Game machine

JP2024122496A5Pending Publication Date: 2026-05-25SOPHIA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2023-02-28
Publication Date
2026-05-25

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance game performance interest while maintaining a low computational load.

Method used

The gaming machine incorporates a game execution control system that manages low-value and high-value games, a specific performance mechanism to sequence performance points, and a production sequence execution system to alternate modes between different production points, enhancing game dynamics.

Benefits of technology

This design improves game interest by providing varied and engaging gameplay experiences with minimal computational overhead.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine for enhancing interest in a game performance with a low load.SOLUTION: A specific performance can execute an advance performance from a performance point A when starting the specific performance to a performance point B in the middle of the specific performance, and can execute a retreat performance from the performance point B in the middle of the specific performance to the performance point A when starting the specific performance. The specific performance can perform different notification between a performance AB1 and a performance AB2 in the advance performance. The specific performance can also suggest redoing of expectation degree notification executed in the performance AB1 or the performance AB2 in a retreat performance. The specific performance holds a mode of an advance performance as a history and can reflect the history and perform expectation degree notification again.SELECTED DRAWING: Figure 26
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] There is a game machine capable of high-speed processing without making the amount of data of symbols too large, and capable of effectively enhancing the interest of a variable display game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2003-164609 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for further improvement in conventional gaming machines. In one aspect, the present invention aims to provide a gaming machine that increases the entertainment value of game presentation with a low load. [Means for solving the problem]

[0005] In order to achieve the above object, a gaming machine as described below is provided. The gaming machine includes a game execution control means, a specific presentation means, and a presentation sequence execution means. The game execution control means is capable of controlling a low value game in which the expectation of acquiring the right to play the game is low, and a high value game in which the expectation of acquiring the right to play the game is high. The specific presentation means is capable of executing a specific presentation that sequentially connects a first presentation point and a second presentation point according to the progress of the game. The performance sequence execution means is capable of executing a first performance sequence in which the performance mode of a specific performance from the first performance point to the second performance point is a first mode, the performance mode of a specific performance from the second performance point back to the first performance point is a second mode, and the performance mode of a specific performance from the first performance point to the second performance point again is a third mode, and a second performance sequence in which the performance mode of a specific performance from the first performance point to the second performance point is a fourth mode, the performance mode of a specific performance from the second performance point back to the first performance point is a second mode, and the performance mode of a specific performance from the first performance point to the second performance point again is a fifth mode. Effect of the Invention

[0006] According to one embodiment, the entertainment value of game presentation is improved with low load in a gaming machine. [Brief description of the drawings]

[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Diagram 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Diagram 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device of a first embodiment. FIG. [Diagram 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart showing a main process according to the first embodiment; [Figure 7]FIG. 2 is a second flowchart showing the main process according to the first embodiment; [Figure 8] FIG. 11 is a flowchart (part 3) showing the main process according to the first embodiment. [Figure 9] FIG. 4 is a flowchart showing the main process according to the first embodiment; [Figure 10] FIG. 5 is a flowchart showing the main process according to the first embodiment; [Figure 11] 2 is a diagram showing an example of a memory map of the game control device of the first embodiment. FIG. [Figure 12] FIG. 4 is a flowchart of a safety device information initialization process according to the first embodiment. [Figure 13] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 14] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 15] A figure showing an example of a game performance list of the first embodiment. [Figure 16] FIG. 2 is a diagram showing an example of a game state transition in the first embodiment. [Figure 17] FIG. 2 is a diagram showing an example (part 1) of a game display screen according to the first embodiment. [Figure 18] FIG. 11 is a diagram showing an example (part 2) of the game display screen according to the first embodiment. [Figure 19] FIG. 2 is a diagram showing an example (part 1) of a character display according to the first embodiment. [Figure 20] FIG. 11 is a diagram showing an example (part 2) of a character display according to the first embodiment. [Figure 21] FIG. 2 is a diagram showing an example (part 1) of a rendering flow according to the first embodiment. [Figure 22] A figure showing an example of the expected degree of parallel performance development suggested by the effect color in the first embodiment. [Figure 23] A figure showing an example of parallel performance destination guidance for each performance part in the first embodiment. [Figure 24]FIG. 2 is a diagram showing an example of a character configuration according to the first embodiment. [Diagram 25] FIG. 11 is a diagram showing an example (part 2) of the rendering flow of the first embodiment. [Figure 26] FIG. 11 is a diagram showing an example (part 3) of the rendering flow of the first embodiment. [Figure 27] FIG. 2 is a diagram showing an example (part 1) of a history retention effect and a history reflection effect in the first embodiment. [Figure 28] FIG. 11 is a diagram showing an example (part 4) of the rendering flow of the first embodiment. [Figure 29] FIG. 13 is a diagram showing an example (part 2) of a history retention effect and a history reflection effect in the first embodiment. [Diagram 30] FIG. 13 is a diagram showing an example (part 5) of the rendering flow of the first embodiment. [Diagram 31] FIG. 13 is a diagram showing an example (part 3) of a history retention effect and a history reflection effect in the first embodiment. [Diagram 32] FIG. 11 is a diagram showing an example (part 6) of the rendering flow of the first embodiment. [Diagram 33] FIG. 13 is a diagram showing an example (part 4) of a history retention effect and a history reflection effect in the first embodiment. [Diagram 34] FIG. 4 is a diagram illustrating an example of a stored history that allows two or more histories to be stored in the first embodiment. [Diagram 35] FIG. 11 is a diagram showing an example of the timing at which the history stored in the first embodiment is reflected in the performance. [Diagram 36] FIG. 11 is a diagram showing an example of a representation that reflects the history stored in the first embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. Fig. 1 is a perspective view showing an example of a gaming machine according to the first embodiment.

[0009] The gaming machine 10 of the first embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed with the left side as the axis-mounted side and the right side as the open side when viewed from the front. A gaming board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front surface of the gaming board 30 is attached to the front frame (main body frame) 12.

[0010] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs (Light Emitting Diodes) and the like for decoration and presentation, and for notification of abnormality (for example, when a dispensing abnormality occurs, the lamps and LEDs are turned on (blinked) in an abnormality notification color (for example, red)), and speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sounds (for example, sound effects). Furthermore, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are also provided at the bottom of the front frame 12. In addition, when an abnormality occurs, the speaker 19 notifies the user of the abnormality by voice. A lamp for notifying of abnormality of dispensing may be provided at a predetermined position of the glass frame 15.

[0011] In addition, at the bottom of the front frame 12, there are provided an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls paid out from a payout unit provided on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 that stores game balls paid out when the upper tray 21 is full, and an operation unit 24 of the ball launching device. In addition, a ball removal lever 23a is provided on the lower tray 23 to remove game balls from the lower tray 23 to the outside of the gaming machine.

[0012] Furthermore, the upper edge of the upper tray 21 is provided with a performance button 25 used for an intervention operation in the game performance. The performance button 25 functions as a performance operation receiving section that receives an intervention operation in the game performance, and also functions as a performance section that can perform a required mode (for example, a light-emitting mode, a vibration, a protruding operation, etc.). The left edge of the upper tray 21 is provided with an option setting section 29 where the player sets various options. The option setting section 29 is provided with a cross cursor switch that can receive input operations in four directions, a central switch in the center of the cross cursor switch that can receive a decision operation, etc., and two auxiliary switches that are located on the periphery of the cross cursor switch and are used for volume control, etc. Furthermore, a keyhole 26 is provided on the lower right side of the front frame 12 for inserting a key to open or lock the front frame 12 or the glass frame 15.

[0013] In addition, the gaming machine 10 can perform an effect in which the player's operation is involved, based on the operation of the player received from the effect button switch 25a (see FIG. 4) that detects the operation (for example, pressing operation) of the effect button 25 (push button). For example, the effect in which the player's operation is involved is an effect in a variable display game (decorative special chart variable display game) in the display device (variable display device) 41 (see FIG. 2), and the gaming machine 10 can move the character displayed on the display device 41 or stop the identification information in the decorative special chart variable display game displayed on the display device 41. In addition, for such player's operation intervention, not only the effect button 25 but also any one or more of the switches (cross cursor switch, center switch, accessory switch) of the option setting unit 29 may be used. In FIG. 4 described later, the switches of the option setting unit 29 are collectively represented as setting switches 29n.

[0014] Also, to the right of the effect button 25, there are provided a ball loan button 27 operated by the player when borrowing a ball from an adjacent ball loan machine, an ejection button 28 operated to eject a prepaid card from the card unit of the ball loan machine, a balance display section (not shown) that displays the balance of the prepaid card, and the like. In the gaming machine 10 of the first embodiment, the player rotates the operation section 24, whereby the ball launching device launches the gaming balls supplied from the upper tray 21 toward the gaming area 32 (see FIG. 2) on the front side of the gaming board 30. Also, the player can operate any one or more of the setting switches 29n (cross cursor switch, center switch, accessory switch) of the option setting section 29 described above to set, for example, the volume emitted from the speaker 19 or the brightness of the gaming board 30.

[0015] Next, the game board 30 will be described with reference to Fig. 2. Fig. 2 is a front view showing an example of the game board of the first embodiment. On the surface of the game board 30, a substantially circular game area 32 surrounded by a guide rail 31 is formed. The game area 32 is surrounded by resin side cases 33 and the guide rails 31, which are provided at the four corners of the game board 30. In the game area 32, a center case (game performance component) 40 equipped with a display device (variable display device) 41 is disposed at approximately the center. The display device 41 is attached to a recessed portion provided in the center case 40, at a position recessed from the front surface of the center case 40. In other words, the center case 40 surrounds the periphery of the display area of ​​the display device 41, protrudes forward from the display surface of the display device 41, and is formed so as to make it difficult for game balls to fly in from the surrounding game area 32.

[0016] The display device 41 is configured with a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may be configured with other display devices such as a device having a display screen capable of displaying a dot matrix by LED, or a combination of two or more display devices. In the area (display area) in which images on the display screen can be displayed, information related to the game such as a plurality of identification information (special symbols), characters that produce the special symbol variable display game, and background images that enhance the performance effect are displayed. On the display screen of the display device 41, a plurality of special symbols assigned as identification information are displayed (variably displayed), and a decorative special symbol variable display game corresponding to the special symbol variable display game is performed. In addition, on the display screen, images for performance based on the progress of the game (for example, a big win display image, a fanfare display image, an ending display image, etc.) are displayed.

[0017] In addition, a board effect device 44 that performs game effects by operating is provided on the upper part of the center case 40. This board effect device 44 is operable toward the center of the display device 41 from the state shown in FIG.

[0018] A normal symbol start gate (normal symbol start gate) 34 that provides the start condition for the normal symbol variable display game is provided on the lower right side of the center case 40 in the game area 32. A game ball that enters the normal symbol start gate 34 (a game ball that passes through the normal symbol start gate 34) is detected by a gate switch 34a (see FIG. 3).

[0019] In addition, a general winning port 35 is disposed on the lower left side of the center case 40 in the game area 32, and another general winning port 35 is disposed on the lower right side of the center case 40, to the right of a special variable winning device 95 described later. Game balls that win in these general winning ports 35 are detected by winning port switches 35a (see FIG. 3).

[0020] In addition, below the center case 40 in the game area 32, a start winning hole 36 (start winning hole 1) that constitutes a first start winning hole (start winning area) that provides a start condition for the first special chart variable display game (special chart 1 variable display game) is provided. A game ball that enters the start winning hole 36 is detected by a start winning hole 1 switch 36a (see FIG. 3).

[0021] In addition, below the start winning hole 36, an outlet 30a is provided for collecting game balls that do not win in the winning holes, etc. In addition, at a position lower than the center case 40 and to the left of the normal chart start gate 34, a normal chart winning device 37 (second start winning port, start winning area) that gives the start condition of the second special chart variable display game (special chart 2 variable display game) is provided. The normal chart winning device 37 (starting port 2) is provided with a movable member 37b at a position that becomes the inflow part. The movable member 37b is slid forward and backward by the normal power solenoid 37c (see FIG. 3) to change between a blocking state that blocks the inflow of game balls into the inflow part and a permitting state that retreats backward to permit the inflow of game balls into the inflow part. The movable member 37b is normally kept in a closed state (a state disadvantageous to the player). And, when the result of the normal chart variable display game becomes a predetermined stop display mode, it is changed to an open state (a state advantageous to the player). The game ball that has won the normal variable winning device 37 is detected by the start port 2 switch 37a (see FIG. 3). It is also possible to make it possible to win even when the normal variable winning device 37 is closed, and to make it more difficult to win when it is closed than when it is open. The normal variable winning device 37 corresponds to a normal electric device (normal electric).

[0022] In addition, a special variable prize winning device (large prize winning port 1) 38 that can be switched between a state in which it does not accept game balls and a state in which it is easy to accept them depending on the results of the special chart variable display games (special chart 1 variable display game and special chart 2 variable display game) is provided on the right side of the center case 40 in the game area 32. The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the results of the special chart variable display game as an auxiliary game, the opening / closing member 38c closes the large prize winning port and switches it from a closed state (a blocked state disadvantageous to the player) to an open state (a state advantageous to the player) in which the opening / closing member 38c retreats and can accept game balls flowing down the game area 32. That is, the special variable prize winning device 38 has a large prize winning port (large prize winning port 1) that is opened and closed by an opening and closing member 38c driven by a large prize winning port 1 solenoid 38b (see FIG. 3) as a driving device, and during a large prize game state (special game state) resulting from the results of the special chart 1 variable display game and the special chart 2 variable display game, and during a large prize game state (special game state) resulting from winning in a specific area 96 described later, the large prize winning port is converted from a closed state to an open state to facilitate the inflow of game balls into the large prize winning port, and a predetermined game value (prize balls) is awarded to the player. In addition, a large prize winning port switch (count switch) 38a (see FIG. 3) is arranged inside the large prize winning port (winning area) as a detection means for detecting game balls that have entered the large prize winning port.

[0023] In addition, a special variable prize winning device (large prize winning port 2) 95 that can be changed between a state in which game balls are not accepted and a state in which they are accepted easily depending on the results of the special chart variable display games (special chart 1 variable display game and special chart 2 variable display game) is disposed on the lower right side of the center case 40 in the game area 32. The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and depending on the results of the special chart variable display game as an auxiliary game, the opening / closing member 95c closes the large prize winning port and changes it from a closed state (a blocked state disadvantageous to the player) to an open state (a state advantageous to the player) in which the opening / closing member 95c retreats and accepts game balls flowing down the game area 32. That is, the special variable prize winning device 95 has a large prize winning port (large prize winning port 2) that is opened and closed by an opening and closing member 95c driven by a large prize winning port 2 solenoid 95b (see FIG. 3) as a driving device, and during a small win game state resulting from the results of the special chart 1 variable display game and the special chart 2 variable display game, the large prize winning port is converted from a closed state to an open state to facilitate the inflow of game balls into the large prize winning port, and a predetermined game value (prize balls) is awarded to the player. In addition, a large prize winning port switch (count switch) 38a (see FIG. 3) is arranged inside the large prize winning port (winning area) as a detection means for detecting game balls that have entered the large prize winning port.

[0024] The special variable winning device 95 also has a V-channel that guides a game ball that has entered the winning port to the specific area 96. The special variable winning device 95 is provided with a specific area switch 38e (see FIG. 3) that detects a game ball that has flowed into the specific area 96. The detection of a game ball (entry into the specific area 96) by the specific area switch 38e is one of the conditions for the occurrence of a big win game state (special game state) that changes the special variable winning device (big winning port 1) 38 from a closed state to an open state.

[0025] Also, the center case 40 does not have a warp flow path, but may have one. For example, a warp port (warp entrance) may be provided on the left side of the center case 40, and game balls that flow into the warp flow path from the warp port may be made to roll on a stage inside the center case 40, and some of them may be guided to the warp exit. In that case, the warp exit may be located directly above the start winning opening 36, so that game balls guided to the warp exit may easily enter the start winning opening 36.

[0026] In the gaming machine 10 of the first embodiment, the area to the left of the center case 40 in the gaming area 32 where the gaming balls flow down is set as the left gaming area, and the area to the right of the center case 40 is set as the right gaming area. The player can aim to win at the start winning hole 36 or the general winning hole 35 (located in the left gaming area) by adjusting the launch force to launch the gaming ball into the left gaming area (so-called left shot), and can aim to win at the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, the general winning hole 35 (located in the right gaming area), etc. by launching the gaming ball into the right gaming area (so-called right shot).

[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), there is provided a collective display device 50 which displays the first special chart change display game and the second special chart change display game, which constitute the special chart change display game, and the regular chart change display game which is triggered by winning the regular chart start gate 34, as well as various information.

[0028] The collective display device 50 includes a round display section 51, a special 1 reserved display section 52, a special 1 pattern display section 53, a special 2 pattern display section 54, a normal pattern display section 55, a normal reserved display section 56, and a status display section 57 (see FIG. 5). The details of the collective display device 50 will be described later.

[0029] The gaming machine 10 is equipped with a right-hit guide display device 91c on the right side near the special variable winning device (big winning port 1) 38. The right-hit guide display device 91c is turned on when instructing the player to hit right, and is turned off in other states. The right-hit guide display device 91c is included in the board decoration device 46.

[0030] The gaming machine 10 is provided with a special symbol game variation display status display device 98 at the bottom right of the center case 40 in the gaming area 32. The special symbol game variation display status display device 98 is a so-called fourth symbol display device, and is composed of two LEDs. The special symbol game variation display status display device 98 displays the variation display status of the special symbol 1 variation display game with the left LED, and displays the variation display status of the special symbol 2 variation display game with the right LED. For example, the special symbol game variation display status display device 98 notifies the symbol stop status of the special symbol variation display game by lighting up, and notifies the symbol variation status of the special symbol variation display game by flashing. The special symbol game variation display status display device 98 is included in the board decoration device 46.

[0031] The gaming machine 10 is equipped with a regular map variation display device 93 and a regular map reserved display device 94 on the right side of the center case 40 in the play area 32. The regular map variation display device 93 is composed of two LEDs, and indicates the variation display status of the regular map game by alternating flashing, and indicates the result of the variation display of the regular map game by a combination of lighting and extinguishing. The regular map reserved display device 94 is also composed of two LEDs, and indicates the number of reserved regular maps, from 0 to 4, by a combination of lighting, extinguishing, and flashing. The regular map variation display device 93 and regular map reserved display device 94 are included in the board decoration device 46.

