol game), the MPU 41 ends the normal symbol game control process.

[0292] <Steps S1509 to S1511> When the normal pattern variation display flag is on (step S1501: Yes) and the jackpot game in progress flag is on (step S1507: Yes), that is, when a jackpot game is started during the normal pattern game, or when the normal pattern variation display time of the normal pattern has elapsed (step S1508: Yes), that is, when it is time to stop displaying the normal pattern that is displayed (end the normal pattern game), the MPU 41 stops displaying the normal pattern on the pattern corresponding to the result of the normal pattern winning lottery corresponding to the normal pattern game (step S1509), and sets the normal pattern variation display flag indicating that the normal pattern is being displayed (the normal pattern game is being executed) to OFF (step S1510). Furthermore, the MPU 41 sets the normal pattern variation stop display flag indicating that the normal pattern has been stopped and displayed, that is, the normal pattern game has ended, to ON (step S1511), and ends the normal pattern game control process.

[0293] In addition, the normal map variation stop display flag is referenced in step S1801 of the normal map winning game control processing in Figure 25 described later to determine whether it is the timing to start the normal map winning game (open the electric role 315b).

[0294] In addition, in this embodiment, the normal pattern displayed by the normal pattern change display time elapses, and the normal pattern displayed by the normal pattern change display time is not the only timing to stop the display (end the normal pattern game) when a jackpot game is started during the normal pattern game. In other words, when a jackpot game is started, the normal pattern game is forcibly ended before the normal pattern change display time elapses. Of course, the normal pattern game may be continued until the normal pattern change display time elapses even when a jackpot game is started.

[0295] [General map data setting process] Here, Fig. 23 is a flowchart showing an example of the procedure of the general map data setting process executed by the MPU 41 in step S1505 in Fig. 22. In the general map data setting process, the contents stored in the general map reservation storage area 412c in the storage area of ​​the main control device 4 in Fig. 11 are updated. Hereinafter, the general map data setting process will be described with reference to Fig. 23.

[0296] <Steps S1601 to S1603> As shown in FIG. 23, in the normal map data setting process, first, the MPU 41 subtracts 1 from the normal map change reservation number X stored in the normal map change reservation number storage area SNA (step S1601), and moves the normal map correct / incorrect information from the normal map first reservation area SE1 to the normal map execution area SAE (step S1602). Next, the MPU 41 shifts the normal map correct / incorrect information stored in the normal map second reservation area SE2 to the normal map fourth reservation area SE4 one by one (step S1603). Specifically, in step S1603, the normal map correct / incorrect information in the normal map second reservation area SE2 is moved to the normal map first reservation area SE1, the normal map correct / incorrect information in the normal map third reservation area SE3 is moved to the normal map second reservation area SE2, and the normal map correct / incorrect information in the normal map fourth reservation area SE4 is moved to the normal map third reservation area SE3.

[0297] [Regular map change start processing] Here, Fig. 24 is a flow chart showing an example of the procedure of the normal pattern variation start processing executed by the MPU 41 in step S1506 of Fig. 22. In the normal pattern variation start processing, the normal pattern variation display in the normal pattern display unit 361 is started, and various commands and flags are set based on the lottery result in the normal pattern winning lottery. Below, the normal pattern variation start processing will be explained with reference to Fig. 24.

[0298] <Step S1701> As shown in Fig. 24, in the normal game variation start process, the MPU 41 judges whether or not the high frequency support mode flag indicating the 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 in Fig. 34 when the jackpot game ends in the game state transition process described later, and is set to off in step S2307 in Fig. 33 when the game state transitions from the probability variable game state or time-limited game state to the probability variable jackpot game state or normal jackpot game state, or in step S2326 in Fig. 34 when the game state transitions from the time-limited game state to the 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 bonus game state or a time-limited game state, the MPU41 transitions 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 normal game state, which is a low-frequency support mode, the MPU41 transitions processing to step S1703.

[0300] <Steps S1702 and S1703> When the high-frequency support mode is in a sure-change 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 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)), as to 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 correspond to a normal win or not.

[0301] On the other hand, when the game is in the normal game mode (step S1701: No), the MPU 41 performs a win / loss judgment based on the low-frequency support mode (step S1703). Specifically, the MPU 41 performs a win / loss judgment based on the low-frequency support mode win / loss table (see FIG. 12(A)) and the low-frequency support mode win / loss type distribution table (see FIG. 12(C)) to determine 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 / loss information stored in the normal play area SAE of the normal play reserve storage area 412c are values ​​corresponding to the win / loss of the normal play.

