Game machine

By judging player status transfer in the game console and controlling the display and variable winning mechanism, the problem of insufficient entertainment in the fast game state is solved, and faster display and higher player satisfaction are achieved.

JP2025017916APending Publication Date: 2025-02-06KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023121268
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-26
Publication Date
2025-02-06

AI Technical Summary

Technical Problem

The existing gaming consoles lack appeal in fast gaming, and need to improve the entertainment and fun of the game.

Method used

By determining whether the player switches to a favorable game state, and performing state transfer based on the judgment results, controlling performance display and display of ball count, increasing the variable winning mechanism, timely updating and displaying the number of balls, achieving faster display speed.

Benefits of technology

It enhances the entertainment and fun of the game console, and improves the player's sense of participation and satisfaction.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025017916000001_ABST
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Abstract

To provide a game machine that increases interest of a game compared to conventional game machines.SOLUTION: In a game machine of the present invention, performance control means can display the number of balls acquired by a player on performance display means, and can update and display the number of acquired balls from a current value on the basis of the entry of a game ball into variable winning means. Frame control means can update and display the number of owned balls from a current value on the basis of the entry of a game ball into the variable winning means. When one game ball enters the variable winning means, the performance control means updates and displays the number of acquired balls on the performance display means from the current value by a first time, and the frame control means updates and displays the number of owned balls on ball number display means from the current value by a second time shorter than the first time.SELECTED DRAWING: Figure 116
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Description

[Technical field]

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

[0002] Some conventional gaming machines have a normal gaming state and a time-saving gaming state in which it is easier to start winning than in the normal gaming state, and technology has been proposed to provide gaming presentations that correspond to each gaming state (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-6575 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the gaming machine described in Patent Document 1 leaves room for improvement in terms of the entertainment value of the game in the time-saving game state.

[0005] In view of the above problems, the present invention has an object to provide a gaming machine that can further increase the enjoyment of playing the gaming machine. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention comprises a game control means for determining whether to transition to an advantageous game state advantageous to the player, and transitioning to the advantageous game state based on the result of the determination, a presentation control means for controlling presentation display of a presentation display means based on a signal received from the game control means, a ball number display means for displaying the number of balls owned by the player based on a signal received from the game control means, and a variable winning means for opening a state in which game balls can be entered in the advantageous game state, and the presentation control means controls won balls won by the player on the presentation display means. the frame control means is capable of updating and displaying the number of acquired balls from a current value based on the entry of a game ball into the variable winning means, the frame control means is capable of updating and displaying the number of owned balls from a current value based on the entry of a game ball into the variable winning means, and when one game ball enters the variable winning means, the presentation control means updates and displays the number of acquired balls in the presentation display means from the current value by a first time, and the frame control means updates and displays the number of owned balls in the ball number display means from the current value by a second time shorter than the first time. Effect of the Invention

[0007] According to the present invention, the entertainment value of playing the gaming machine can be further increased. [Brief description of the drawings]