[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 is a block diagram showing an example of the control system of the gaming machine of the first embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as the gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, drivers, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.

[0033] The CPU section 110 has a gaming microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator circuit (crystal oscillator) 113 that has an oscillator such as a crystal resonator and generates an operating clock for the gaming microcomputer 111, timer interrupts, and a clock that serves as a reference for a random number generating circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operable by being supplied with a direct current voltage of a predetermined level such as DC (Direct Current) 32V, DC 12V, or DC 5V generated by the power supply device 400.

[0034] The power supply unit 400 includes a normal power supply unit 410 having an AC (Alternating Current)-DC converter that generates the above-mentioned DC 32V DC voltage from a 24V AC power supply and a DC-DC converter that generates a lower level DC voltage such as DC 12V or DC 5V from a voltage of DC 32V, a backup power supply unit 420 that supplies power supply voltage to the internal RAM (Random Access Memory) of the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power outage.

[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board as in the first embodiment, they are not subject to replacement, thereby reducing costs.

[0036] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the gaming microcomputer 111 (particularly the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after the power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[0037] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

[0038] The game control device 100 is also provided with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch that detects a push operation. The setting key switch 127 allows the setting key to be inserted to switch between an ON state and an OFF state. The game control device 100 is capable of changing settings related to game performance, and the settings stored in the RAM are retained even during a power outage or after a power cut. For example, the game control device 100 allows the winning probability of the special chart 1 variable display game and the special chart 2 variable display game to be changed according to six settings.

[0039] When the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the ON state, the control state transitions to a setting change mode in which the settings of the game machine 10 can be changed. For example, in the setting change mode, the game control device 100 displays the setting contents on the probability setting value display device 136, while detecting the pressing operation of the setting value change switch 126, and allows cyclic change between settings 1 to 6. The probability setting value display device 136 is a display device capable of displaying the setting value, and is, for example, a one-digit seven-segment LED mounted on a board.

[0040] Furthermore, when the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the OFF state, the control state transitions to a setting confirmation mode in which the settings of the game machine 10 can be confirmed. For example, in the setting confirmation mode, the game control device 100 displays the setting contents on the probability setting value display device 136. Naturally, the probability setting value display device 136 can be confirmed by the manager of the game facility, but cannot be confirmed by the player.

[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM 111C that can be read and written at any time.

[0042] The ROM 111B stores unchanging information for game control (programs, fixed data, judgment values ​​of various random numbers, etc.) in a nonvolatile manner, and the RAM 111C is used as a working area for the CPU 111A during game control or as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM (Electrically Erasable Programmable ROM) may be used as the ROM 111B or the RAM 111C.

[0043] Also, the ROM 111B stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111A to determine a variation pattern by referring to the variation pattern random number 1, the variation pattern random number 2, and the variation pattern random number 3 stored as the start memory. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a latter half variation group table and a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and tables (such as a first half variation group table and a first half variation pattern selection table) for determining a first half variation pattern that is a variation pattern before the reach state is reached.

[0044] Here, the term "reach" (reach state) refers to a display state in which the display device has a display state that can be changed, the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result state, the gaming state becomes a gaming state (special gaming state) advantageous to the player, and when some of the multiple display results have not yet been derived and displayed, the display result that has already been derived and displayed satisfies the condition for the special result state. In other words, the reach state refers to a display state that does not deviate from the display condition for the special result state even when the variable display control of the display device progresses and reaches a stage before the display result is derived and displayed. For example, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state. In addition, the reach state refers to the display state at the point in time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and when at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed meets the conditions to become a special result state.

[0045] Therefore, for example, if the decorative special chart variable display game displayed on the display device in response to the special chart variable display game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for the special result state are met (for example, the same identification information) is the reach state. In addition, when the variable display of all the variable display areas is temporarily stopped, the state in which the conditions for the special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be the reach state, and the remaining one variable display area may be displayed from this reach state.

[0046] This reach state includes a plurality of reach effects, and normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set as reach effects with different possibilities (different expected values) of deriving a special result mode. The expected values ​​are set to be higher in the order of "no reach" < "normal reach" < "special 1 reach" < "special 2 reach" < "special 3 reach" < "premium reach". This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot is reached). In other words, it may be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss is reached). Therefore, a state in which a reach state has occurred is a state with a higher possibility of deriving a jackpot than when a reach state does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the performance control device 300, generate and output drive signals for the solenoid and the display device, and control the entire game machine 10. Although not shown, the game microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number for determining a win in the special chart variable display game, a jackpot pattern random number for determining a jackpot pattern, a variable pattern in the special chart variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal chart variable display game, and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 ms) for the CPU 111A and a clock that provides an update timing for the random number generating circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.

[0048] In addition, the CPU 111A acquires one of the plurality of change pattern tables stored in the ROM 111B in the process related to the special chart change display game. Specifically, the CPU 111A selects and acquires one of the plurality of change pattern tables based on the game result (win (big win or small win) or miss) of the special chart change display game, the probability state (normal probability state or high probability state) of the special chart change display game as the current game state, the operation state (time-saving operation state) of the normal change winning device 37 as the current game state, the number of start memories, etc. Here, the CPU 111A serves as a change distribution information acquisition means for acquiring one of the plurality of change pattern tables stored in the ROM 111B when executing the special chart change display game.

[0049] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives a payout motor of a payout unit provided in the gaming machine 10 in accordance with a prize ball payout command (command or data) from the gaming control device 100, and performs control to pay out prize balls. The payout control device 200 also drives a payout motor of the payout unit based on a ball loan request signal from a card unit of a ball loan machine attached to the gaming machine 10, and performs control to pay out loaned balls.

[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start gate 36, the start gate 2 switch 37a in the normal variable winning device 37, the gate switch 34a in the normal start gate 34, the winning gate switch 35a, the large winning gate switch 38a in the special variable winning device 38, 95, and the specific area switch 38e in the special variable winning device 95, and is provided with an interface chip (proximity I / F) 121 that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 also receives a detection signal from the board radio wave sensor 62 that detects the emission of radio waves to the gaming machine 10. In addition, with an input range of 7V-11V, the proximity I / F 121 is configured to detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when a lead wire is cut and left floating, and to output an abnormality detection signal.

[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is shown as one block, but in reality, multiple (n) winning port switches 35a (three in this embodiment) are provided on the game board 30, and each signal is input to the proximity I / F 121 through a different signal line. In addition, in FIG. 3, the large winning port switch 38a is shown as one block, but in reality, multiple (x) large winning port switches 38a (three in this embodiment) are provided on the game board 30. These multiple large winning port switches 38a are connected to each other through different signal lines, or are connected to the game control device 100 in a wired OR manner on a relay board (not shown) that exists between the switch and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61 described later may also be connected to each other through different signal lines, or may be connected to the game control device 100 in a wired OR manner.

[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the gate switch 34a, the winning port switch 35a, the large winning port switch 38a, and the specific area switch 38e are input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a, which are the start port switches in FIG. 1 (output from the proximity I / F 121), is shown as one signal line in FIG. 3, but in reality there are two.

[0053] Among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality of the sensor or switch is detected are input to a third input port 124. Also, the third input port 124 is configured to receive the detection signal of the magnetic sensor 61 for detecting fraud provided on the front frame 12 of the gaming machine 10, the detection signal of the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, the detection signal of the main frame opening detection switch 64 provided on the front frame (main frame) 12 of the gaming machine 10, the detection signal of the setting value change switch 126, the detection signal of the setting key switch 127, and the touch switch signal from the payout control device 200 (a signal based on the input of a touch switch provided on the operation unit 24).

[0054] Among the outputs of the proximity I / F 121, the output to the second input port 123 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the second input port 123.

[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, a voltage of 12 V is supplied to the proximity I / F 121 from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.

[0056] The data held by the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) a chip enable signal CE (Chip Enable) (not shown) by decoding the address assigned to the second input port 123. The same applies to the third input port 124 and the first input port 122 described below.

[0057] The input section 120 also has a first input port 122 which takes in the detection signal of the RAM initialization switch 112, the frame radio wave illegal signal from the payout control device 200 (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12), a payout busy signal (a signal indicating whether the payout control device 200 is in a state where it is able to accept commands), a payout abnormality status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that a predetermined amount or more of game balls have been stored in the lower tray 23 (that it has become full)), and an out ball detection switch signal (a signal output when an out ball is detected) and supplies these to the gaming microcomputer 111 via the data bus 140.

[0058] The out ball detection switch signal is a signal output from an out sensor (not shown) each time the out sensor detects one out ball of the gaming machine 10. For example, the out ball detection switch signal is provided in a discharge flow path (not shown) between a discharge port (not shown) for discharging game balls (out balls) from the gaming machine 10 and the out port 30a. The out ball detection switch signal is used to calculate game performance (for example, base) per predetermined operation (for example, 60,000 out balls), and the calculated game performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In that case, the out ball detection switch signal may be used to determine the operating state that triggers switching to game performance or customer waiting screen display. For example, the performance display device 135 is a 4-digit 7-segment LED that can display game performance in decimal or hexadecimal.

[0059] Furthermore, the gaming machine 10 may be provided with a vibration sensor switch that detects vibrations, and a detection signal from this vibration sensor switch may be input to the first input port 122 or the third input port 124.

[0060] The game control device 100 is also provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 and the initialization switch signal from the RAM initialization switch 112 are once input to the first input port 122 and taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches described above. This is because there is a restriction on the number of terminals provided in the gaming microcomputer 111 for receiving signals from the outside.

[0061] On the other hand, the reset signal RESET from which noise has been removed by the Schmitt buffer 125 is directly input to a reset terminal provided in the gaming microcomputer 111 and is supplied to each port of the output unit 130. The reset signal RESET is configured to turn off the test firing signal held in a port (not shown) of the relay board 70 in order to output it to the test firing test device by outputting it directly to the relay board 70 without going through the output unit 130. The reset signal RESET may also be configured to be output to the test firing test device via the relay board 70. The reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. The data set in each port of the output unit 130 by the gaming microcomputer 111 immediately before the reset signal RESET is input must be reset to prevent malfunction of the system, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.

[0062] The output unit 130 is provided with a Schmitt buffer 132 arranged on a communication path from the gaming microcomputer 111 to the presentation control device 300 and a communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 by serial communication. The serial communication from the gaming control device 100 to the presentation control device 300 and the payout control device 200 is one-way communication that does not allow signals to be input from the presentation control device 300 to the gaming control device 100.

[0063] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the special pattern information of the variable display game and a signal indicating the probability state of a jackpot to a test firing test device of a certification agency (not shown) via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced product) installed in a game arcade. In addition, the detection signal of a switch that does not require processing, such as a start port switch, output from the proximity I / F 121 is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.

[0064] On the other hand, detection signals that cannot be supplied to the test firing device as they are, such as those from the magnetic sensor 61 and the board radio wave sensor 62, are once taken into the gaming microcomputer 111 and processed into other signals or information, and are then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, and a connector that relays and transmits the signal line of the detection signal of the switch without passing through the buffer. The chip enable signal CE (not shown) output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by this chip enable signal CE is supplied to the test firing device.

[0065] In addition, the output section 130 is provided with a first output port 134a which is connected to the data bus 140 and which outputs opening / closing data of the large prize opening 1 solenoid 38b which opens and closes the opening / closing member 38c of the special variable prize winning device 38 (large prize opening 1), opening / closing data of the large prize opening 2 solenoid 95b which opens and closes the opening / closing member 95c of the special variable prize winning device 95 (large prize opening 2), opening / closing data of the normal solenoid 37c which opens and closes the movable member 37b of the normal variable prize winning device 37, and display data of the performance display device 135.

[0066] The output unit 130 is also provided with a second output port 134b for outputting the display data of the probability setting value display device 136. The output unit 130 is also provided with a third output port 134c for outputting on / off data of the segment line to which the anode terminal of the LED is connected according to the content to be displayed on the collective display device 50, and a fourth output port 134d for outputting on / off data of the digit line to which the cathode terminal of the LED of the collective display device 50 is connected.

[0067] The output unit 130 is also provided with a fifth output port 134e for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is provided with a photorelay and can be connected to an external device (such as an information collection terminal or an internal management device (hall computer)) installed in the gaming establishment, so that information related to the gaming machine 10 can be supplied to the external device via the photorelay. A part of the information supplied to the external device is output from the fourth output port 134d. A launch permission signal is also output from the fifth output port 134e to the payout control device 200 via the Schmitt buffer 132.

[0068] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a which receives opening / closing data signals of the large prize opening solenoid 38b, the specific area solenoid 38d, and the normal power solenoid 37c output from the first output port 134a and generates and outputs a solenoid drive signal, a second driver 138b which outputs an on / off drive signal of the segment line on the current supply side of the collective display device 50 output from the third output port 134c, a third driver 138c which outputs an on / off drive signal of the digit line on the current sink side of the collective display device 50 output from the fourth output port 134d, a fourth driver 138d which outputs an external information signal to be supplied to an external device such as a management device from the fifth output port 134e or the fourth output port 134d to the external information terminal board 71, and a fifth driver 138e which receives a display data signal of the performance display device 135 output from the first output port 134a and generates and outputs a drive signal for the performance display device 135.

[0069] The first driver 138a is supplied with DC 32V from the power supply device 400 as a power supply voltage so that it can drive a solenoid that operates at 32V. DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines is for drawing current through the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.

[0070] The second driver 138b outputs 12V and feeds current to the anode terminal of the LED through the segment line, and the third driver 138c outputs the ground potential and draws current from the cathode terminal through the segment line, so that the power supply voltage flows through the LEDs selected sequentially by the dynamic drive method and the LEDs are lit. The fourth driver 138d outputs the external information signal to the external information terminal board 71, and is supplied with DC 12V to give the external information signal a level of 12V. The buffer 133, the first output port 134a, the first driver 138a, etc. may be provided on the output section 130 of the game control device 100, i.e., on the relay board 70 side, rather than on the main board. The performance display device 135, or the fifth driver 138e and the performance display device 135 may be provided on the output section 130 of the game control device 100, i.e., on the external board (not shown), rather than on the main board.

[0071] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and programs of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to be capable of two-way communication so that the gaming microcomputer 111 can transmit and receive data to and from the inspection device 490 via serial communication. Note that, since such data transmission and reception is performed using a serial communication terminal of the gaming microcomputer 111 like an ordinary general-purpose microprocessor, ports such as the first to third input ports 122, 123, and 124 are not provided.

[0072] Next, the configuration of performance control device 300 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the performance control device of the first embodiment. The performance control device 300 is equipped with a main control microcomputer (CPU) 311 which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor which performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 which controls the sound output to play various melodies, sound effects, etc. from the speaker 19.

[0073] The main control microcomputer 311 is connected to a PROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a working area, a Ferroelectric RAM (FeRAM) 323 that can hold memory contents even if power is not supplied during a power outage, and a real-time clock (RTC) 338 that serves as a timekeeping means for generating information indicating the current date and time (date, day of the week, time, etc.). The main control microcomputer 311 is also provided with a RAM 311a that provides a working area. The main control microcomputer 311 is also connected to a watchdog timer (WDT) circuit 324. The main control microcomputer 311 analyzes commands (performance commands) from the gaming microcomputer 111, determines the performance content, and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the sound to be played, lights up decorative lamps, controls the drive of motors and solenoids, manages the performance time, and performs other processes.

[0074] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high speed VRAM 326 that is used to develop and process image data of characters, etc., read from the image ROM 325.

[0075] Although not limited thereto, a parallel data transmission system is configured to be used between main control microcomputer 311 and VDP 312. By transmitting and receiving data in a parallel system, commands and data can be transmitted in a shorter time than in a serial system.

[0076] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing of data transmission are input from the VDP 312 to the main control microcomputer 311. In addition, interrupt signals INT0-n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying the waiting state for receiving commands or data from the main control microcomputer 311 are also input from the VDP 312 to the main control microcomputer 311.

[0077] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 by LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal sync signal HSYNC, and a vertical sync signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0078] An audio ROM 327 in which audio data is stored is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) provided in the glass frame 15 and the lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the speakers 19 via the amplifier circuit 337.

[0079] The performance control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, the performance control device 300 receives commands such as the number of reserved decorative special symbols command, decorative special symbol command, fluctuation command, and stop information command sent from the game control device 100 to the performance control device 300 as performance control command signals (performance commands). The game microcomputer 111 of the game control device 100 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V, so the command I / F 331 is provided with a function of signal level conversion.

[0080] The performance control device 300 is provided with a board decoration LED control circuit 332 for controlling the operation of a board decoration device 46 having an LED (light emitting diode) or the like provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for controlling the operation of a frame decoration device (such as the frame decoration device 18) having an LED (light emitting diode) provided on the glass frame 15, and a board performance movable body control circuit 334 for controlling the operation of a board performance device 44 (such as a movable role that enhances the performance effect in cooperation with the performance display on the display device 41) provided on the game board 30 (including the center case 40). These control circuits 332 to 334 for controlling the operation of lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340. It is also possible to provide a frame performance device having a drive source such as a motor (such as a motor that operates a performance device) on the glass frame 15, and to provide a frame performance movable body control circuit for driving and controlling the frame performance device.

[0081] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having a function of detecting the on / off state of the performance button switch 25a of the performance button 25, the setting switch 29n of the option setting unit 29, and the performance prop switch 47 (performance motor switch) that detects the initial position of the motor in the board performance device 44, and inputting the detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting the detection signal to the main control microcomputer 311. Note that in FIG. 4, the switches in the option setting unit 29 are collectively represented as the setting switch 29n for convenience, but in detail, the switches described above (cross cursor switch, center switch, auxiliary switch) are connected so that the state of each of the switches (cross cursor switch, center switch, auxiliary switch) is detected individually by the switch input circuit 336, and the detection signal indicating each state of each switch is input to the main control microcomputer 311.