[0302] <Steps S1704 and S1705> When the MPU 41 judges whether or not the winning / losing is a normal winning (step S1702 or S1703), it judges whether or not the result of the winning / losing judgment is a long-opening normal winning in which the second winning port 315 is long-opened (step S1704). When the result of the winning / losing judgment is a long-opening normal winning (step S1704: Yes), the MPU 41 sets a long-opening normal winning flag indicating that the result of the winning / losing judgment is a long-opening normal winning on (step S1705), and the process proceeds to step S1708. On the other hand, when the result of the winning / losing judgment is not a long-opening normal winning (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 opening (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 (step S1707) to on, 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 loss (step S1706: No), the MPU 41 executes a normal winning pattern setting process to set a normal winning pattern, which is the normal winning pattern variation display time in the normal winning pattern display section 361 of the main display section 36 in a normal winning game, by referring to a normal winning pattern variation display table (not shown). As described above, the normal winning pattern variation display table (not shown) includes a high frequency support mode normal winning pattern table that is referred to when in the high frequency support mode, and a low frequency support mode normal winning pattern table that is referred to when in the low frequency support mode. Therefore, in the normal winning pattern setting process, a normal winning pattern is set based on a normal winning pattern variation display table according to the support mode type. In addition, since the high-frequency support mode normal pattern change display table is set so that the average time for displaying the normal pattern changes is shorter than that of the low-frequency support mode normal pattern change display table, the time for which normal pattern play is performed is shorter in the high-frequency support mode than in the low-frequency support mode.

[0305] Then, the MPU 41 sets a regular map fluctuation pattern command to notify the voice lamp control device 5 of the result of the win / lose determination in step S1702 or S1703 (the result of the regular map winning lottery) and the type of support mode (high frequency support mode or low frequency support mode) in addition to the regular map fluctuation pattern set in step S1708 (step S1709), and 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] In addition, 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 and the type of support mode do not necessarily need 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 the transition to the 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 regular symbol variation display flag is referenced in step S1501 of the regular symbol game control process in FIG. 22 to determine whether a regular symbol game is being played (regular symbol variation display).

[0310] [Regular winning game control processing] Here, Fig. 25 is a flow chart 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 winning, a process is executed to switch between an allowable state that allows the game ball to enter the second winning hole 315 and a restricted state that restricts it by controlling the opening and closing of the electric accessory 315b. Hereinafter, the normal winning game control process will be described with reference to Fig. 25.

[0311] <Step S1801> As shown in FIG. 25, in the normal winning game control process, the MPU 41 first judges whether or not the normal winning game stop display flag, which indicates that the normal winning pattern has been stopped and displayed (the normal winning game has ended), is on (step S1801). That is, the MPU 41 judges whether or not it is the timing to start the normal winning game. The normal winning game stop display flag is set to on in step S1511 when the normal winning pattern is stopped and displayed in the normal winning game control process of FIG.

[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> When the normal figure variation stop display flag is on (step S1801: Yes), that is, when it is the timing when the normal figure winning game can be started, the MPU 41 judges whether the jackpot game in progress flag indicating that the jackpot game is being executed is on (step S1802). The jackpot game in progress flag is set to on in step S2206 when the 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.

[0314] When the jackpot game in progress flag is on (step S1802: Yes), that is, when the jackpot game is being played, the MPU41 ends the normal winning game control process. In other words, in this embodiment, when the game is forced to end due to the start of the jackpot game, the normal winning game does not start even if the result of the normal winning lottery for the normal game is a normal winning game. In other words, in this embodiment, the normal winning game does not start during the execution of the jackpot game. Of course, a new normal game may be started during the execution of the jackpot game.

[0315] On the other hand, if the big win game in progress flag is off (step S1802: No), that is, if the big win game is not being executed, the MPU 41 shifts the process to step S1803.

[0316] <Step S1803> When the jackpot game in progress flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 judges whether the long open regular winning flag is set to on (step S1803). The long open regular winning flag is a flag indicating that the result of the regular winning lottery is a long open regular winning, and when the result of the regular winning lottery is a long open regular winning, it is set to on in step S1705 of the regular winning start processing of FIG. 24. That is, the MPU 41 judges whether the result of the regular winning lottery for the finished regular game is a long open regular winning. When the long open regular winning flag is set to on (step S1803: Yes), the MPU 41 shifts the processing to step S1804, and when the long open regular winning flag is set to off (step S1803: No), the MPU 41 shifts the processing to step S1806.

[0317] <Steps S1804 and S1805> When the long open normal winning flag is set to ON (step S1803: Yes), that is, when 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 role 315b in the long 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 S1804). The opening time counter is referred to in step S1815 of the normal winning game control process in order to determine the return timing of the electric role 315b. Then, the MPU 41 sets the long open normal winning flag to OFF (step S1805) and moves the process to step S1809.