[0008] [Figure 1] FIG. 2 is a front view of the gaming machine 1 and the card unit 9 according to the first to sixth embodiments. [Diagram 2] 1 is an enlarged view of a second big winning port 17 in the gaming machine 1 according to the first to sixth embodiments. FIG. [Diagram 3] 1 is a perspective view of the rear side of the gaming machine 1 and the card unit 9 according to the first to sixth embodiments. [Figure 4] These are main control board 110 and frame control board 160 of the first to sixth embodiments, and covers 110c and 160c that cover them. [Diagram 5]1 is a block diagram showing the configuration of a gaming machine 1 according to first to sixth embodiments. [Figure 6] FIG. 2 is a block diagram showing a configuration of a card unit 9 in the first to sixth embodiments. [Figure 7] 1A to 1C are diagrams showing an inserting operation of a bill 200 into the card unit 9 of the first to sixth embodiments, and a dispensing operation in the card unit 9. [Figure 8] FIG. 2 is a diagram showing a counting operation in the gaming machine 1 of the first to sixth embodiments. [Figure 9] FIG. 13 is a diagram showing the ejection and insertion operations of the card 201 in the card unit 9 of the first to sixth embodiments, and the lending operation using the replay button. [Figure 10] FIG. 2 is a diagram showing a gaming state of the gaming machine 1 according to the first to sixth embodiments. [Figure 11] FIG. 2 is a diagram showing a game flow of the gaming machine 1 according to the first to sixth embodiments. [Figure 12] FIG. 2 is a diagram showing the corresponding relationships between presentation modes, game states, and background images of the gaming machines 1 according to the first to sixth embodiments. [Figure 13] 10 is a diagram showing a sequence of command transmission between the main control board 110 and the frame control board 160 of the gaming machine 1 according to the first to sixth embodiments. FIG. [Figure 14] 13 is a diagram showing a sequence of transmitting gaming machine information notification data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. FIG. [Figure 15] 13 is a diagram showing a sequence of transmission of gaming machine information notifying data and count notifying data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. FIG. [Figure 16] 13 is a diagram showing a sequence of transmission of loan notification data and loan acceptance result response data between the frame control board 160 and the card unit 9 in the first to sixth embodiments. FIG. [Figure 17] FIG. 2 is a diagram showing the power-on operation of the gaming machine 1 according to the first to sixth embodiments. [Figure 18] 1 is a win / loss determination table for the gaming machine 1 of the first to sixth embodiments. [Figure 19]1 shows big win symbol and small win symbol determination tables for the gaming machines 1 of the first to sixth embodiments. [Figure 20] 13 is a special losing symbol and normal losing symbol determination table for the gaming machine 1 of the first to sixth embodiments. [Figure 21] 11 is a setting table for when a special game ends in the gaming machine 1 according to the first to sixth embodiments. [Figure 22] 13 is a setting table for when a special losing symbol is stopped in the gaming machine 1 of the first to sixth embodiments. [Figure 23] 1 shows special game control tables for big wins and small wins in the gaming machines 1 of the first to sixth embodiments. [Figure 24] 1 is a control table for opening and closing a big win opening for a big win of the gaming machine 1 according to the first to sixth embodiments. [Diagram 25] 1 shows a small win special area opening / closing control table and a small win special area opening / closing control table of the gaming machine 1 of the first to sixth embodiments. [Figure 26] 13 is a variation pattern determination table for the first special symbol in the normal state of the gaming machine 1 according to the first to sixth embodiments. [Figure 27] 13 is a variation pattern determination table for the first special symbol in the low base time-saving state of the gaming machine 1 of the first to sixth embodiments. [Figure 28] 13 is a variation pattern determination table for the first special symbol in the high base time-saving state of the gaming machine 1 of the first to sixth embodiments. [Figure 29] 13 is a variation pattern determination table for the second special symbol of the gaming machine 1 according to the first to sixth embodiments. [Diagram 30] 1 shows a pre-determination table for a big win lottery for a first special symbol in the gaming machine 1 of the first to sixth embodiments. [Diagram 31] 13 is a pre-determination table for a big win lottery for the second special symbol of the gaming machine 1 according to the first to sixth embodiments. [Diagram 32] FIG. 2 is a diagram showing an example of a screen displayed on the image display device 31 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 33] 1 shows a normal symbol determination table and a normal symbol variation pattern determination table of the gaming machine 1 of the first to sixth embodiments. [Diagram 34] 1 shows an auxiliary game control table and an auxiliary game movable piece opening / closing control table of the gaming machine 1 according to the first to sixth embodiments. [Diagram 35] FIG. 2 is a diagram showing a storage area of ​​a main RAM 110b of the gaming machine 1 according to the first to sixth embodiments. [Diagram 36] 10 is a flowchart of main processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 37] 10 is a flowchart of an initialization process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 38] 10 is a flowchart of an initialization process of the main control board 110 of the gaming machine 1 according to the first embodiment and the third to sixth embodiments. [Figure 39] 10 is a flowchart of a gaming machine information notification process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 40] 11 is a flowchart of a power supply cutoff monitoring process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 41] 11 is a flowchart of a timer interrupt process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 42] 10 is a flowchart of an input control process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 43] 13 is a flowchart of a first start hole detection switch input process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 44] 13 is a flowchart of specific area detection switch input processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 45] 13 is a flowchart of special chart special electricity control processing of the main control board 110 of the gaming machine 1 of the first to sixth embodiments. [Figure 46] 13 is a flowchart of a special symbol memory determination process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 47] 13 is a flowchart of a special symbol memory determination process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 48] 11 is a flowchart of a big win determination process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 49] 13 is a flowchart of a special symbol variation process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 50] 13 is a flowchart of a special symbol stopping process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 51] 13 is a flowchart of a first type big win game preparation process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 52] 13 is a flowchart of a small win game preparation process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Diagram 53] 10 is a flowchart of a game state setting process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 54] 11 is a flowchart of a big win game process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 