[0082] In order to supply a desired level of DC voltage to the performance control device 300 having the above-mentioned configuration and the electronic components controlled by it, the normal power supply unit 410 of the power supply device 400 is configured to generate a voltage of DC 32V for driving the motors and solenoids, DC 12V for driving the display device 41 consisting of a liquid crystal panel, the motors and LEDs, DC 5V as the power supply voltage for the command I / F 331, and DC 15V for driving the motors, LEDs, and speaker 19. Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.

[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, and the device is reset. The reset signal is also supplied from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314 and the amplifier circuit 337 (SNDRESET signal), and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., and resets them. A cooling fan 45 that cools each part of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the power of the performance control device 300 is turned on. The circuit board that constitutes the performance control device 300 corresponds to a sub-control board (also called a sub-board).

[0084] Next, the game control performed in these control circuits will be described. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal figure is a winning symbol based on the input of a detection signal of a game ball from the gate switch 34a provided on the normal figure start gate 34, compares it with the determination value stored in the ROM 111B, and performs a process to determine whether the normal figure variable display game is a winning symbol or a losing symbol. Then, the CPU 111A performs a process to display the normal figure variable display game in which the identification symbol (identification information) is displayed in a variable manner for a predetermined time on the normal figure pattern display unit 55 of the collective display device 50, and then displays the identification symbol (identification information) in a stopped manner. If the result of this normal figure variable display game is a winning symbol, the CPU 111A operates the normal power solenoid 37c, and performs a control to open the movable member 37b of the normal variable winning device 37 as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 constitutes a conversion control execution means for controlling the conversion of the conversion member (movable member 37b). When the result of the normal pattern variation display game is a loss, the control is performed to display the loss result state on the normal pattern display unit 55.

[0085] Also, a start winning (start memory) is stored based on the input of a game ball detection signal from the start hole 1 switch 36a provided in the start winning hole 36, and based on this start memory, a random number value for jackpot judgment of the first special chart variable display game is extracted and compared with the judgment value stored in ROM111B to perform processing to judge whether the first special chart variable display game is a win or a loss. Also, a start memory is stored based on the input of a game ball detection signal from the start hole 2 switch 37a provided in the normal variable winning device 37, and based on this start memory, a random number value for jackpot judgment of the second special chart variable display game is extracted and compared with the judgment value stored in ROM111B to perform processing to judge whether the second special chart variable display game is a win or a loss.

[0086] Then, the CPU 111A of the game control device 100 outputs a control signal (performance control command, performance command) including the judgment result of the first special symbol variable display game and the second special symbol variable display game to the performance control device 300. Then, the CPU 111A performs a process of displaying the special symbol variable display game in which the identification symbol (identification information) is displayed variably for a predetermined time on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the collective display device 50 and then stops displaying the identification symbol. That is, the game control device 100 serves as a game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).

[0087] Also, the performance control device 300 performs processing to display a decorative special chart variable display game corresponding to the special chart variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, the performance control device 300 performs processing to set the performance state, output sound from the speaker 19, control the emission of various LEDs, etc. based on a control signal from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).

[0088] When the result of the special chart variable display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result state or the small win result state on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54, and performs a process of generating a special game state or a small win game state (i.e., a process of executing a special game or a small win game). In the process of generating a special game state due to the result of the first special chart variable display game or the second special chart variable display game being a big win, the CPU 111A, for example, controls the opening and closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b to allow the game ball to flow into the big winning port. In this special game state, the CPU 111A performs control (cycle game) to continue (repeated) this a predetermined number of rounds by opening the large prize opening until one of the following conditions is met: for example, a predetermined number of game balls (for example, 9 balls) enter the large prize opening, or a predetermined openable time has elapsed since the opening of the large prize opening. In addition, in a process to generate a small win game state due to the result of the first special chart variable display game (special chart 1 variable display game) or the second special chart variable display game (special chart 2 variable display game) being a small win, the CPU 111A performs control, for example, to open the opening / closing member 38c of the special variable winning device 38 by the large prize opening solenoid 38b, thereby enabling the flow of game balls into the large prize opening.

[0089] The opening and closing operation pattern (opening and closing operation mode) of the large prize opening performed in these small win game states is, for example, an operation of maintaining the opening and closing member in an open state for only 200 ms, performed four times at intervals of 1500 ms. In this way, the game control device 100 serves as a large prize opening opening and closing control means that controls the opening and closing of the large prize opening when the stop result mode becomes a special result mode. Also, when the result of the special symbol variation display game is a miss, the CPU 111A controls the special symbol 1 pattern display section 53 or the special symbol 2 pattern display section 54 of the collective display device 50 to display the result mode of the miss.

[0090] In addition, the game control device 100 of the first embodiment does not perform a probability change in the special chart change display game, but may perform a probability change in the chart change display game. For example, the game control device 100 can generate a high probability state as a game state after the special game state ends based on the result state of the special chart change display game. This high probability state is a state in which the probability of a winning result in the special chart change display game is higher than the normal probability state. Also, even if the high probability state is reached based on the result state of either the first special chart change display game or the second special chart change display game, both the first special chart change display game and the second special chart change display game are in a high probability state.

[0091] In addition, the game control device 100 can generate a time-saving state (specific game state, normal game high probability state) as a game state after the special game state ends based on the result state of the special game variable display game. In this time-saving state, it is possible to set the probability (normal game probability) of the winning result of the normal game variable display game to a high probability (normal game high probability state) higher than the normal probability (normal game low probability state) of 0. As a result, the normal game variable winning device 37 is controlled so that the opening time per unit time of the normal game variable winning device 37 is longer than when the normal game variable winning device 37 is in the normal game low probability state. Here, the normal game variable winning device 37 in this embodiment has the normal game probability set to "0" so that the movable member 37b is not opened in the normal game state.

[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is, for example, 500 ms, and the normal map stop time displaying the result of the normal map change display game is, for example, 600 ms. When the normal map change display game results in a winning result and the normal change winning device 37 is opened, it is possible to set the opening time (normal power opening time) and number of times it is opened of the first winning stopping pattern (for example, 500 ms x 1 time), the opening time (normal power opening time) and number of times it is opened of the second winning stopping pattern (for example, 1700 ms x 2 times), and the opening time (normal power opening time) and number of times it is opened of the third winning stopping pattern (for example, 1700 ms x 3 times).

[0093] In addition, the execution time, normal map stop time, normal power opening count, and normal power opening time of the normal map variation display game may be appropriately set so as to control the normal map variation display game and the normal variation winning device 37 to be in a time-saving operation state. For example, in the time-saving state, it is possible to control the execution time (normal map variation time) of the above-mentioned normal map variation display game to be a second variable display time shorter than the first variable display time (for example, 10000 ms to 1000 ms). Also, in the time-saving state, it is possible to control the normal map stop time that displays the result of the normal map variation display game to be a second stop time shorter than the first stop time (for example, 1604 ms to 704 ms). Also, in the time-saving state, when the normal map variation display game is a winning result and the normal variation winning device 37 is opened, it is possible to control the opening time (normal power opening time) to be a second opening time longer than the first opening time in the normal state (low probability state of normal map) (for example, 100 ms to 1352 ms). In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of the winning result of the normal variable display game (normal probability) to a high probability (normal high probability state, for example, 250 / 251) that is higher than the normal probability in the normal operation state (normal low probability state, for example, 1 / 251).

[0094] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal variation time, normal stop time, normal power opening count, normal power opening time, and normal power probability. It is also possible to set multiple types of time-saving states with different changes. In addition, when a hit occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probability of the first opening mode and the second opening mode may be made different. In addition, the high probability state and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. The time-saving state can also be called a normal power support state (during normal power support, or during power support).

[0095] Next, the configuration of the collective display device will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the collective display device of the first embodiment. The collective display device 50 includes a 7-segment LED_d1, a 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18. The collective display device 50 displays various states according to the lighting state of the 7-segment LED_d1, the 7-segment LED_d2, and LED_d3 to LED_d18.

[0096] The collective display device 50 is provided with a round display section 51, a special chart 1 reserved display section 52, a special chart 1 pattern display section 53, a special chart 2 pattern display section 54, a normal chart pattern display section 55, a normal chart reserved display section 56, a status display section 57, and a special chart 2 reserved display section 58 by distributing various status display functions to the 7-segment LED_d1, the 7-segment LED_d2, and the LED_d3 to LED_d18. The round display section 51 displays the number of rounds in the special chart game by the lighting state of the four LEDs, LED_d3 to LED_d6. The special chart 1 reserved display section 52 displays the number of reserved games in the special chart 1 game by the lighting state of the two LEDs, LED_d11 and LED_d12. The special chart 1 pattern display section 53 displays the patterns in the special chart 1 game by the lighting state of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d1. The special 2 symbol display unit 54 displays symbols in the special 2 game according to the lighting state of the eight LEDs (seven segment LEDs and one dot LED) of the seven-segment LED_d2. The normal symbol display unit 55 displays symbols in the normal game according to the lighting state of three LEDs, LED_d8, LED_d10, and LED_d18. The normal reserved display unit 56 displays the number of reserved balls in the normal game according to the lighting state of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the game status in the special game according to the lighting state of three LEDs, LED_d7, LED_d9, and LED_d17. The special 2 reserved display unit 58 displays the number of reserved balls in the special 2 game according to the lighting state of two LEDs, LED_d13 and LED_d14.

[0097] The control of the gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time period (for example, 4 ms).

[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be described with reference to Figs. 6 to 10. Fig. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. Fig. 7 is a diagram (part 2) showing a flowchart of the main processing of the first embodiment. Fig. 8 is a diagram (part 3) showing a flowchart of the main processing of the first embodiment. Fig. 9 is a diagram (part 4) showing a flowchart of the main processing of the first embodiment. Fig. 10 is a diagram (part 5) showing a flowchart of the main processing of the first embodiment.

[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process for prohibiting interrupts (step S1) is performed, and then a stack pointer setting process (step S2) is performed to set a stack pointer, which is the top address of an area where values ​​of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM top address is set in a predetermined register (for example, D register) (step S4). The address range of RAM 111C is 0000h to 01FFh, with the upper address being 00h or 01h. In step S4, 00h, which is at the top of the address range of RAM 111C, is set.

[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.

[0101] After that, the state of input port 1 (first input port 122) is read into a first register (for example, B register) (step S6), and then the state of input port 3 (third input port 124) is read into a second register (for example, C register) (step S7).

[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step S8). For example, only the second bit in the B register corresponding to the detection signal from the RAM initialization switch 112 is held, and the 0th, 1st, and 3rd to 7th bits are cleared. Then, a predetermined bit in the second register is masked, and the other bits are cleared (step S9). For example, only the 4th bit in the C register corresponding to the detection signal from the setting key switch 127 is held, and the 0th to 3rd and 5th to 7th bits are cleared.

[0103] The information in the first register is integrated into the second register, and the information held in the second register is held as reference information that does not rely on the RAM 111C (step S10). For example, the logical sum of the B register and the C register is stored in the C register, and the C register is held as a state reference register.

[0104] For example, the value "00000000B" of the status reference register (C register) indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "0" corresponding to the ON detection signal from RAM initialization switch 112, and the 4th bit is "0" corresponding to the ON detection signal from setting key switch 127. In other words, the value "00000000B" of the status reference register indicates a setting change state in which RAM initialization switch 112 is ON and setting key switch 127 is ON.

[0105] Moreover, the value "00010000B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "0" corresponding to the ON detection signal from RAM initialization switch 112, and the 4th bit is "1" corresponding to the OFF detection signal from setting key switch 127. In other words, the value "00010000B" of the status reference register indicates a RAM initialization state in which RAM initialization switch 112 is ON and setting key switch 127 is OFF.

[0106] Moreover, the value "00000100B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "1" corresponding to the detection signal from RAM initialization switch 112 being OFF, and the 4th bit is "0" corresponding to the detection signal from setting key switch 127 being ON. In other words, the value "00000100B" of the status reference register indicates a setting confirmation state in which RAM initialization switch 112 is OFF and setting key switch 127 is ON.

[0107] Moreover, the value "00010100B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and the 4th bit is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010100B" of the status reference register indicates a power restoration (power outage recovery) state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is off (OFF).

[0108] As a result, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are held in the C register. Note that since the storage position (second bit) in the B register of the detection signal from RAM initialization switch 112 and the storage position (fourth bit) in the C register of the detection signal from setting key switch 127 are different, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are preserved without being lost even by the logical OR of the B register and the C register.

[0109] Then, a process for setting a power-on delay timer is performed (step S11). In this process, a predetermined initial value is set, and a waiting time (e.g., 3 seconds) is set to wait for the programs of the slave control means (e.g., slave control devices such as the payout control device 200 and the performance control device 300) that perform various controls according to instructions from the game control device 100 that constitutes the master control means to start normally. This makes it possible to avoid the slave control means missing the command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control means before the slave control means starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means and sets a predetermined waiting time to wait for the start of the slave control means when the power is turned on.

[0110] Furthermore, the power-on delay timer is timed using a memory area (such as a RAM area or register not subject to validity check) that is not subject to validity check (checksum calculation) of data held in the RAM area. This eliminates the need to exclude part of the RAM area when calculating check data such as the checksum of the RAM area, thereby preventing the control at power-on from becoming complicated.

[0111] The detection signal of the RAM initialization switch 112 is stored in the second register (C register), and by storing the signal before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably stored. In other words, if the state of the RAM initialization switch 112 is read after the standby time has elapsed, it would be necessary to wait for the standby time to elapse before operating the RAM initialization switch 112, or to continue operating the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the state before the standby time begins, the switch can be detected by operating it immediately after power-on without having to perform such a troublesome operation, and it is possible to prevent a situation in which the initialization operation performed when powering on is not accepted.

[0112] Also, the detection signal of the setting key switch 127 is stored in the second register (C register), and by storing it before the start of the standby time, the operation of the setting key switch 127 can be detected reliably. In other words, if the state of the setting key switch 127 is read after the standby time has elapsed, it is necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continue operating the setting key switch 127 from power-on until the standby time has elapsed. However, by reading the state before the standby time begins, it becomes possible to perform the operation immediately after power-on without performing such troublesome operations, and it is possible to prevent a situation in which a setting change operation or setting confirmation operation performed when powering on is not accepted.

[0113] Next, after performing a process (step S11) of setting a power-on delay timer (for example, about 3 seconds), a process (steps S12 to S14) of timing the standby time and monitoring the occurrence of a power outage during the standby time is performed. Note that the power-on delay timer is set to a time sufficient for the slave control devices including the dispensing control device 200 to start up.

[0114] If a power outage has occurred (step S12; Y), the power supply to the gaming machine 10 is awaited to be cut off. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been continuously received for a predetermined period of time, it is possible to prevent erroneous detection of a power outage due to noise, etc., and to appropriately deal with malfunctions at the time of power-on. The occurrence of a power outage is detected when the power outage monitoring signal input from the power supply device 400 is read through a port and a data bus and the on state of the power outage monitoring signal continues for a set number of checks (for example, two times). That is, the gaming control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. This makes it possible to respond to a power outage that has occurred during the period in which the start-up of the gaming control device 100 serving as the main control means is delayed, and malfunctions at the time of power-on can be appropriately dealt with. Note that access to the RAM 111C is not permitted until the end of the standby time, and the memory contents at the time of the previous power outage are still held, so that there is no need to perform backup processing or the like when a power outage occurs here. Therefore, even if a power outage occurs during the standby time, there is no need to back up the RAM 111C, and the burden on control can be reduced.

[0115] On the other hand, if a power outage has not occurred (step S12; N), that is, if a power outage has not occurred, the power-on delay timer is updated by "-1" (step S13), and it is determined whether the timer value is "0" or not (step S14). If the timer value is not 0 (step S15; N), that is, if the standby time has not ended, the process returns to the process of monitoring the occurrence of a power outage (step S12). If the timer value is "0" (step S14; Y), that is, if the standby time has ended, access to readable and writable RWM (Read Write Memory) such as RAM111C and EEPROM is permitted (step S15), and off data is output to all output ports (set to a state where there is no output) (step S16).

[0116] Next, a serial port (a port pre-installed in the gaming microcomputer 111 and used for communication with the performance control device 300 and the payout control device 200) is set (step S17).

[0117] In step S18, a process is performed to start up a CTC circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator).

[0118] In step S19, a process of setting a RAM abnormality flag is performed. Note that the setting of the RAM abnormality flag is a temporary process and may be updated in a process of checking for abnormalities in the RAM that is executed later.

[0119] In step S20, it is determined whether the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data 1 (for example, 5Ah). If the value of the power failure inspection area 1 is normal (step S20; Y), it is determined whether the value of the power failure inspection area 2 in the RWM is normal power failure inspection area check data 2 (for example, A5h) (step S21), and if the value of the power failure inspection area 2 is normal (step S21; Y), a checksum calculation process (step S22) is performed to calculate the checksum of a predetermined area in the RWM.

[0120] In the checksum calculation process, the checksum may be calculated by adding together the data in the work area for game control and the data in the work area for status display, or the checksum may be calculated separately from the data in the work area for game control and the data in the work area for status display, or the checksum may be calculated only from the data in the work area for game control. The work area for game control is a working area in the memory area within the RWM that is used for game control. The work area for status display is a working area in the memory area within the RWM that is used for status display.

[0121] Next, it is determined whether the checksum calculated in step S22 matches the checksum at the time of power off (step S23), and if it is determined that the checksums match (are normal) (step S23; Y), the RAM abnormality flag that was temporarily set in step S19 is cleared (step S24).

[0122] If it is determined that the checksums do not match (are not normal) (step S23; N), the process skips step S24 and proceeds to step S25, thereby making the RAM abnormality flag provisionally set in step S19 definitive. If it is determined that the check data in the power outage inspection area is not normal (step S20; N or step S21; N), the process skips step S24 and proceeds to step S25, thereby making the RAM abnormality flag provisionally set in step S19 definitive.

[0123] In step S25, the second register (C register) is referenced to determine whether or not the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on. If the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on, the process proceeds to step S34, and if the detection signal of setting key switch 127 is not on and the detection signal of RAM initialization switch 112 is not on, the process proceeds to step S26.

[0124] Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can simultaneously judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112. Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before judging the validity of the RAM.