[0318] <Step S1806> When the long open regular winning flag is set to OFF (step S1803: No), that is, when the result of the regular winning lottery for the completed regular game is not a long open regular winning, the MPU 41 judges whether the short open regular winning flag is set to ON (step S1806). The short open regular winning flag is a flag indicating that the result of the regular winning lottery is a short open regular winning, and when the result of the regular winning lottery is a short open regular winning, it is set to ON in step S1707 of the regular variation start processing in FIG. 24. That is, the MPU 41 judges whether the result of the regular winning lottery for the completed regular game is a short open regular winning. If the short-open regular winning flag is set on (step S1806: Yes), MPU41 transitions the process to step S1807. If the short-open regular winning flag is set off (step S1806: No), that is, if the result of the regular winning lottery for the completed regular game is a miss, MPU41 transitions the process to step S1812.

[0319] <Steps S1807 and S1808> When the short-opening regular winning flag is set to ON (step S1806: Yes), that is, when the result of the regular winning lottery for the completed regular game is a short-opening regular winning, the MPU 41 sets a value corresponding to 0.1 seconds, which is the opening time of the electric device 315b in the short-opening regular winning game (the time during which the game ball can enter the second winning hole 315), as the value of the opening time counter (step S1807). Then, the MPU 41 sets the short-opening regular winning flag to OFF (step S1808), and the process proceeds to step S1809.

[0320] <Steps S1809 to S1811> When the result of the regular winning lottery is a win, if the flag indicating the type of regular winning (long open regular winning flag or short open regular winning flag) is set to OFF (step S1805 or S1808), the MPU 41 operates the electric device 315b (step S1809). This opens the second winning hole 315, and the second winning hole 315 is set to an allowable state that allows the game ball to enter the second winning hole 315. Then, the MPU 41 sets an electric device opening command that notifies the voice lamp control device 5 that the electric device 315b is open (step S1810), and sets an electric device opening flag indicating that the electric device 315b is open to ON (step S1811), and the process 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 indicating 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 been stopped and 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 judges whether or not the electric role open flag, which is set to on when the electric role 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 judges whether or not a normal map winning game is being executed. If the electric role open flag is set to on (step S1813: Yes), that is, if a normal map winning game is being executed, the MPU 41 shifts the processing to step S1814. On the other hand, if the electric role open flag is set to off (step S1813: No), that is, if a normal map winning game is not being executed, the MPU 41 ends the normal map winning game control processing.

[0324] <Steps S1814 and S1815> When the electric role open flag is set to ON (step S1813: Yes), that is, when a normal winning game is being played, 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 judges whether the value of the open time counter after the subtraction is 0 or not (step S1815). That is, the MPU 41 judges whether it is the timing to return the electric role 315b. When the value of the open time counter after the subtraction is 0 (step S1815: Yes), that is, when it is the timing to return the electric role 315b, the MPU 41 shifts the process to step S1816. On the other hand, when the value of the open time counter after the subtraction is not 0 (step S1815: No), that is, when it is not the timing to return the electric role 315b, the MPU 41 ends 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 315b, the MPU 41 returns the electric role 315b (step S1816). This closes the second winning hole 315, and limits the entry of game balls into the second winning hole 315. Then, the MPU 41 sets an electric role closing command that notifies the sound lamp control device 5 that the electric role 315b has been closed (step S1817), and sets the electric role open flag, which indicates that the electric role 315b is open, to OFF (step S1818), and ends the game control process for the normal winning.

[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 is open, which is executed in the symbol display unit 341, for example, based on the electric role closing command.

[0327] [Special game control processing] Here, Fig. 26 is a flow chart 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 reservation 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 stop 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> As shown in Fig. 26, in step S1901, the MPU 41 judges whether or not a jackpot game in progress flag indicating 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] When the jackpot game in progress flag is on (step S1901: Yes), that is, when the jackpot game is being played, the MPU 41 ends the special game control process. That is, in this embodiment, when the jackpot game is being played, the special game is not started. Of course, the special game may be started during the jackpot game.

[0330] On the other hand, if the big win game in progress flag is off (step S1901: No), that is, if the big win game is not being executed, the MPU 41 shifts the process to step S1902.

[0331] <Step S1902> When the jackpot game in progress flag is off (step S1901: No), that is, when the jackpot game is not being executed, the MPU 41 judges whether or not the 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 to on in step S2107 when the change display of the first special symbol or the second special symbol is started in the special symbol change start processing of FIG. 28 described later, and is set to 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 played), 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 played (special symbol game is being played), the MPU 41 shifts the process to step S1903.