[0125] In step S26, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on (i.e., the RAM abnormality flag is set), the control unit proceeds to step S28, and if the RAM abnormality flag is not on (i.e., the RAM abnormality flag is cleared), the control unit proceeds to step S27.

[0126] In step S27, the control unit determines whether the setting change mode flag (probability setting change flag) is on. If the setting change mode flag is on, the control unit proceeds to step S28, and if the setting change mode flag is not on, the control unit proceeds to step S49.

[0127] Steps S28 to S33 are processes executed when a RAM abnormality occurs or when the RAM is restarted without being cleared due to a power interruption during setup. In step S28, the control unit transmits a main abnormality error notification command to the performance control device 300. This causes the performance control device 300 to carry out performance control corresponding to the main abnormality error notification command. For example, the performance control device 300 receives the main abnormality error notification command and causes the display device 41 to display a message informing about restarting with RAM clearing, or causes the speaker 19 to output sound. In addition, the performance control device 300 receives the main abnormality error notification command and causes the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify of a main abnormality error.

[0128] In step S29, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display a status corresponding to the main abnormality error on the performance display device 135. The control unit also outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display a numerical value or a character that is not included in the probability setting value on the probability setting value display device 136. The control unit may output the 7-segment display data including the LED display data at the time of game stop to the collective display device 50. At this time, the control unit may turn off or turn on all the collective display devices 50.

[0129] In step S30, the control unit outputs on data of the security signal from the external information terminal board 71. At this time, the control unit turns the output data of other signals output from the external information terminal board 71 to off.

[0130] In step S31, the control unit performs a process of monitoring the occurrence of a power outage. While waiting for the occurrence of a power outage (step S31; N), the control unit repeatedly executes steps S29 and S30 to wait for power cut-off. That is, while waiting for power cut-off, the gaming machine 10 outputs a security signal from the external information terminal board 71 (step S30) while displaying a status corresponding to a main abnormality error on the performance display device 135 (step S29). Furthermore, while waiting for power cut-off, the gaming machine 10 does not output signals other than the security signal from the external information terminal board 71. Note that the process of outputting a security signal from the external information terminal board 71 while displaying a status corresponding to a main abnormality error on the performance display device 135 while waiting for power cut-off (steps S29 and S30) may be performed in a timer process described later.

[0131] If a power outage is detected (step S31; Y), off data is output to all output ports (setting them to a state where there is no output) (step S32), access to readable and writable RWM (Read Write Memory) such as RAM111C and EEPROM is prohibited (step S33), and the system waits for the power to be cut off.

[0132] The control unit does not prohibit RAM access in the repeated execution of steps S29 and S30 until the power is cut off. This allows the gaming machine 10 to store a return address in the RAM when an NMI (Non-Maskable Interrupt) occurs, thereby reducing the risk of program runaway. In this way, the control unit does not protect the contents stored in the RAM by prohibiting RAM access during the repeated execution of steps S29 and S30 until the power is cut off, but since clearing the RAM at the time of restart is a condition for starting game control, the risk of the contents stored in the RAM not being protected is limited. In other words, the gaming machine 10 obtains an effect of reducing the risk of program runaway while limiting the risk of the contents stored in the RAM not being protected. Furthermore, by not prohibiting RAM access in the repeated execution of steps S29 and S30 until the power is cut off, the control unit can call a subroutine in steps S29 and S30, thereby improving program efficiency. The gaming machine 10 protects the contents stored in the RAM by prohibiting RAM access after detecting the occurrence of a power outage.

[0133] Steps S34 to S37 are processes related to preparation for changing settings, and are executed when, in step S27, the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on.

[0134] In step S34, the control unit determines whether or not the RAM abnormality flag is on. If the RAM abnormality flag is on, the control unit proceeds to step S35, and if the RAM abnormality flag is not on, the control unit proceeds to step S36.

[0135] In step S35, since the RAM abnormality flag is on, the control unit clears the set value. The set value may be cleared by setting an invalid value as the set value, or may be cleared by setting a value that is most disadvantageous to the player from the viewpoint of fraud prevention.

[0136] In step S36, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag indicating whether or not the gaming machine 10 is changing the setting. When the setting is being changed, the setting change mode flag is set, and when the setting is not being changed, the setting change mode flag is cleared (reset).

[0137] In step S37, the control unit transmits a command for changing the settings to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command for changing the settings. For example, the performance control device 300 receives the command for changing the settings and causes the display device 41 to display a message informing that the settings are being changed, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives the command for changing the settings and causes the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify that the settings are being changed.

[0138] Step S38 is a process executed after preparation for changing the settings (steps S34 to S37) or preparation for checking the settings (steps S50, S51). In step S38, the control unit sets the security signal control timer to 128 ms. This causes the gaming machine 10 to output a security signal at least until the security signal control timer times out. Note that the security signal control timer may be any timer that exceeds the minimum guaranteed output time (for example, 50 ms) and is not limited to 128 ms.

[0139] Steps S39 to S41 are processes related to waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 makes it possible to externally grasp the execution of the process related to waiting for the completion of the setting change or the completion of the setting confirmation by setting the security signal to be output in step S37.

[0140] After permitting the interrupt (step S39), the control unit refers to the second register (C register) and determines whether the detection signal of the setting key switch 127 is off (step S40). If the detection signal of the setting key switch 127 is off, the control unit proceeds to step S56, and if the detection signal of the setting key switch 127 is not off, the control unit proceeds to step S41.

[0141] In step S41, the control unit determines whether a power outage has occurred. The control unit can determine the occurrence of a power outage by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S42, and if a power outage has not occurred, the control unit proceeds to step S40. That is, the control unit waits for the setting key to be turned off while allowing interrupts in step S39, until a power outage occurs.

[0142] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S42) and a process of outputting off data to all output ports (step S43). Then, power failure inspection area check data 1 is saved in power failure inspection area 1 (step S44), and power failure inspection area check data 2 is saved in power failure inspection area 2 (step S45). Furthermore, after a checksum calculation process (step S46) for calculating a checksum at the time of power failure of the RWM and a process for saving the calculated checksum in the checksum area (step S47) are performed, a process for prohibiting access to the RAM (step S48) is performed, and then the game machine waits for the power to be cut off. In this way, by saving the check data in the power failure inspection area and calculating the checksum at the time of power failure, it is possible to determine whether the information stored in the RWM before the power failure has been correctly backed up when the power is turned on again.

[0143] Step S49 is executed if it is determined in step S27 that the setting change mode flag is on. In step S49, the control unit refers to the second register (C register) to determine whether the detection signal of setting key switch 127 is on. If the detection signal of setting key switch 127 is on, the control unit proceeds to step S50, and if the detection signal of setting key switch 127 is not on, the control unit proceeds to step S52.

[0144] Steps S50 and S51 are processes related to setting confirmation preparation. In step S50, the control unit performs a process of setting a setting confirmation mode in progress flag. The setting confirmation mode in progress flag is a flag indicating whether the gaming machine 10 is in the setting confirmation or not, and the setting confirmation mode in progress flag is set when the setting confirmation is in progress, and the setting confirmation mode in progress flag is cleared (reset) when the setting confirmation is not in progress. In step S51, the control unit transmits a setting confirmation in progress command to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the setting confirmation in progress command. For example, the performance control device 300 receives a setting confirmation in progress command, and causes the display device 41 to display a message informing that the setting confirmation is in progress, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives a setting confirmation in progress command, and notifies that the setting confirmation is in progress by the frame decoration device 18, the board decoration device 46, and the board performance device 44. After this, the control unit proceeds to step S38.

[0145] On the other hand, when the control unit determines in step S49 that the detection signal of the setting key switch 127 is not on, it executes step S52. In step S52, the control unit refers to the second register (C register) and determines whether or not the detection signal of the RAM initialization switch 112 is on. The control unit proceeds to step S53 when the detection signal of the RAM initialization switch 112 is on, and proceeds to step S59 when the detection signal of the RAM initialization switch 112 is not on. That is, the gaming machine 10 proceeds to execute a process related to RAM initialization (RAM clear) upon start-up detection accompanied by a pressing operation of the RAM initialization switch 112, and proceeds to execute a process related to power outage recovery upon start-up detection not accompanied by a pressing operation of the RAM initialization switch 112.

[0146] Next, the process related to RAM initialization performed after step S53 will be described. In the process related to RAM initialization, the control unit clears the RAM area other than the set value to 0 (zero clear) (step S53), and saves the initial value at the time of RAM initialization in the area to be initialized (step S54). For example, the control unit sets the RAM clear start address 2 as the start address at the time of RAM clearing, and clears the data of the area to be cleared (game control work area) of the memory area (area not including the access prohibited area) of the RWM (for example, RAM111C) to zero.

[0147] In addition, since the setting change mode flag and the setting check mode flag are included in the data in the area to be cleared, they are cleared by clearing the data in the area to be cleared to zero.

[0148] In step S55, the control unit transmits a command for initializing the RAM to the performance control device 300. In step S55, multiple commands are transmitted, such as a model designation command and a probability setting value information command. As a result, the performance control device 300 performs performance control corresponding to the command for initializing the RAM. For example, the performance control device 300 receives the command for initializing the RAM and causes the display device 41 to display a message informing that the RAM has been initialized, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives the command for initializing the RAM and notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 that the RAM has been initialized.

[0149] Furthermore, after executing the process related to waiting for the completion of the setting change or waiting for the completion of the setting confirmation (steps S39 to S41), if the control unit detects that the detection signal of the setting key switch 127 is off, the control unit executes step S56. After prohibiting interrupts (step S56), the control unit transmits a command to end the notification to the performance control device 300 (step S57).

[0150] As a result, the performance control device 300 ends the notification that a setting change is in progress, which was started upon receiving a command during setting change, or the notification that a setting confirmation is in progress, which was started upon receiving a command during setting confirmation.

[0151] Next, the control unit refers to the setting change mode flag to determine whether or not the setting change mode is in progress (step S58). If the setting change mode is in progress, the control unit proceeds to step S53 and executes processing related to RAM initialization. On the other hand, if the setting change mode is not in progress, the control unit proceeds to step S59 and executes processing related to power outage recovery.

[0152] In step S59, the control unit executes a power failure recovery process. The power failure recovery process includes a process of saving an initial value at the time of power failure recovery in an area to be initialized, determining whether the special game is in a high probability state by referring to the special game status, saving ON information in a high probability notification flag area when the special game is in a high probability state, and saving ON data of the high probability notification LED in a segment area.

[0153] The areas to be initialized in the power failure recovery process are the power failure inspection area, the checksum area, the setting change mode flag, the setting confirmation mode flag, and the area related to error fraud monitoring. In the power failure recovery process, the busy signal status area that stores the state of the payout busy signal, which is a signal indicating whether the payout control device 200 is in a state where it can accept commands, is also cleared, and the state is set to an indefinite state indicating that the state of the payout busy signal has not been determined. Similarly, the touch switch signal state monitoring area that stores the state of the touch switch signal is also cleared, and the state is set to an indefinite state indicating that the state of the touch switch signal has not been determined.

[0154] Next, the control unit transmits a power failure recovery command corresponding to the special game processing number to the performance control board (performance control device 300) (step S60), and proceeds to step S61. In step S60, multiple commands such as a model designation command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a probability setting value information command, and a screen designation command are transmitted. In addition to these commands, some models transmit performance count information and high probability count information. In addition, the screen designation command is a command to command the display of a customer waiting demo screen when the control state of the special game 1 variable display game and the special game 2 variable display game is in normal processing (a state that is not one of the following: during fluctuation, during a big win (first special game state), and during a small win (second special game state)), and is a command to command the display of a recovery screen in other cases.

[0155] In step S61, the control unit judges whether or not the safety device is in operation. The safety device realizes a so-called complete function, and stops the game when a predetermined operation amount (the occurrence of a difference ball exceeding a predetermined value) is detected. In other words, the complete function functions as a game stopping means that can cause a game to be switched from a playable state in which the game can be played to a non-playable state in which the game cannot be played (non-playable state) when a predetermined condition is met. The control unit proceeds to step S62 if the safety device is in operation, and proceeds to step S63 if the safety device is not in operation.

[0156] In step S62, the control unit transmits a command indicating that the safety device is in operation to the performance control board (performance control device 300), and proceeds to step S63. In step S62, a plurality of commands, such as a model designation command and a screen designation command, are transmitted.

[0157] In step S63, the control unit saves the flag register to the stack area for game control before proceeding to processing unrelated to the game in order to prevent the flag (zero flag) from changing when saving the stack pointer for game control in RAM.

[0158] The control unit switches the stack pointer from the game control stack area (internal stack area) to the non-game control stack area (external stack area) when executing a process not related to a game (safety device information initialization process) (executed in a process not related to a game), and switches the stack pointer from the non-game control stack area (external stack area) to the game control stack area (internal stack area) when returning to a process related to a game (executed in a process not related to a game). This allows the control unit to separate the accessible memory area for each process so that a process not related to a game does not access a memory area related to a game. Details of the memory map in the game control device 100 will be explained later using FIG. 11.

[0159] In step S64, the control unit executes a safety device information initialization process to initialize information related to the safety device. Details of the safety device information initialization process will be described later with reference to Fig. 12. In step S65, the control unit restores the flag register saved in the game control stack area.

[0160] In step S66, the control unit performs a process of starting and setting the random number generation circuit. After that, the control unit extracts the values ​​of the predetermined registers (soft random number registers 1 to n) in the random number generation circuit at the time of power-on, and saves them in a predetermined area of ​​the RWM as the initial values ​​(start values) of the corresponding random numbers (special random number per figure, special random number with a pattern, normal random number per figure, variable pattern random number 1, variable pattern random number 2, variable pattern random number 3) (step S66), and then inhibits interrupts (step S67).

[0161] In step S68, the control unit determines whether or not the game is stopped, and if the game is stopped, the process proceeds to step S72, and if the game is not stopped, the process proceeds to step S69. Note that the control unit stops the game when a strong error (error related to fraud) such as a magnet, radio wave, vibration, or abnormal discharge occurs, or when a safety device is activated.

[0162] In step S69, the control unit saves the flag register to the game control stack area before moving to a process not related to the game. In step S70, the control unit executes a performance display editing process to edit the display contents (game performance) displayed on the performance display device 135. Since the processing load of the performance display editing process is relatively high, the control unit prohibits interrupts to achieve faster derivation of the processing result. This ensures that the gaming machine 10 derives the processing result of the performance display editing process before the game state is updated by a timer interrupt. The performance display editing process is a process that calculates the base value for each of the most recent four periods separated by 60,000 out balls (the most recent period may have less than 60,000 out balls). In step S71, the control unit restores the flag register saved in the game control stack area.

[0163] In step S72, the control unit permits the interrupt. In step S73, the control unit determines whether or not a power outage has occurred. The control unit can determine the occurrence of a power outage by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S42, and if a power outage has not occurred, the control unit proceeds to step S67.

[0164] That is, the control unit repeatedly executes the processes from step S67 to step S73 unless a power outage occurs. In detail, if a power outage does not occur, the control unit repeatedly executes the performance display editing process and the check of the power outage monitoring signal (loop process). Then, by previously permitting an interrupt (step S72), if a timer interrupt occurs during power outage monitoring, the interrupt process is executed with priority.

[0165] Similarly, by prohibiting interrupts (step S67) before the performance display editing process (step S70), the performance display editing process is executed with priority over timer interrupts, and it is possible to avoid overloading the performance display editing process. Also, the control unit can suppress frequent switching between the game control stack area (inside stack area) and the non-game control stack area (outside stack area).

[0166] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the overall game, and slave control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on, and sets a predetermined standby time for waiting for the start-up of the slave control means, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time.

[0167] In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.

[0168] In addition, the main control means (game control device 100) is equipped with a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from outside, and an initialization means (game control device 100) that initializes the data stored in the RAM 111C based on the operation of the initialization operation unit, and is configured to read the operation state of the initialization operation unit before the start of the standby time.

[0169] In addition, the game control device 100 has a function (first initialization means, second initialization means) to distinguish between initialization processing when a data abnormality occurs (first initialization processing) and initialization processing during an initialization operation (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation to be realized.

[0170] The main control means (game control device 100) is provided with a RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 127) that can be operated from the outside, and a setting change means (game control device 100) that changes the setting value stored in RAM 111C based on the operation of the setting operation unit, thereby enabling the setting to be changed, and a setting display unit (probability setting value display device 136) is provided to enable the setting (setting value) to be confirmed. The main control means (game control device 100) is also configured to permit access to RAM 111C after the waiting time has elapsed.

[0171] In addition, the main control means (game control device 100) is capable of executing a standby process in the event of a power outage (loop after step S48) that prohibits access to the RAM (RAM111C) (step S48) and waits for all processing to stop, and a standby process in the event of a RAM abnormality (loop from step S29 to step S31) that allows access to the RAM (RAM111C) (step S15) while waiting for all processing to stop.

[0172] Here, the standby process at the time of power failure and the standby process at the time of RAM abnormality will be described. The standby process at the time of power failure is executed after access to the RAM is prohibited in step S48 of the main process, and is a loop process that waits for the execution of all processes to stop. In addition, the standby process at the time of power failure is executed after interrupts are prohibited in step S42 of the main process, so that interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the standby process at the time of power failure may cause an NMI interrupt because it is not possible to prohibit an interrupt for an NMI interrupt. However, since the standby process at the time of power failure is a process executed when a power failure occurs, there is a small risk of an NMI interrupt occurring during the execution of the process. In addition, the standby process at the time of power failure is a standby process that does not involve an abnormality notification. This allows the gaming machine 10 to allocate the power until the power is cut off to the power failure process. Note that the gaming machine 10 reduces the risk of the memory contents of the RAM being changed due to an unstable voltage by prohibiting access to the RAM in the standby process at the time of power failure.

[0173] The RAM abnormality standby process is executed after access to the RAM (RWM) is permitted in step S15 of the main process, and is a loop process that waits for the execution of all processes to stop. In addition, since the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the power failure standby process may cause an NMI interrupt because it is not possible to prohibit an NMI interrupt. Since the RAM abnormality standby process is a process that waits for a power cut, there is a greater risk of an NMI interrupt occurring during the execution of the process than with the power failure standby process. However, since the RAM abnormality standby process allows access to the RAM even if an NMI interrupt occurs, the return address can be stored in the RAM, and there is a smaller risk of the program running out of control due to the occurrence of an NMI interrupt. In addition, since the gaming machine 10 transmits a main abnormality error notification command to the performance control device 300 in step S28, the performance control device 300 can issue an abnormality notification in parallel during the execution of the RAM abnormality standby process. This allows the gaming machine 10 to be expected to restart quickly.

[0174] Next, the memory map of RAM111C will be described with reference to Fig. 11. Fig. 11 is a diagram showing an example of the memory map of the game control device of the first embodiment. Memory map 111M is the memory map of RAM111C. RAM111C sets, in order from the top of the memory, a work area for game control (inner area work area), a stack area for game control (inner area stack area), a work area for non-game control (outer area work area), and a stack area for non-game control (outer area stack area).

[0175] The non-game control work area includes information related to performance display and information related to safety devices. The non-game control work area may also include information related to test signals and information related to error monitoring. In the non-game control work area, the storage area may be divided and arranged for each type of information, or the division for each type of information may be unclear and arranged in the storage area. The non-game control stack area is shared by two or more processes not related to games (for example, a process related to performance display and a process related to safety devices), but may be separately divided and dedicated, such as a first non-game control work area and a second non-game control work area. The processes not related to games may also include a process related to test signals and a process related to error monitoring, and even in this case, the non-game control stack area may be shared in part or in whole between each process or may be dedicated.

[0176] Since the game control work area places the probability setting value area at the beginning, RAM clear start address 1 clears all of the game control work area (game control work area) and the game control stack area. RAM clear start address 2 clears the game control work area and game control stack area excluding the probability setting value area. RAM clear start address 3 clears the game control work area and game control stack area excluding the probability setting value area, the fluctuation pattern random number area, and the initial value random number area. RAM clear start address 1, RAM clear start address 2, and RAM clear start address 3 all clear the area from power outage inspection area 1 to power outage inspection area 2, and the checksum area.

[0177] A game control program that performs processing related to a game is stored in a game control program area, and a non-game control program that performs processing unrelated to a game is stored in a non-game control program area. For example, "related to a game" means that the game result is affected, and "unrelated to a game" means that the game result is not affected. For example, processing related to a special chart game corresponds to processing related to a game because the processing result affects the game result, and processing related to external information output corresponds to processing unrelated to a game because the external information output does not affect the game result.

[0178] [Safety device information initialization process] Next, the safety device information initialization process of the game control device 100 will be described with reference to Fig. 12. Fig. 12 is a diagram showing a flowchart of the safety device information initialization process of the first embodiment. The safety device information initialization process is a process for initializing information related to the safety device, and is a process executed by the CPU 111A in step S64 of the above-mentioned main process.

[0179] The safety device can transition between a safety device non-operated state, a safety device activation notice state, a safety device activation warning state, and a safety device activated state. The safety device non-operated state is the state when the safety device counter value is between 0 and 189999, and the safety device activation notice state is the state when the safety device counter value is between 190000 and 194999. The safety device activation warning state is the state before the game is stopped when the safety device counter value reaches 195000, and the safety device activated state is the state during the game is stopped when the safety device counter value reaches 195000. The safety device counter value "195000" is a value equivalent to the difference in balls "95000".

[0180] The control unit can access a storage area prepared exclusively for the safety device in the safety device information initialization process. The storage area prepared exclusively for the safety device includes an internal work area in which processing related to the game can be read and written and processing unrelated to the game can be read, and an external work area in which processing unrelated to the game can be read and written and processing related to the game can be read. For example, the internal work area prepared exclusively for the safety device includes a safety device operation flag area and an acquired game ball number area. The safety device operation flag area is an area that stores a safety device operation flag indicating whether or not the safety device is in operation, and is cleared to zero in the initialization process (step S53) by turning on the RAM initialization switch 112. The acquired game ball number area is an area that stores the number of acquired game balls, and is cleared to zero in the initialization process (step S53) by turning on the RAM initialization switch 112.

[0181] The outside work area prepared exclusively for safety devices contains a safety device counter area, a safety device operation information area, and a previous operation information area. The safety device counter area is 3 bytes in size and can store values ​​from 0 to 195000. The safety device counter area is not read by processes related to the game, but is referenced by those processes when the difference in the number of balls is sent by command. The safety device operation information area stores the current operation information of the safety device. The previous operation information area stores the operation information of the safety device from the previous time (in principle, one interrupt before).

[0182] The control unit saves the stack pointer in a stack pointer storage area (step S81) and sets the stack pointer to the value of the outside stack area (step S82). As a result, the control unit switches the stack pointer from the game control stack area (inside stack area) to the non-game control stack area (outside stack area) when executing a process unrelated to the game (safety device information initialization process).

[0183] The control unit saves the registers (step S83). The registers to be saved may be limited to those to be protected (registers used in the process), or all general-purpose registers may be saved as in the outside-area consolidation process. Note that the control unit may not save and restore the registers when writing directly to the memory area without using registers. In this case, the processes related to the stack pointer and the saving and restoring of the flag register may also be unnecessary.

[0184] The control unit saves an initial value (100000) in the safety device counter area (step S84), saves safety device non-operation information (0) in the safety device operation information area (step S85), and saves safety device non-operation information (0) in the previous operation information area (step S86).

[0185] The control unit restores the register (step S87), sets the value read from the stack pointer storage area as the stack pointer (step S88), and ends the safety device information initialization process.

[0186] [Timer interrupt processing] Next, the timer interrupt processing of the game control device 100 will be described with reference to Fig. 13. Fig. 13 is a diagram showing a flowchart of the timer interrupt processing of the first embodiment. This timer interrupt processing is an interrupt processing that occurs during the above-mentioned main processing from when interrupt permission is issued until interrupt is prohibited (from step S39 to step S42, from step S72 to step S67). The timer interrupt processing is a processing executed by the CPU 111A.

[0187] The timer interrupt process is started by inputting a periodic timer interrupt signal generated by the CTC circuit in the clock generator to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt process is started.

[0188] When the timer interrupt process is started, first, register bank 1 is specified (step S91). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main process) is moved to RWM. Next, the upper address of the RAM start address is set in the specified register (for example, the D register) (step S92). In step S92, the same process as in step S4 in the main process is performed, but the register bank is different.

[0189] Next, input processing (step S93) is performed to receive inputs from various sensors and switches and to take in signals, i.e., to read the state of each input port. In step S94, the control unit refers to the setting change mode flag and the setting confirmation mode flag to determine whether the unit is in the setting change mode (probability setting is being changed) or the setting confirmation mode (probability setting is being confirmed). If the unit is in the setting change mode or the setting confirmation mode, the control unit proceeds to step S95, executes the probability setting change / confirmation processing, and ends the timer interrupt processing. On the other hand, if the unit is not in either the setting change mode or the setting confirmation mode, the control unit proceeds to step S96.

[0190] In step S96, the control unit executes output processing for controlling the drive of actuators such as the solenoids (the large prize opening solenoid 38b, the normal power solenoid 37c) based on the output data set in the various processes.

[0191] In addition, when a launch stop signal is output in step S5 in the main processing, a launch permission signal is output by performing this output processing, and the launch permission signal is set to a state in which it can be set to an allowed state. This launch permission signal is output to the launch control device via the payout control device. At that time, no processing of the signal is performed. In addition, the launch permission signal is a first signal indicating the state of launch permission as seen from the game control device 100, and a second signal (launch permission signal) indicating the state of launch permission as seen from the payout control device 200 is also generated in the payout control device 200 and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are set to launch permission, the game ball is configured to be in a state in which it can be launched. Next, the control unit executes a payout command transmission process (step S97) in which the command set in the transmission buffer by various processes is output to the payout control device 200.

[0192] In step S98, the control unit saves the flag register to the game control stack area before moving to a process not related to the game. In step S99, the control unit executes a first error monitoring process for monitoring an abnormality (weak error) not related to the game. The first error monitoring process monitors weak errors (errors weaker than strong errors) that do not affect the game or have a small effect on the game, using a non-game control work area (outside area work area) and a non-game control stack area (outside area stack area) as a non-game control program. Weak errors that do not affect the game or have a small effect on the game include non-illegal errors such as switch abnormality errors (connector coming off, etc.), shot ball out errors, overflow errors, payout abnormality errors, V passing timing errors, and remaining ball errors. In step S100, the control unit restores the flag register saved in the game control stack area.

[0193] In step S101, the control unit executes a second error monitoring process to monitor abnormalities (strong errors) related to the game. The second error monitoring process monitors strong errors that affect the game using a game control work area (work area within the area) and a game control stack area (stack area within the area) as a game control program. Strong errors that affect the game include, for example, illegal magnets, illegal board radio waves, illegal vibrations, and illegal ejections.

[0194] In step S102, the control unit executes a game stop flag setting process. The game stop flag setting process is a process for controlling the game stop flag with the occurrence of one or more of the following as game stop conditions: an illegal magnet, an illegal radio wave on the board, an illegal vibration, an abnormal discharge error, and an activation of a safety device. The game stop flag is stored in a game control work area (work area within an area). The game stop flag setting process may set the occurrence of one or more of all errors monitored by the second error monitoring process as game stop conditions, or may set the occurrence of one or more of combinations different from the above combinations (illegal magnet, illegal radio wave on the board, illegal vibration, an abnormal discharge error, and an activation of a safety device) as game stop conditions.

[0195] Next, the control unit performs a prize port switch / status monitoring process (step S103) which monitors whether or not normal signals are being input from the start port 1 switch 36a, start port 2 switch 37a, normal gate switch 34a, prize port switch 35a, large prize port switch 38a, and specific area switch 38e, and monitors for errors (such as whether the front frame or glass frame is open).

[0196] Next, the control unit refers to the game stop flag to determine whether or not the game is stopped (step S104). If the game is not stopped, the control unit proceeds to step S105 to execute various game processes, and if the game is stopped, the control unit skips the various game processes and proceeds to step S109.

[0197] Next, the control unit executes special chart game processing (step S105) that performs processing related to the special chart change display game (special chart 1 change display game, special chart 2 change display game), followed by two-type game processing (step S106) that performs processing related to the so-called two-type game, and then executes regular chart game processing (step S107) that performs processing related to the regular chart change display game.

[0198] Next, the control unit performs a segment LED editing process (step S108) that drives the segment LEDs (for example, LEDs such as the special chart 1 pattern display unit 53 of the collective display device 50) that display the special chart change display game and various information related to the game to display the desired content.

[0199] In step S109, the control unit executes a safety device-related process. The safety device-related process includes a process of editing commands for the performance control device 300 that notify the user of a safety device's activation notice, activation warning, and activation (game stop), and a process of setting information indicating that the safety device is activated to a safety device activation flag when the safety device is activated. In step S110, the control unit executes an external information editing process. The external information editing process is a process of editing the external information output from the external information terminal board 71.

[0200] In step S111, the control unit saves the flag register to the game control stack area before proceeding to processing unrelated to the game. In step S112, the control unit executes out-of-area integration processing. The out-of-area integration processing is processing for integrally executing processing unrelated to the game. The control unit restores the flag register saved in the game control stack area (step S113) and ends the timer interrupt processing.

[0201] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to Fig. 14. Fig. 14 is a diagram showing a flowchart of the main processing in the performance control device of the first embodiment.

[0202] The main processing is processing that is executed by the control unit (CPU 311) of the performance control device 300 at the time when the power supply to the pachinko machine 1 is started. [Step D11] The control unit prohibits interrupts.

[0203] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits an interrupt.

[0204] [Step D15] The control unit permits the generation of display data, i.e., permits the display circuit (not shown) in the VDP 312 to access the VRAM (not shown) in the VDP 312 and generate display data.

[0205] [Step D16] The control unit sets a random number seed. This is a process of setting a pseudo-random number generation sequence using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as an argument to the srand function, or may use a value created based on an ID value of a CPU or the like so that it is different for each gaming machine.

[0206] [Step D17] The control unit saves the initial values ​​at the time of power-on in an area to be initialized in the RWM (e.g., RAM 322) of the performance control device 300 (e.g., a performance flag area (a memory area used as various flags described later in the control processing of the performance control device 300)).

[0207] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. The effect button input process is a process for editing when the effect button 25 (effect button switch 25a) is operated while it is enabled. Note that since the effect button does not turn on and off at high speed, the control unit may perform the process for detecting the effect button input within the effect button input process, or may perform the process within a short-period timer interruption (not shown).

[0208] [Step D20] The control unit executes hall / player setting mode processing. The hall / player setting mode processing is processing for setting the changeable range of the brightness and volume of the LED and display device 41, and accepting operations such as changing the brightness and volume of the LED and display device 41 by the player.

[0209] [Step D21] The control unit executes a random number update process. The random number update process is a process that updates a pseudo-random number at least once for each control cycle of the main process, for example, using a rand function. The rand function generates a random number based on a specified generation sequence each time a recalculation is performed, so the control unit can obtain a random number simply by executing the rand function. Note that a counter that increments by "1", such as that on the main board (game control device 100), may also be used as the random number.

[0210] [Step D22] The control unit executes a received command check process. The received command check process is a process for analyzing the commands received from the game control device 100 in units of a predetermined number.

[0211] [Step D23] The control unit executes a performance display editing process. The performance display editing process is a process for setting various commands and their parameters for instructing the VDP 312 on the content to be drawn on the display device 41. For example, the control unit sets the commands in a table format in the performance display editing process.

[0212] [Step D24] The control unit executes drawing command preparation end setting, which is a process for setting that preparation of all commands for the VDP 312 set in the performance display editing process has been completed.

[0213] [Step D25] The control unit judges whether or not it is frame switching timing. If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process waits for frame switching timing. Here, the frame switching timing is a timing that arrives at a time interval equivalent to a processing period (for example, 1 / 30 seconds ≒ 33.333 ms) created based on the period (for example, 1 / 60 seconds) of the V blank interrupt (also called V sync interrupt). The V blank interrupt occurs every time one scan of the entire screen for drawing is completed by the VDP 312. As described above, the generation period of this V blank interrupt is, for example, 1 / 60 seconds. In this embodiment, when the same drawing is repeated twice and the V blank interrupt occurs twice, frame switching is performed, and the period of the frame switching timing is twice the period (for example, 1 / 60 seconds) of the V blank interrupt (for example, 1 / 30 seconds ≒ 33.33 ms). However, this is not limited to the above embodiment, and the frame switching timing can be changed as desired. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more, or at intervals of less than 1 / 30 seconds.

[0214] Due to the frame switching timing determination process, subsequent processes (steps D26 to D30, and subsequent steps D18 to D24) are executed at this frame switching timing for each processing cycle. Time management that needs to be synchronized with the presentation content is performed in frame units (i.e., in processing cycle units). If the processing cycle is 1 / 30 seconds, for example, 3 frames will be 100 ms. This is similar to the main board (game control device) managing time values ​​in 4 ms units of the timer interrupt cycle.

[0215] [Step D26] The control unit instructs the VDP 312 to draw on the screen according to the command set in step D23. For example, the control unit instructs the VDP 312 to draw on the screen by sequentially transmitting commands set in a table.

[0216] [Step D27] The control unit executes a sound control process to control the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process to control various LEDs of the board decoration device 46, the frame decoration device 18, etc.

[0217] [Step D29] The control unit executes a movable body control process to control movable bodies (for example, the board performance device 44) including various motors and SOLs (solenoids).

[0218] [Step D30] The control unit executes the firing information control process. The firing information control process is a process for setting firing-related information based on the firing state flag and correcting the mode of the performance according to the special chart rotation state (the number of times the special chart changes per game for a predetermined amount of money (i.e., a predetermined number of balls)).

[0219] [Step D31] The control unit executes an information disclosure process to disclose performance information relating to gaming performance to a player. After executing step D31, the control unit returns to step D18, and thereafter repeatedly executes the processes of steps D18 to D31. That is, steps D18 to D31 constitute a loop process (sometimes called a main loop process) that is repeatedly executed in the above-mentioned processing cycle after the performance control device 300 is started.

[0220] The control unit executes the processes of steps D27 to D29 in the main loop process to match the screen presentation, but the process of actually outputting the signals and data (particularly the signals for driving and controlling various LEDs and motors, etc.) generated or set in these control processes to the ports is performed in a short-period timer interrupt (not shown). However, when using an IC specialized for controlling various devices, there are cases where the signals, etc. are not output by the timer interrupt, but are simply instructed by serial communication, etc.

[0221] Next, the gaming performance of the gaming machine 10 will be described with reference to Fig. 15. Fig. 15 is a diagram showing an example of a gaming performance list of the first embodiment. The gaming machine 10 has a game characteristic called 1 type + 2 type. The gaming machine 10 can execute a special chart 1 game (first special chart variable display game) and a special chart 2 game (second special chart variable display game) as variable display games, so-called 1 type games, and can also execute a 2 type game. The gaming machine 10 can store up to four execution rights (waiting hold) for each of the special chart 1 game and the special chart 2 game. When the gaming machine 10 has execution rights for both the special chart 1 game and the special chart 2 game, it prioritizes the special chart 2 game.

[0222] The gaming machine 10 has a jackpot probability (low jackpot probability) of 1 / 319 in both the special chart 1 game and the special chart 2 game. The gaming machine 10 does not change the probability in the special chart 1 game and the special chart 2 game, so there is no setting for a high jackpot probability. The gaming machine 10 also has a small jackpot probability of 1 / 319 in the special chart 1 game and a small jackpot probability of 240 / 319 in the special chart 2 game. In this way, the gaming machine 10 has the same jackpot probability in both the special chart 1 game and the special chart 2 game, but makes it easier to derive a small jackpot probability in the special chart 2 game than in the special chart 1 game.

[0223] In the gaming machine 10, there are a no-time-saving state and a time-saving state, unless a distinction is made between low-value time-saving and high-value time-saving, as states other than a jackpot. The gaming machine 10 performs a lottery for transition to a time-saving state in the no-time-saving state, and does not perform a lottery for transition in the time-saving state, and transitions to the no-time-saving state when the number of time-saving times is reached.