[0333] <Step S1903> When the special pattern change display flag is off (step S1902: No), that is, when a jackpot game is not being played and the special pattern is not being displayed in a changing manner (when a special pattern game is being played), the MPU 41 determines whether or not both the first special pattern reserved number N stored in the first special pattern reserved number memory area NAA of the special pattern reserved storage area 412b and the second special pattern reserved number M stored in the second special pattern reserved number memory area NAB are 0 (step S1903).

[0334] If both the first special chart reserved number N and the second special chart reserved number M are 0 (step S1903: Yes), that is, if there is neither a reserved right to play the first special chart game nor a reserved right to play the second special chart game, the MPU 41 ends the special chart game control process. On the other hand, if either the first special chart reserved number N or the second special chart reserved number M is not 0 (step S1903: No), that is, if there is at least one of a reserved right to play the first special chart game and a reserved right to play the second special chart game, the MPU 41 shifts the process to step S1904.

[0335] <Step S1904> If either the first special chart reserved number N or the second special chart reserved number M is not 0 (step S1903: No), that is, if at least one of the reserved right to play the first special chart game and the reserved right to play the second special chart game is present, the MPU 41 executes a special chart data setting process for the data of the special chart hit / miss information (special chart data) stored in the special chart reserved storage area 412b (step S1904), and the process proceeds to step S1905. Details of the special chart 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 for starting the variable 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 (executing the first special symbol game or the second special symbol game), and ends the special symbol game control process. Details of the special symbol variation start process will be described later with reference to FIG.

[0337] <Step S1906> When the special symbol variation display flag is on (step S1902: Yes), that is, when the first special symbol or the second special symbol is being displayed (the special symbol game is being played), the MPU 41 judges whether or not the special symbol variation display time for the first special symbol or the second special symbol set in the special symbol variation pattern setting process in step S2104 in the special symbol variation start process in Fig. 28 described later has elapsed from the start of the display of the first special symbol or the second special symbol game (step S1906). That is, the MPU 41 judges whether or not it is the timing 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 changed 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 changed 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 or second special symbol (step S1906: Yes), that is, when it is time to stop displaying the special symbol being variable and end the special symbol game, the MPU 41 stops displaying 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 in a manner according to the result of the big win lottery corresponding to the special symbol game (step S1907). Then, the MPU 41 sets a special symbol variable stop flag indicating that the first or second special symbol is stopped and displayed to on (step S1908), and sets a special symbol variable display in progress flag indicating that the first or second special symbol is being variable displayed (the special symbol game is being executed) to 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 judges whether the second special chart reservation number M for the second special chart game is 0 or not. If the second special chart reservation number M is 0 (step S2001: Yes), that is, if there is no second special chart reservation for the second special chart game and there is a first special chart reservation for the first special chart game (see step S1903 in the special chart game control process in FIG. 26), the MPU 41 shifts the process to step S2002. On the other hand, if the second special chart reservation number M is not 0 (step S2001: No), that is, if there is a second special chart reservation for the second special chart game, the MPU 41 shifts the process to step S2005. In other words, the MPU 41 judges whether the second special chart reservation number M for the second special chart game is 0 or not, thereby starting the second special chart game in priority to the first special chart 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 game may be started in the order of ball entry (reservation order) of the game balls into 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. In addition, the first special symbol game and the second special symbol game may be executed independently of each other without setting a priority for the start of the first special symbol game and the second special symbol game, and the first special symbol game and the second special symbol game may be executed simultaneously (so-called simultaneou...

Claims

[Claim 1] A starting ball entry mechanism provided in 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 performs the series of specific operations described above. 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. When it is determined that the operation should be terminated, the movable means located at the first position is configured to terminate the series of specific operations. This gaming machine is The period for executing the series of specific operations is configured to include a first period during which the timing for fulfilling the termination conditions of the series of specific operations can be established at least based on an operation by the player on a predetermined operating means, and a second period longer than the first period during which the timing for fulfilling the termination conditions of the series of specific operations can be established without any action by the player. This gaming machine is The movable means is configured to include a first period and a second period that is longer than the first period, during which the movable means is moved toward the second position. This gaming machine is When control is performed to move the movable means toward the second position in the series of specific operations, the system is configured not to determine whether or not the termination condition for the series of specific operations has been met. This gaming machine is The gaming machine is configured such that, in the execution of the predetermined operation, each time the movable means is moved to the first position, it is determined whether or not to terminate the series of specific operations based on the updated specific information or information corresponding to the specific information, thereby enabling multiple determinations to be made during the series of specific operations whether or not to terminate the series of specific operations.