[0224] The low-value time-saving is a normal power support state, and is a time-saving that is considered to be low in value because, although there is a chance of winning in the normal variable winning device 37 (starting hole 2), the chance is not large enough (there is no actual chance of winning, or the chance is small, and the expectation of winning the execution right is small). The low-value time-saving is divided into the number of time-saving times "100 times," "200 times," and "300 times." The high-value time-saving is a normal power support state, and is a time-saving that is considered to be high in value because there is a sufficient chance of winning in the normal variable winning device 37 (starting hole 2) (the actual chance of winning is large, and the expectation of winning the execution right is high). There is no limit to the number of time-saving times for the high-value time-saving, and it continues until the next big win.

[0225] In addition, the low-value time-saving game has an aspect of being a low-value game in which the expected degree of acquisition of the right to play the game is relatively low compared to the high-value time-saving game. In addition, the high-value time-saving game has an aspect of being a high-value game in which the expected degree of acquisition of the right to play the game is relatively high compared to the low-value time-saving game.

[0226] Next, the game state transition in the gameplay of the gaming machine 10 will be described with reference to Fig. 16. Fig. 16 is a diagram showing an example of the game state transition in the first embodiment. When the power is turned on with RWM clear, the gaming machine 10 performs game control with state A as the initial state. Note that when the power is turned on without RWM clear, that is, when the power is turned on in a way that allows recovery to the game state before the power is cut off, the gaming machine 10 performs game control from the game state at the time of the power cut off.

[0227] There are three gaming states, State A, State B, and State C, distinguished from the viewpoint of the probability state and the time-saving state of the gaming machine 10. State A is a state where the probability state is low probability and the time-saving state is no time-saving. State B is a state where the probability state is low probability and the time-saving state is with low-value time-saving. State C is a state where the probability state is low probability and the time-saving state is with high-value time-saving.

[0228] In addition, in state A, which is a state without time reduction, the c time reduction lottery is held at the same time as the jackpot lottery. In state A, if you miss the jackpot, you will definitely win the c time reduction because there are no misses, and you will be assigned to low-value or high-value time reduction. In addition, although it is said that there are no misses in the c time reduction lottery held at the same time as the jackpot lottery, it is also possible to have misses.

[0229] State A has transition conditions T10 to T14. Transition condition T10 occurs when a jackpot without time reduction occurs, and state A is reached after the jackpot ends. Transition condition T11 occurs when a jackpot with high-value time reduction occurs, and state C is reached after the jackpot ends. Transition condition T12 occurs when a high-value time reduction (c time reduction) occurs, and state C is reached after the jackpot ends. Transition condition T13 occurs when a jackpot with low-value time reduction occurs, and state B is reached after the jackpot ends. Transition condition T14 occurs when a low-value time reduction (c time reduction) occurs, and state B is reached after the jackpot ends.

[0230] State B has transition conditions T20 to T23. Transition condition T20 occurs when a low-value time-saving jackpot occurs, and state B is reached after the jackpot ends. Transition condition T21 occurs when a jackpot without time-saving occurs, and state A is reached after the jackpot ends. Transition condition T22 occurs when a specified number of low-value time-saving cycles are played, and state A is reached when the low-value time-saving cycle ends. Transition condition T23 occurs when a high-value time-saving jackpot occurs, and state C is reached after the jackpot ends.

[0231] State B has transition conditions T30 and T31. Transition condition T30 is the occurrence of a high-value time-saving jackpot, and after the jackpot ends, state C is reached. Transition condition T31 is the occurrence of a non-time-saving jackpot, and after the jackpot ends, state A is reached.

[0232] Such a game state transition realizes a gameplay in which, when state C is reached in the gaming machine 10, the game continues to stay in state C until a jackpot without time reduction occurs. In addition, the staying rate of state C can be set to, for example, 90%, thereby realizing a gameplay in which jackpots are consecutively won without burdening the player. Note that state C may transition to state A when a specified number of high-value time reductions are consumed.

[0233] In addition, when a gaming center turns on the power with RWM clearing when the center opens, the control state at the start of business can be set to the initial state, state A. Such a gaming machine 10 provides players who start playing at the start of business with an opportunity to be assigned to state B or state C, and can be expected to improve operation by players who expect to be assigned to state C.

[0234] Next, the game display screen will be described with reference to Fig. 17 and Fig. 18. Fig. 17 is a diagram showing an example (part 1) of the game display screen of the first embodiment. Fig. 18 is a diagram showing an example (part 2) of the game display screen of the first embodiment.

[0235] The display screen 500 shown in FIG. 17(1) is a display screen during the stop of the pattern, and displays the pattern which is the result of the variable display game for a predetermined period after the variable display in the special pattern 1 game (variable display game) ends. The display screen 500 is an example of a display screen in state A (no low probability time reduction: normal game state). The display screen 500 displays a large pattern group 501 which is a decorative pattern, a small pattern group 502 which is also a decorative pattern, a special pattern 1 reserved number display 503, a special pattern 2 reserved number display 504, a reserved waiting display 505, and a reserved consumption display 506.

[0236] In addition, the main special symbol in the special symbol 1 game or the special symbol 2 game is a symbol (LED lighting state) displayed on the special symbol 1 symbol display section 53 or the special symbol 2 symbol display section 54 of the collective display device 50, and the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to the main special symbol. In addition, although not shown, the gaming machine 10 has a fourth symbol as a symbol in the special symbol 1 game or the special symbol 2 game, which indicates the variable state and the stopped state, for example, by blinking and lighting of an LED, without indicating the difference in the result state of the variable display game. In addition, when the fourth symbol is displayed on the display device 41, the variable state and the stopped state may be indicated by pictograms such as "◯" and "-" or by switching and stopping displays of different colors.

[0237] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. Therefore, the large symbol group 501 is displayed large by setting a variable display area in the approximate center of the display device 41. The large symbol group 501 includes a left symbol, a middle symbol, and a right symbol.

[0238] In the display screen 500, the left pattern indicates that the pattern is stopped at "3", the middle pattern indicates that the pattern is stopped at "5", and the right pattern indicates that the pattern is stopped at "7". That is, in the display screen 500, the large pattern group 501 indicates that the special pattern variation display game is in a stopped state (pattern stopped).

[0239] The large symbol group 501 and the small symbol group 502 are stopped and displayed at the same timing (a timing determined in advance when the fluctuation starts, or a timing determined based on the reception of a command instructing the end of the fluctuation).

[0240] The small symbol group 502 is responsible for informing the player of the variable display state in order to improve the ease of understanding of the game state of the player. Therefore, the small symbol group 502 is displayed small on the periphery of the display device 41 so as to ensure visibility without interfering with the display performance of the large symbol group 501. The small symbol group 502 includes a left symbol, a middle symbol, and a right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol constituting the small symbol group 502 all indicate that the corresponding special symbol variable display game is in a stopped state.

[0241] Also, the small symbol group 502 fluctuates (displays constant speed fluctuation) at a predetermined speed (constant speed) from the start of fluctuation, and displays a stop without a temporary stop at the end of fluctuation. The small symbol group 502 may be displayed with or without a predetermined acceleration fluctuation period from the stop display until it reaches the predetermined speed. The small symbol group 502 may be displayed with or without a predetermined deceleration fluctuation period from the constant speed fluctuation display until it displays a stop.

[0242] In general, the large pattern group 501 is displayed larger than the small pattern group 502, has a high degree of freedom in the display position, and the display mode can be changed greatly. Conversely, the small pattern group 502 is displayed smaller than the large pattern group 501, and has a low degree of freedom in the display position (for example, a fixed position).

[0243] The special chart 1 reserved number display 503 displays the number of reserved memories for the special chart 1 game. On the display screen 500, the special chart 1 reserved number display 503 indicates that the number of reserved memories for the special chart 1 game is "0". The special chart 2 reserved number display 504 displays the number of reserved memories for the special chart 2 game. On the display screen 500, the special chart 2 reserved number display 504 indicates that the number of reserved memories for the special chart 2 game is "0".

[0244] The hold display (waiting hold display) 505 displays either the hold number of the special chart 1 game or the hold number of the special chart 2 game using a hold wait icon 507 depending on the game status. The display screen 500 indicates the hold number of the special chart 1 game by displaying a hold icon. The hold consumption display (consumption hold display) 506 is a display screen for the game status (game status A) indicating that the special chart game is changing by displaying a hold consumption icon. The display screen 500 indicates that the hold memory number of the special chart 1 game or the hold memory number of the special chart 2 game is "0" using the hold wait display 505. The display screen 500 also indicates that the special chart 1 game or the special chart 2 game is not changing using the hold consumption display 506, particularly by the absence of a hold consumption icon on the consumption hold base.

[0245] The display screen 510 shown in FIG. 17(2) is a display screen after the variable display game has started. The display screen 510 is a screen after the display screen 500, and shows a screen during variable display (three patterns are variable). The display screen 510 is an example of a display screen in state A. In the display screen 510, the left pattern, the middle pattern, and the right pattern of the large pattern group 501 are variable, indicating that the special pattern variable display game is variable. Also, in the display screen 510, the left pattern, the middle pattern, and the right pattern of the small pattern group 502 are variable, indicating that the special pattern variable display game is variable.

[0246] On the display screen 510, the special figure 1 reserved number display 503 indicates that the reserved memory number of the special figure 1 game is "1", the special figure 2 reserved number display 504 indicates that the reserved memory number of the special figure 2 game is "0", and the reserved waiting display 505 is a game state that informs the reserved number of the special figure 1 game, and indicates that the reserved memory number of the special figure variable display game (special figure 1 game) is "1". Also, on the display screen 510, the reserved consumption display 506 displays the reserved memory display being consumed, and indicates that the special figure variable display game is being displayed as a variable.

[0247] In addition, display screen 500 and display screen 510 may include display elements such as background display, character display, and text display (not shown), and the display elements may also be capable of producing a display with movement through animation or the like.

[0248] The pending waiting display 505 shows how the pending waiting icon 507 corresponding to the pending number of the special game is displayed. The pending consumption display 506 shows how the pending consumption icon 508 corresponding to the pending consumption of the special game is displayed. The pending waiting icon 507 and the pending consumption icon 508 are, for example, spherical, and the pending waiting icon 507 and the pending consumption icon 508 can also be animated (for example, deformation, color change, up and down movement, etc.) to produce a display with movement. The pending waiting icon 507 and the pending consumption icon 508 can clearly indicate the pending memory number of the special game variation display game and notify the expectation degree for the game result of each pending memory depending on the display mode. The pending waiting icon 507 and the pending consumption icon 508 may be different in size, color, design, and action (generation, waiting, shift, disappearance, expectation value notification). The pending number or the pending memory number means the number of start memories in which the special game variation display game has not been executed.

[0249] The reserved consumption display 506 can indicate whether the special chart variable display game is in a variable display state and can notify the expectation for the game result depending on its display mode. On the display screen 500, the reserved consumption display 506 shows that the special chart variable display game is in a stopped state by leaving the frame blank. After this, the gaming machine 10 starts the variable display when the reserved memory number of the special chart 1 game or the reserved memory number of the special chart 2 game becomes 1 or more.

[0250] The display screen 512 shown in FIG. 17(3) is a display screen in which the number of reserved memories becomes "1" or more in the special chart 2 game, and then the variable display based on the reserved memories is started. The display screen 518 is an example of a display screen after transition to state B (low probability low value time reduction) or state C (low probability high value time reduction). At this time, the gaming machine 10 can be considered as the player playing with a right hit, since a reserved memory has occurred in the special chart 2 game (for example, "4").

[0251] The display screen 512 is a display screen during the display of the variation of the special chart 2 game. The display screen 512 includes a performance display 513, a play guide display 514, a large pattern group 501a, a small pattern group 502, a special chart 1 reserved number display 503, and a special chart 2 reserved number display 504 in the display contents. The display screen 512 aims to improve the performance effect by the performance display 515 by hiding the reserved waiting display 505 and the reserved consumption display 506, but the reserved waiting display 505 and the reserved consumption display 506 may be displayed at all times, or one of them may be displayed, or they may be displayed when a predetermined condition is met. When a predetermined condition is met, for example, there is a time when a pre-reading notice performance is executed, or when a selection operation by a player is accepted, etc.

[0252] The effect display 513 is, for example, an effect screen that effects a time-saving mode, and is an effect screen that notifies the player that the time-saving mode is in effect. In the time-saving mode effect, an independent effect may be executed for each variable display, or a movie effect or the like that spans multiple variables may be executed.

[0253] The hitting method guide display 514 guides the player on how to hit. For example, the hitting method guide display 514 guides the player to "hit right" which guides the player to shoot the game ball to the right game area. Also, the hitting method guide display 514 guides the player to "hit left" which guides the player to shoot the game ball to the left game area.

[0254] The large symbol group 501a is a decorative symbol displayed in place of the large symbol group 501, and is displayed in a display area smaller than the large symbol group 501 so that the performance display 513 exerts a performance effect. The large symbol group 501 and the large symbol group 501a are both forms of decorative symbols, and the large symbol group 501 may be called a large decorative symbol and the large symbol group 501a may be called a small decorative symbol. The large symbol group 501 may be used as a decorative symbol displayed during non-movie performance, and the large symbol group 501a may be used as a decorative symbol during movie performance.

[0255] A display screen 514 shown in Fig. 18(1), a display screen 518 shown in Fig. 18(2), and a display screen 520 shown in Fig. 18(3) are display screens during a specific performance. The specific performance is a performance during a variable display in which a character 516 serving as a specific image is displayed in a specific display area 515. The setting of the specific display area 515 may be set not only during a specific performance, and the character 516 may be displayed not only during a specific performance. For example, the setting of the specific display area 515 and the character 516 may be displayed during a win, a fanfare, an ending, a safety device in an inactive state in the complete function, a safety device activation notice state, a safety device activation warning state, a safety device activation state, or the like.

[0256] The specific display area 515 is set at a position that is permitted to overlap the large pattern group 501, but is not permitted to overlap the small pattern group 502. The specific display area 515 may be set at a position that is permitted to overlap the reserved waiting display 505 or the reserved consumption display 506, but is not permitted to overlap the special pattern 1 reserved number display 503 or the special pattern 2 reserved number display 504. The specific display area 515 is set at a position where the character 516 is displayed by default, and does not prevent the effect display of the character 516 from going beyond the area.

[0257] In this way, in the gaming machine 10, the visibility of the large symbol group 501, the reserved waiting display 505, and the reserved consumption display 506 may be obstructed by the character 516, but the gaming status can be easily grasped by the small symbol group 502, the special symbol 1 reserved number display 503, and the special symbol 2 reserved number display 504.

[0258] The character 516 on the display screen 514 is in a display mode at the start of a specific performance. The character 516 is displayed in a default mode at a default position in the specific display area 515. The default mode is not limited to a still image, and may be a moving image that loops at a predetermined cycle. The character 516 may be displayed in a default mode at a default position in the specific display area 515 before the start of the specific performance.

[0259] Character 516 on display screen 518 is in a display mode during a specific performance. After the start of the specific performance, character 516 is covered in an aura-like background due to the light gathering performance. The aura-like background suggests the expected development degree of a parallel performance (parallel performance) by using a predetermined effect color. Character 516 is displayed in a mode different from the default mode before the start of the specific performance. For example, character 516 is displayed in a mode performing a throwing action. The mode different from the default mode before the start of the specific performance is not limited to a moving image, and may be a still image.

[0260] After taking on the aura-like background, the character 516 guides the direction of the parallel performance part by moving the display elements that become part of the character 516. For example, the pig-like character 516 throws its nose toward the upper left of the display area, and the aura-like background also extends in the throwing direction (success pattern). This allows the character 516 to guide the parallel performance part (for example, the movable performance part) located in the upper left of the display area. Note that the character 516 may not guide the parallel performance part by not throwing its nose toward the upper left of the display area (non-execution pattern) or by failing to throw (failure pattern).

[0261] A parallel effect is an effect that can be executed in response to the execution of a specific effect. The execution of a parallel effect results in the development of the expectation level that the specific effect will develop. The number of effect parts that perform a parallel effect is not limited to one, and there may be two or more effect parts. Also, when there are two or more effect parts that perform a parallel effect, the effect may be executed in all of them, or it may be executed in one or more but not all of them. Therefore, guidance in the direction of the execution part of the parallel effect makes it possible to guide the player as to which effect part will develop the expectation level as a parallel effect.

[0262] The character 516 on the display screen 520 is in a display mode at the end of the specific performance. The character 516 changes the display mode of the display elements that are part of the character 516 as a result guide of the specific performance. For example, the character 516 changes the state of its nose to inform the player that the specific performance was a successful pattern. If the specific performance was a failure pattern, the character 516's nose will be in a state corresponding to the failure pattern, and if the specific performance was an unexecuted pattern, the character 516's nose will be in a state corresponding to the unexecuted pattern. The change in the display mode of the display elements that are part of the character 516 is a change in a part of the display elements that does not extend to the entire character 516, thereby reducing the data capacity in image data generation and diversifying the variations. The change in the part of the display elements may be a change in the expression of the character 516 to make it easier to understand the result of the specific performance.

[0263] After the specific performance ends, the character 516 on the display screen 520 returns to being displayed in the default position and in the default manner in the specific display area 515. Next, the components of the character 516 will be described with reference to FIG. 19. FIG. 19 is a diagram showing an example (part 1) of a character display in the first embodiment. The character 516 shown in FIG. 19(1) is in a display mode at the start of a specific performance on the display screen 514. The character 516 is configured to include a main display element 521 and a sub display element 522. The main display element 521 is a component of the character 516, and the display mode can be changed independently of the sub display element 522. The sub display element 522 is a component of the character 516, and the display mode can be changed independently of the main display element 521. Note that the main display element 521 and the sub display element 522 are named for convenience based on the size of the display area that they occupy in the character 516, but they may have an equal relationship.

[0264] 19(2) is a display mode during a specific effect on a display screen 518. The character 516 is configured to include a master display element 521 and a slave display element 522. The character 516 is capable of separating the master display element 521 from the slave display element 522, and for example, enables the execution of an effect in which the slave display element 522 is thrown away from the master display element 521.

[0265] 19(3) shows a display mode of the character 516 at the end of a specific performance on the display screen 520. The character 516 includes a primary display element 521 and a secondary display element 523. The character 516 is capable of replacing the secondary display element 522 with the secondary display element 523. This allows the character 516 to realize a variety of display modes while sharing the primary display element 521. Note that the character 516 may not only be capable of replacing the secondary display element 522 with the secondary display element 523, but may also be capable of adding the secondary display element 522 to the secondary display element 523.

[0266] In this way, the character 516 can realize various display modes by providing two or more subordinate display elements 522, 523 for one master display element 521. Also, the character 516 can inform the result or progress of a specific effect by the combination mode of the master display element 521 and the subordinate display elements 522, 523. For example, the gaming machine 10 can inform the user that the specific effect was a non-execution pattern by the character 516 having the subordinate display element 522 at the end of the specific effect, inform the user that the specific effect was a failure pattern by the character 516 not having the subordinate display elements 522, 523 at the end of the specific effect, and inform the user that the specific effect was a success pattern by the character 516 having the subordinate display element 523 at the end of the specific effect.

[0267] In addition, there may be two or more types of main display element 521, which may be changeable depending on the game status, presentation mode, and expectation level of the presentation target (expectation level of winning, expectation level of probability of special bonus, expectation level of time reduction, expectation level of value to be awarded, expectation level of development, etc.), or may be selectable by the player.

[0268] Next, another example of the character 516 will be described with reference to FIG. 20. FIG. 20 is a diagram showing an example (part 2) of the character display of the first embodiment. The character 524 shown in FIG. 20(1) is a display mode corresponding to the character 516 at the start of a specific performance on the display screen 514. The character 524 is an unidentified character, and is configured to include a main display element 525 and a sub display element 526. The main display element 525 is a component of the character 524, and the display mode can be changed independently of the sub display element 526. The sub display element 526 is a component of the character 524, and the display mode can be changed independently of the main display element 525. Note that the main display element 525 and the sub display element 526 are named for convenience based on the size of the display area that occupies the character 524, but they may have an equal relationship. For example, primary display element 525 may be a silhouette of character 524 (eg, a beast) and secondary display element 526 may be descriptive information describing character 524 (eg, the message "Unknown").

[0269] 20(2) is a display form corresponding to character 516 during a specific effect on display screen 518. Character 524 is configured to include a primary display element 525 and a secondary display element 526. Character 524 is capable of separating primary display element 525 from secondary display element 526, and for example, enables execution of an effect in which secondary display element 526 is thrown away from primary display element 525.

[0270] Character 524 shown in FIG. 20(3) is in a display mode corresponding to character 516 at the end of a specific performance on display screen 520. Character 524 is configured to include primary display element 525 and secondary display element 527. Character 524 is capable of replacing secondary display element 526 with secondary display element 527. This allows character 524 to realize a variety of display modes while sharing primary display element 525. For example, character 524 can be changed from an unidentified silhouette to a silhouette revealing its true identity as a "dog."

[0271] A character 524 shown in FIG. 20(4) also has a display form corresponding to that of the character 516 at the end of a specific performance on the display screen 520. The character 524 includes a primary display element 525 and a secondary display element 528. The character 524 is capable of replacing the secondary display element 526 with the secondary display element 528. This allows the character 524 to realize a variety of display forms while sharing the primary display element 525. For example, the character 524 can be changed from an unidentified silhouette to a silhouette revealing its true identity as a "cat."

[0272] In this way, the character 524 can realize various display modes by preparing two or more subordinate display elements 526, 527, 528 for one main display element 525. Also, the character 524 can inform the result or progress of a specific effect by the combination mode of the main display element 525 and the subordinate display elements 526, 527, 528. For example, the gaming machine 10 can inform the player that the specific effect was a non-execution pattern by the character 524 having the subordinate display element 526 at the end of the specific effect, inform the player that the specific effect was a failure pattern by the character 524 having the subordinate display element 527 at the end of the specific effect, and inform the player that the specific effect was a success pattern by the character 524 having the subordinate display element 528 at the end of the specific effect.

[0273] Next, the presentation flow (presentation sequence) of the specific presentation will be described with reference to Fig. 21. Fig. 21 is a diagram showing an example (part 1) of the presentation flow of the first embodiment. The specific presentation executes presentation A with the start of the specific presentation as presentation point A, which is the starting point of the presentation flow in the specific presentation. For example, presentation A starts with character 516 being displayed in a default state at a default position in specific display area 515, and is wrapped in an aura-like background from the light gathering presentation, leading to a development branch where a throw is to be performed or not.

[0274] In the performance flow of a specific performance, performance A is followed by performance AB11, performance AB12, or performance AB2. Performance AB2 is a performance that results in no development and is a performance that is an unexecuted pattern. Performance AB11 is a performance that results in development and success and is a performance that is a successful pattern. Performance AB12 is a performance that results in development and failure and is a performance that is a failed pattern. Although not shown in the figure, performance AB11, performance AB12, and performance AB2 may each have multiple patterns prepared.

[0275] After the specific performance ends, performance point B is reached, and performance B is executed in which character 516 is displayed in a default position in specific display area 515 in a default manner, thereby returning to the state before the specific performance began.

[0276] Next, a standard aspect commonly used in various expectation degree notification effects will be described with reference to Fig. 22. The aura-like light gathering effect (aura notice) on the display screen 518 also produces the expectation degree with an effect color based on the standard. Fig. 22 is a diagram showing an example of the parallel effect suggestion development expectation degree in the effect color of the first embodiment.

[0277] The various expectation degree notification effects include aura notice, hold (waiting hold, consumption hold) notice effect, cut-in notice effect, background notice effect, text notice effect, character notice effect, light guide plate notice effect, light emission effect, and other effect using colored effect. If the expectation degree notification effects are performed using different standard modes, players will be confused. Therefore, the gaming machine 10 sets a standard mode that is used commonly by the various expectation degree notification effects.

[0278] For example, there are six expectation levels, from expectation level "1" to expectation level "6", and a display mode and a display color are set corresponding to each expectation level. For example, expectation level "1" corresponds to the first display mode and the display color "white", expectation level "2" corresponds to the second display mode and the display color "blue", expectation level "3" corresponds to the third display mode and the display color "yellow", expectation level "4" corresponds to the fourth display mode and the display color "green", expectation level "5" corresponds to the fifth display mode and the display color "red", and expectation level "6" corresponds to the sixth display mode and the display color "rainbow". Note that expectation level "1" is the lowest expectation level, and as the expectation level increases, the expectation level increases, with expectation level "6" being the highest expectation level.

[0279] Depending on the display device, it may not be easy to reproduce the display color corresponding to the degree of expectation, so the gaming machine 10 makes it easier to sense the degree of expectation by displaying a display mode corresponding to the degree of expectation instead of or in addition to the display color. The display mode corresponding to the degree of expectation has a distinguishing power independent of the display color, such as a pattern, size, brightness, change period, etc.

[0280] Next, the parallel performance destination guidance for each performance part will be described with reference to FIG. 23. FIG. 23 is a diagram showing an example of the parallel performance destination guidance for each performance part in the first embodiment. Since performance AB2 is a performance (non-execution pattern) that represents no development, there is no guidance of the parallel performance destination. Since performance AB12 is a performance (failure pattern) that represents development and failure, there is no guidance of the parallel performance destination. Since performance AB11 is a performance (success pattern) that represents development and success, it is subdivided so that specific parallel performance parts can be guided, and a specific performance mode is determined according to the degree of expectation of further development. For example, not only the throwing direction and number of throws in performance AB11 are changed, but also the specific display mode of the subordinate display element is changed.

[0281] Depending on the specific presentation mode, performance AB11 provides guidance for a movable part (upper movable part: not shown) located at the top of the display device 41, a movable part (side movable part: not shown) located on the side of the display device 41, a performance button 25 (operation unit), a speaker 19 (sound output unit), a specified light-emitting device (light-emitting unit), a hold waiting display 505 or a hold consumption display 506 (hold display unit), a large pattern group 505 (pattern display unit), or two or more parallel performance destinations.

[0282] Next, the characters that can be changed according to the game state, the performance mode, and the expectation of the performance target (expectation of winning, expectation of probability change, expectation of time reduction, expectation of the value to be given, expectation of development, etc.) will be explained with reference to Fig. 24. Fig. 24 is a diagram showing an example of the character configuration of the first embodiment.

[0283] The gaming machine 10 prepares a plurality of characters to be used in the special effects in advance and allows them to be selected according to the situation. For example, the gaming machine 10 prepares four characters to be used in the special effects, namely, "human", "beast", "robot", and "unknown", and allows them to be selected according to the situation.

[0284] The main display element of the character "human" can be a "human master part" and the subordinate display element can be a "human slave part." By preparing one or more "human master parts" and two or more "human slave parts," the character "human" can realize a variety of display forms from the combinations, and by assigning specific meanings to specific combinations, it is possible to guide the performance process and results in a specific performance.

[0285] In addition, by preparing one or more "beast master parts" and two or more "beast servant parts" for the character "beast," various display patterns can be realized from the combinations thereof, and specific meanings can be assigned to specific combination patterns, making it possible to guide the presentation process and results in a specific presentation.

[0286] In addition, by preparing one or more "robot master parts" and two or more "robot slave parts," the character "robot" can be combined to realize a variety of display forms, and specific meanings can be assigned to specific combinations, making it possible to guide the presentation process and results in a specific presentation.

[0287] In addition, by preparing one or more "silhouette parts" and two or more "identity name parts" for the character "unknown identity," a variety of display forms can be realized by combining these, and by assigning specific meanings to specific combinations, it becomes possible to guide the production process and results in a specific performance.

[0288] Each character may share some or all of the subordinate display elements. This allows each character to give a special meaning to a special combination that can be realized by having a common subordinate display element, and thus allows the character to provide a special guide (special effect) in the process or result of a specific effect.

[0289] In addition, such special effects can be executed independently of other preview effects in the game and integrated with parallel effects, and various presentation modes can be realized with a compact processing load. Also, the special effects may be executed separately from the parallel effects, and such special effects can be executed prior to other preview effects (parallel effects) in the game, and various presentation modes can be realized with a compact processing load while increasing the attention effect on the parallel effects.

[0290] In addition, since the gaming machine 10 is capable of providing information on the presentation process and results of a specific presentation, in one aspect, it has a history storage function for storing the presentation process of a specific presentation as a history.

[0291] Next, another example of the specific effect will be described with reference to Fig. 25 to Fig. 27. Fig. 25 is a diagram showing an example (part 2) of the effect flow of the first embodiment. Fig. 26 is a diagram showing an example (part 3) of the effect flow of the first embodiment. Fig. 27 is a diagram showing an example (part 1) of the history retention effect and the history reflection effect of the first embodiment.

[0292] 25, a specific rendering is executed with rendering A starting from the start of the specific rendering as rendering point A. For example, rendering A is rendering of rendering mode A in a predetermined rendering section.

[0293] In the performance flow of the specific performance, performance A is followed by performance AB1 or performance AB2. Performance AB1 and performance AB2 are different performances. Although not shown in the figure, each of performance AB1 and performance AB2 may have multiple patterns.

[0294] After the special effect ends, the special effect reaches effect point B and executes effect B. Note that after the special effect ends, the special effect may return to the effect point before the start of the special effect, or may progress to a different effect point. In this way, the special effect can execute a forward effect from effect point A at the start of the special effect toward effect point B at the end of the special effect.

[0295] The presentation flow shown in Fig. 26 is an advanced version of the presentation flow shown in Fig. 25. In the presentation flow shown in Fig. 26, the specific presentation is the same as the presentation flow shown in Fig. 25 in that it is possible to execute a forward presentation from presentation point A toward presentation point B, but differs in that presentation point B is set not at the end of the specific presentation but in the middle of the specific presentation.

[0296] The presentation flow shown in Figure 26 can execute presentation A as the starting point of the presentation flow in a specific presentation, with presentation point A being the start of the specific presentation, and presentation B can be executed as the first intermediate point of the presentation flow in a specific presentation, with presentation point B being the intermediate point of the specific presentation.

[0297] In the performance flow of the specific performance, performance B is followed by performance BA. Performance BA is a performance different from both performance AB1 and performance AB2. Although not shown in the figure, performance BA may be prepared in multiple patterns. In any case, performance BA is a common performance regardless of whether performance AB1 or performance AB2 is executed. In this way, the specific performance can execute a retreat performance from performance point B in the middle of the specific performance toward performance point A at the start of the specific performance.

[0298] The forward performance is a performance that allows the player to sense a flow in one direction in time or space, and a predetermined expectation level can be notified during the performance process. The backward performance is a performance that allows the player to sense a flow in the opposite direction to the forward performance, and a predetermined expectation level can be notified during the performance process. The backward performance may not necessarily require a predetermined expectation level to be notified.

[0299] This allows the specific effect to provide a different expectation level notification in effect AB1 and effect AB2 in the forward moving effect. Also, the specific effect can provide an expectation level notification in effect BA that is different from either effect AB1 or effect AB2 in the backward moving effect. Alternatively, the specific effect can suggest redoing the expectation level notification performed in effect AB1 or effect AB2 in the backward moving effect. It is desirable for the expectation level notification performed in effect BA to provide a higher expectation level notification than the expectation level notification performed in either effect AB1 or effect AB2, but it may also be possible to provide a more detailed expectation level notification by combining two expectation level notifications.

[0300] In the presentation flow of the specific presentation, the second presentation A is followed by presentation AB3. Presentation AB3 corresponds to a redo presentation that replaces presentation AB1 and presentation AB2, and is different from both presentation AB1 and presentation AB2. In other words, presentation AB3 corresponds to a redo presentation that replaces presentation AB1 or presentation AB2, corresponding to the history that the presentation was executed. Although not shown, presentation AB3 may have multiple patterns. In this way, the specific presentation can execute a history retention presentation that moves from presentation point A at the start of the second specific presentation (the middle of the second specific presentation) to presentation point B at the end of the specific presentation. The history retention presentation also has an aspect of a forward movement presentation.

[0301] After the special performance ends, the special performance reaches performance point B for the second time and executes performance B. Note that after the special performance ends, the performance may return to the performance point before the start of the special performance, or may progress to a different performance point. In this way, the special performance can execute a history-retaining performance (re-forward performance) that moves from performance point A at the start of the special performance to performance point B at the end of the special performance.

[0302] In this way, the gaming machine 10 can create interest depending on whether or not a retreating effect is executed at presentation point B of the presentation flow shown in Figure 25, or at the first presentation point B of the presentation flow shown in Figure 26, and can create even more interest in the history retention presentation of the presentation flow shown in Figure 26.

[0303] The relationship between the history retaining performance and the history reflecting performance of the performance flow shown in Figure 25 or Figure 26 is shown in Figure 27. The history retaining point of a specific performance is the process from the first performance point A to performance point B (between performance points A and B). Between performance points A and B, when the performance retained as history (history retaining performance) is performance AB1, the performance selected to reflect the history (history reflecting performance) is performance AB3. Also, between performance points A and B, when the history retaining performance is performance AB2, the history reflecting performance is performance AB3.

[0304] In this way, the gaming machine 10 can determine the history reflection effect based on the history retention effect. The gaming machine 10 is not limited to determining the history reflection effect based on the history retention effect, and may determine the effect flow in advance and make it possible to sense that the history reflection effect has been determined based on the history retention effect.

[0305] Next, another example of the specific performance will be described with reference to Fig. 28 and Fig. 29. Fig. 28 is a diagram showing an example (part 4) of the performance flow of the first embodiment. Fig. 29 is a diagram showing an example (part 2) of the history retention performance and the history reflection performance of the first embodiment.

[0306] The specific performance in the performance flow shown in Fig. 28 has the same forward and backward performances as the specific performance in the performance flow shown in Fig. 26, but the history retention performance is different. Therefore, the explanation of the forward and backward performances of the specific performance in the performance flow shown in Fig. 28 will be omitted and the history retention performance will be explained.

[0307] In the performance flow of the specific performance, the second performance A is followed by performance AB3 and performance AB4. Performance AB3 and performance AB4 are equivalent to redo performances that replace performance AB1 and performance AB2, and are different from both performance AB1 and performance AB2. In other words, performance AB3 and performance AB4 correspond to redo performances that replace performance AB1 or performance AB2 in response to the history that the performance was executed. Although not shown, performance AB3 and performance AB4 may each have multiple patterns. In this way, the specific performance can execute a history retention performance that moves from performance point A at the start of the second specific performance (the middle of the second specific performance) to performance point B at the end of the specific performance. The history retention performance has an aspect of a repeat forward performance.

[0308] After the special performance ends, the special performance reaches performance point B for the second time and executes performance B. Note that after the special performance ends, the performance may return to the performance point before the start of the special performance, or may progress to a different performance point. In this way, the special performance can execute a history-retaining performance (re-forward performance) that moves from performance point A at the start of the special performance to performance point B at the end of the special performance.

[0309] In this way, the gaming machine 10 can create interest depending on whether or not a retreating effect is executed at presentation point B of the presentation flow shown in Figure 25, or at the first presentation point B of the presentation flow shown in Figure 28, and can create even more interest in the history retention presentation of the presentation flow shown in Figure 28.

[0310] The relationship between the history retention performance and the history reflection performance of the performance flow shown in Figure 25 or Figure 28 is shown in Figure 29. The history retention point of a specific performance is the process from the first performance point A to performance point B (between performance points A and B). Between performance points A and B, when the history retention performance is performance AB1, the history reflection performance is performance AB3. Also, between performance points A and B, when the history retention performance is performance AB2, the history reflection performance is performance AB4.

[0311] In this way, the gaming machine 10 can determine the history reflection effect based on the history retention effect. The gaming machine 10 is not limited to determining the history reflection effect based on the history retention effect, and may determine the effect flow in advance and make it possible to sense that the history reflection effect has been determined based on the history retention effect.

[0312] Next, another example of the specific performance will be described with reference to Fig. 30 and Fig. 31. Fig. 30 is a diagram showing an example (part 5) of the performance flow of the first embodiment. Fig. 31 is a diagram showing an example (part 3) of the history retention performance and the history reflection performance of the first embodiment.

[0313] The specific performance in the performance flow shown in Fig. 30 has the same forward and backward performances as the specific performance in the performance flows shown in Fig. 26 and Fig. 28, but the history retention performance is different. Therefore, the explanation of the forward and backward performances of the specific performance in the performance flow shown in Fig. 30 will be omitted and the history retention performance will be explained.

[0314] In the performance flow of the specific performance, the second performance A is followed by performance AB2 and performance AB3. Performance AB2 and performance AB3 are equivalent to redo performances that replace performance AB1 and performance AB2, and performance AB3 is a performance different from both performance AB1 and performance AB2. In other words, performance AB2 and performance AB3 correspond to redo performances that replace performance AB1 or performance AB2 in response to the history that the performance was executed. Although not shown in the figure, performance AB3 may have multiple patterns. In this way, the specific performance can execute a history retention performance that moves from performance point A at the start of the second specific performance (the middle of the second specific performance) to performance point B at the end of the specific performance. The history retention performance has an aspect of a forward movement performance.

[0315] After the special performance ends, the special performance reaches performance point B for the second time and executes performance B. Note that after the special performance ends, the performance may return to the performance point before the start of the special performance, or may progress to a different performance point. In this way, the special performance can execute a history-retaining performance (re-forward performance) that moves from performance point A at the start of the special performance to performance point B at the end of the special performance.

[0316] In this way, the gaming machine 10 can create interest depending on whether or not a retreating effect is executed at presentation point B of the presentation flow shown in Figure 25, or at the first presentation point B of the presentation flow shown in Figure 30, and can create even more interest in the history retention presentation of the presentation flow shown in Figure 30.

[0317] The relationship between the history retention performance and the history reflection performance of the performance flow shown in Figure 25 or Figure 30 is shown in Figure 31. The history retention point of a specific performance is the process from the first performance point A to performance point B (between performance points A and B). Between performance points A and B, when the history retention performance is performance AB1, the history reflection performance is performance AB2 or performance AB3. Also, between performance points A and B, when the history retention performance is performance AB2, the history reflection performance is performance AB3.

[0318] Such history-reflecting effect options are provided to prevent demotion effects when higher expectations are set for effect AB2 than for effect AB1, and for effects AB3 and AB4 than for effect AB2.

[0319] In this way, the gaming machine 10 can determine the history reflection effect based on the history retention effect. The gaming machine 10 is not limited to determining the history reflection effect based on the history retention effect, and may determine the effect flow in advance and make it possible to sense that the history reflection effect has been determined based on the history retention effect.

[0320] Next, another example of the specific performance will be described with reference to Fig. 32 and Fig. 33. Fig. 32 is a diagram showing an example (part 6) of the performance flow of the first embodiment. Fig. 33 is a diagram showing an example (part 4) of the history retention performance and the history reflection performance of the first embodiment.

[0321] The specific performance in the performance flow shown in Fig. 32 has the same forward performance and backward performance as the specific performance in the performance flows shown in Fig. 26, Fig. 28, and Fig. 30, but the history retention performance is different. Therefore, the explanation of the forward performance and backward performance of the specific performance in the performance flow shown in Fig. 32 will be omitted and the history retention performance will be explained.

[0322] In the performance flow of a specific performance, performance A is followed by performance AC for the second time. Performance AC is the performance from performance point A to performance point C for the second time. Performance AC is a common performance that does not correspond to a redo performance and is independent of whether performance AB1 or performance AB2 is executed. Furthermore, performance AC is a performance that is different from both performance AB1 and performance AB2. In other words, performance AC does not correspond to a performance that is selected reflecting the history that performance AB1 or performance AB2 has been executed.

[0323] In the rendering flow shown in Fig. 32, the specific rendering executes rendering C with rendering point C as the specific rendering intermediate time. For example, rendering C is rendering of rendering mode C in a predetermined rendering section.

[0324] In the presentation flow shown in Fig. 32, the specific presentation can execute a branch presentation after presentation point C, and can execute presentation C1 or presentation C2. Presentation C1 and presentation C2 are history reflection presentations in the forward presentation, and are selected depending on which one was selected in the forward presentation. Although not shown in the figure, presentation C1 and presentation C2 may be prepared in multiple patterns.

[0325] In this way, the specific performance can execute a history retention performance from performance point A at the start of the second specific performance (the middle of the second specific performance) to performance point C at the end of the specific performance. Note that the history retention performance does not have the aspect of a forward movement performance.

[0326] In this way, regardless of whether effect AB1 or effect AB2 is executed, the gaming machine 10 can execute effect C1 or effect C2, which is a history-reflecting effect, after intervening effect BA or effect AC, which are common effects, thereby making it possible to extend the period during which interest can be felt, thereby achieving high interest.

[0327] The relationship between the history retention performance and the history reflection performance in the performance flow shown in Fig. 32 is shown in Fig. 32. The history retention point of a specific performance is the process from the first performance point A to performance point B (between performance points A and B). Between performance points A and B, when the history retention performance is performance AB1, the history reflection performance is performance C1. Also, between performance points A and B, when the history retention performance is performance AB2, the history reflection performance is performance C2.

[0328] In this way, the gaming machine 10 can determine the history reflection effect based on the history retention effect. The gaming machine 10 is not limited to determining the history reflection effect based on the history retention effect, and may determine the effect flow in advance and make it possible to sense that the history reflection effect has been determined based on the history retention effect.

[0329] The history retention point is not limited to one, and may be two or more, and two or more histories may be retained. Next, two or more retained histories will be described with reference to Fig. 34. Fig. 34 is a diagram showing an example of a retained history that allows two or more histories to be retained in the first embodiment.

[0330] The gaming machine 10 can hold two or more performance points as points that can hold a history. For example, the gaming machine 10 can hold a first performance point A (1st), a performance point AB, a performance point B, a performance point BA, a second performance point A (2nd), a performance point AC, a performance point C, and the like.

[0331] These history retention points may be set within one variable display, or may be set across two or more variable displays. For example, the points set within one variable display include before the occurrence of a reach, when the reach occurs, during the reach performance, when the SP reach develops, during the SP reach, when the pattern is temporarily stopped, when the pattern changes again, etc. Also, the points set across two or more variable displays include a pre-reading notice performance, but are not limited to this, and include an event performance that is triggered by a predetermined opportunity and can be executed across a predetermined number of variable displays.

[0332] These history retention points are not limited to variable displays, and may be set in a winning state, a normal game state, a time-saving game state, various operating states of safety devices, etc., or may be set across two or more control states. These history retention points may be set in one presentation mode, or may be set across two or more presentation modes. These history retention points may be set throughout the play of one player, or may be set throughout the play of two or more players. Player changes can be distinguished by the occurrence of a customer waiting presentation state.

[0333] The history reflection timing is not limited to one, and may be two or more, and the timing to reflect the stored history may be two or more. Next, the history reflection timing will be described with reference to Fig. 35. Fig. 35 is a diagram showing an example of the timing to reflect the stored history in the first embodiment to the performance.

[0334] The gaming machine 10 can set one or more timings as timings to reflect the stored history. For example, the gaming machine 10 can set development effects, general winning effects, fanfare effects, winning round effects, winning interval effects, ending effects, time-saving effects, general complete effects, safety device activation notice effects, safety device activation warning effects, safety device activation state effects, and the like.

[0335] In addition, these history reflection timings may be set at one timing, may be set across two or more timings, or may be set individually at two or more timings.

[0336] The history reflection effect is not necessarily limited to the same type of effect as the history retention effect. The history reflection effect may be a different type of effect from the history retention effect. Next, the history reflection effect will be described with reference to FIG. 36. FIG. 36 is a diagram showing an example of an effect that reflects the history retained in the first embodiment.

[0337] For example, when the history storage effect is a display effect, the history reflection effect can be a sound output effect, a light emission effect, a display effect, a vibration effect, a wind effect, a moving effect, etc. Furthermore, these history reflection effects may be ones in which one type of effect is set, or ones in which two or more types of effects are set.

[0338] Moreover, the gaming machine 10 (including the modified example) of the first embodiment described above has the following characteristics in one aspect. Note that, while there are conventional gaming machines that are capable of high-speed processing without making the amount of data for the symbols too large and can effectively increase the interest of the variable display game, there is room for further improvement. The gaming machine 10 of the first embodiment increases the interest of the game presentation with low load.

[0339] (1) A gaming machine (e.g., gaming machine 10) includes a specific image display means and a specific image effect means. The specific image display means is capable of displaying a specific image, which includes a main display element and a sub-display element associated with the main display element, in a predetermined display area. When the specific image effect means changes the display mode of the specific image from a first mode through a second mode different from the first mode to a third mode different from both the first mode and the second mode in accordance with the progress of the predetermined effect, the specific image effect means makes the main display element of the specific image different between the first mode and the second mode and makes it the same between the first mode and the third mode, and makes the sub-display element of the specific image different at least between the first mode and the third mode (see Figs. 18 to 24).

[0340] (2) A gaming machine (for example, gaming machine 10) includes a game stop means, a specific image display means, and a specific image effect means. The game stop means can generate a non-playable state in which a game cannot be played by the establishment of a predetermined condition from a playable state in which a game can be played. The specific image display means can display a specific image including a main display element and a sub-display element associated with the main display element in a predetermined display area. When the specific image effect means changes the display mode of the specific image from a first mode through a second mode different from the first mode to a third mode different from both the first mode and the second mode in accordance with the progress of the predetermined effect, the specific image effect means makes the main display element of the specific image different between the first mode and the second mode and makes the main display element the same between the first mode and the third mode, and makes the sub-display element of the specific image different at least between the first mode and the third mode (see Figs. 9, 10, 12, 13, 18 to 24).

[0341] (3) A gaming machine (for example, gaming machine 10) includes a game execution control means, a specific image display means, and a specific image effect means. The game execution control means is capable of controlling a low value game with a low expectation of acquiring the right to play a game, and a high value game with a high expectation of acquiring the right to play a game. The specific image display means is capable of displaying a specific image including a main display element and a sub display element associated with the main display element in a predetermined display area. When changing the display mode of the specific image from a first mode through a second mode different from the first mode to a third mode different from both the first mode and the second mode in accordance with the progress of the predetermined effect, the specific image effect means makes the main display element of the specific image different between the first mode and the second mode and makes it the same between the first mode and the third mode, and makes the sub display element of the specific image different at least between the first mode and the third mode (see FIG. 16, FIG. 18 to FIG. 24).

[0342] (4) A gaming machine (for example, gaming machine 10) includes a first specific effect means, an effect sequence execution means, and a second specific effect means. The first specific effect means is capable of executing a first specific effect in accordance with the progress of a game. The effect sequence execution means is capable of executing a first effect sequence that changes the effect mode of the first specific effect from the first mode through a second mode different from the first mode to the first mode, and a second effect sequence that changes the effect mode of the first specific effect from the first mode through a third mode different from both the first mode and the second mode to the first mode. The second specific effect means is capable of executing a second specific effect regardless of whether the first effect sequence or the second effect sequence has been executed (see FIG. 26, FIG. 28, FIG. 30, FIG. 32).

[0343] (5) A gaming machine (for example, gaming machine 10) includes a game stop means, a first specific effect means, an effect sequence execution means, and a second specific effect means. The game stop means can generate a non-playable state in which the game cannot be executed by the establishment of a predetermined condition from a playable state in which the game can be executed. The first specific effect means can execute the first specific effect according to the progress of the game. The effect sequence execution means can execute a first effect sequence that changes the effect mode of the first specific effect from the first mode to the first mode via a second mode different from the first mode, and a second effect sequence that changes the effect mode of the first specific effect from the first mode to the first mode via a third mode different from both the first mode and the second mode. The second specific effect means can execute the second specific effect regardless of whether the first effect sequence or the second effect sequence has been executed (see FIG. 9, FIG. 10, FIG. 12, FIG. 13, FIG. 26, FIG. 28, FIG. 30, FIG. 32).

[0344] (6) A gaming machine (for example, gaming machine 10) includes a game execution control means, a first specific effect means, an effect sequence execution means, and a second specific effect means. The game execution control means is capable of controlling a low-value game with a low expectation of acquiring the right to play the game and a high-value game with a high expectation of acquiring the right to play the game. The first specific effect means is capable of executing a first specific effect according to the progress of the game. The effect sequence execution means is capable of executing a first effect sequence that changes the effect mode of the first specific effect from the first mode through a second mode different from the first mode to the first mode, and a second effect sequence that changes the effect mode of the first specific effect from the first mode through a third mode different from both the first mode and the second mode to the first mode. The second specific effect means is capable of executing a second specific effect regardless of whether the first effect sequence or the second effect sequence has been executed (see FIG. 16, FIG. 26, FIG. 28, FIG. 30, FIG. 32).

[0345] (7) A gaming machine (for example, gaming machine 10) includes a specific effect means and an effect sequence execution means. The specific effect means is capable of executing a specific effect that sequentially connects a first effect point and a second effect point according to the progress of the game. The effect sequence execution means is capable of executing a first effect sequence in which the effect mode of the specific effect from the first effect point to the second effect point is a first effect mode, the effect mode of the specific effect from the second effect point back to the first effect point is a second effect mode, and the effect mode of the specific effect from the first effect point to the second effect point again is a third effect mode, and a second effect sequence in which the effect mode of the specific effect from the first effect point to the second effect point is a fourth effect mode, the effect mode of the specific effect from the second effect point back to the first effect point is a second effect mode, and the effect mode of the specific effect from the first effect point to the second effect point again is a fifth effect mode (see FIG. 28 and FIG. 32).

[0346] (8) A gaming machine (e.g., gaming machine 10) includes a game stop means, a specific effect means, and an effect sequence execution means. The game stop means can cause a game to go from a playable state in which the game can be played to a non-playable state in which the game cannot be played when a predetermined condition is satisfied. The specific effect means can execute a specific effect that sequentially connects a first effect point and a second effect point according to the progress of the game. The performance sequence execution means is capable of executing a first performance sequence in which the performance mode of a specific performance from the first performance point to the second performance point is a first mode, the performance mode of a specific performance from the second performance point back to the first performance point is a second mode, and the performance mode of a specific performance from the first performance point to the second performance point again is a third mode, and a second performance sequence in which the performance mode of a specific performance from the first performance point to the second performance point is a fourth mode, the performance mode of a specific performance from the second performance point back to the first performance point is a second mode, and the performance mode of a specific performance from the first performance point to the second performance point again is a fifth mode (see Figures 9, 10, 12, 13, 28 and 32).

[0347] (9) A gaming machine (e.g., gaming machine 10) includes a game execution control means, a specific effect means, and an effect sequence execution means. The game execution control means is capable of controlling a low value game with a low expectation of acquiring the right to play the game, and a high value game with a high expectation of acquiring the right to play the game. The specific effect means is capable of executing a specific effect that sequentially connects a first effect point and a second effect point according to the progress of the game. The performance sequence execution means is capable of executing a first performance sequence in which the performance mode of a specific performance from the first performance point to the second performance point is a first mode, the performance mode of a specific performance from the second performance point back to the first performance point is a second mode, and the performance mode of a specific performance from the first performance point to the second performance point again is a third mode, and a second performance sequence in which the performance mode of a specific performance from the first performance point to the second performance point is a fourth mode, the performance mode of a specific performance from the second performance point back to the first performance point is a second mode, and the performance mode of a specific performance from the first performance point to the second performance point again is a fifth mode (see Figures 16, 28 and 32).

[0348] The above processing functions can be realized by a computer. In this case, a program is provided that describes the processing contents of the functions that the gaming machine of the embodiment should have. The above processing functions are realized on the computer by executing the program on the computer. The program describing the processing contents can be recorded on a computer-readable recording medium. Examples of computer-readable recording media include magnetic storage devices, optical disks, magneto-optical recording media, and semiconductor memories. Examples of magnetic storage devices include hard disk drives (HDDs), flexible disks (FDs), and magnetic tapes. Examples of optical disks include DVDs (Digital Versatile Disks), DVD-RAMs, and CDs (Compact Disks)-ROM / RWs (ReWritables). Examples of magneto-optical recording media include MOs (Magneto-Optical disks).

[0349] When distributing a program, for example, the program is recorded on a portable recording medium such as a DVD or CD-ROM and then sold. The program can also be stored in a storage device of a server computer and transferred from the server computer to other computers via a network.

[0350] A computer that executes a program stores, for example, a program recorded on a portable recording medium or a program transferred from a server computer in its own storage device. The computer then reads the program from its own storage device and executes processing according to the program. The computer can also read the program directly from a portable recording medium and execute processing according to that program. The computer can also execute processing according to the received program each time a program is transferred from a server computer connected via a network.

[0351] At least a part of the above processing functions can also be realized by electronic circuits such as a digital signal processor (DSP), an application specific integrated circuit (ASIC), or a programmable logic device (PLD).

[0352] It should be noted that the gaming machine of the present invention is not limited to a pachinko gaming machine as shown in the disclosed embodiment, but can be applied to, for example, all gaming machines that use gaming balls, such as other pachinko gaming machines, arrange ball gaming machines, mahjong ball gaming machines, and slot machines, which are gaming machines that use medals.

[0353] In addition, the disclosed embodiments are illustrative in all respects and should not be considered as limiting. In addition, the above-mentioned embodiments and each configuration of the modified examples may be combined and applied. The scope of the present invention is indicated by the claims, not the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0354] 10 Gaming machines 30 Game Board 41 Display device 71,72 External information terminal board 100 Game control device 300 Production control device

Claims

[Claim 1] A specific performance means capable of executing a specific performance that sequentially connects a first performance point and a second performance point in accordance with the progress of the game, A first performance sequence is defined as the performance mode of the specific performance from the first performance point to the second performance point as the first performance mode, the performance mode of the specific performance returning from the second performance point to the first performance point as the second performance mode, and the performance mode of the specific performance again from the first performance point to the second performance point as the third performance mode, An execution means for executing a second performance sequence, wherein the performance mode of the specific performance from the first performance point to the second performance point is defined as the fourth mode, the performance mode of the specific performance returning from the second performance point to the first performance point is defined as the second mode, and the performance mode of the specific performance again from the first performance point to the second performance point is defined as the fifth mode, which is executed on the condition that the fourth mode has been executed. Includes, A gaming machine that, after performing an effect that changes from the second aspect to the first aspect, performs an effect in such a way that the level of expectation does not decrease.