55] 11 is a flowchart of a small win game process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 56] 13 is a flowchart of a second type big win game transition process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 57] 13 is a flowchart of a big win game end process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 58] 11 is a flowchart of a normal power control process of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 59] 13 is a flowchart of normal symbol variation processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 60] 10 is a flowchart of auxiliary game processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 61] 11 is a flowchart of a main process of a game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 62]11 is a flowchart of an initial setting process of a game ball count control unit 180 of the gaming machine 1 of the first embodiment and the third to sixth embodiments. [Figure 63] 11 is a flowchart of a timer interrupt process of a game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 64] 11 is a flowchart of a timer update process of the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 65] 11 is a flowchart of an error determination process of a game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 66] 11 is a diagram showing error displays of the game ball count display 84 and the frame control display 85 of the game machine 1 of the first to sixth embodiments. FIG. [Figure 67] 11 is a flowchart of a response process of a game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 68] 13 is a flowchart of a gaming machine information notification process of a gaming ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 69] 13 is a flowchart of a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 70] 13 is a flowchart of a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 71] 11 is a flowchart of a counting process of a game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 72] 13 is a flowchart of a process of determining whether a game ball count shift condition is satisfied, performed by the game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 73] 10 is a diagram showing an operation information storage area of ​​the game ball number RAM 180b of the gaming machine 1 according to the first to sixth embodiments and an example of updating the operation information storage area. FIG. [Figure 74] 11 is a flowchart of a count notification process of a game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 75]13 is a flowchart of a lending control process and a display data output process of a game ball count control unit 180 of the gaming machine 1 according to the first to sixth embodiments. [Figure 76] 13 is a flowchart of a game notification control process of a game ball count control unit 180 of the gaming machine 1 of the first and second embodiments. [Figure 77] 13 is a diagram showing a seated lamp emission color determination table, a seated background color determination table, an absent lamp emission color determination table, and an absent background color determination table of the gaming machines 1 of the first to sixth embodiments. FIG. [Figure 78] 11 is a flowchart of a main process of the launch control unit 170 of the gaming machine 1 according to the first to sixth embodiments. [Figure 79] 10 is a flowchart of the launch control process of the launch control unit 170 of the gaming machine 1 according to the first to sixth embodiments. [Figure 80] 10 is a flowchart of a main process of the card unit control board 90 in the first to sixth embodiments. [Figure 81] 13 is a flowchart of a banknote input detection process of the card unit control board 90 in the first to sixth embodiments. [Figure 82] 13 is a flowchart of a card input detection process of the card unit control board 90 according to the first to sixth embodiments. [Figure 83] 13 is a flowchart of the owned ball count update process of the card unit control board 90 according to the first to sixth embodiments. [Figure 84] 13 is a flowchart of a lending process of the card unit control board 90 according to the first to sixth embodiments. [Figure 85] 13 is a flowchart of a response confirmation process of the card unit control board 90 in the first to sixth embodiments. [Figure 86] 13 is a flowchart of a card ejection process of the card unit control board 90 in the first to sixth embodiments. [Figure 87] 13 is a flowchart of a gaming machine information analysis process of the card unit control board 90 according to the first to sixth embodiments. [Figure 88]13 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 89] 13 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 90] 13 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 91] 13 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 92] 13 is a diagram showing a time chart of the game state of the main control board 110, information output from the game ball count control unit 180 to the card unit 9, and discharge control of the card unit 9 in the first to sixth embodiments. FIG. [Figure 93] 11 is a flowchart of main processing of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 94] 11 is a flowchart of a timer interrupt process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 95] 13 is a flowchart of a command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 96] 13 is a flowchart of a command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 97] 13 is a flowchart of a command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 98] FIG. 13 is a diagram showing a variable presentation pattern determination table for a first special symbol in sea mode in a normal state of the gaming machine 1 according to the first to sixth embodiments. [Figure 99]FIG. 13 is a diagram showing a variable presentation pattern determination table for the first special symbol in sea mode in the gaming machine 1 of the first to sixth embodiments in a low base time-shortening state. [Figure 100] FIG. 13 is a diagram showing a variable presentation pattern determination table for the first special symbol in the ground mode in the low base state of the gaming machine 1 of the first to sixth embodiments. [Figure 101] FIG. 13 is a diagram showing a variable presentation pattern determination table for the first special symbol in the high base time-shortening state of the gaming machine 1 of the first to sixth embodiments. [Figure 102] FIG. 13 is a diagram showing a variable presentation pattern determination table for the second special symbol of the gaming machine 1 according to the first to sixth embodiments. [Figure 103] 13 is a flowchart of a variable presentation pattern determination process of the presentation control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 104] 13 is a flowchart of a training mode notification effect control process of the effect control board 120 of the game machine 1 according to the first to sixth embodiments. [Figure 105] 13 is a flowchart of a special game effect control process of the effect control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Fig. 106] 1 is a diagram showing a normal background setting table and a special background setting table of the gaming machine 1 according to the first to sixth embodiments. FIG. [Figure 107] 13 is a flowchart of a background image display control process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 108] 11 is a flowchart of a main process of the general control unit 141 in the first to sixth embodiments. [Fig. 109] 13 is a flowchart of a command reception interrupt process and a V blank interrupt process of the general control unit 141 according to the first to sixth embodiments. [Figure 110] FIG. 11 is a diagram showing an example of a screen of the normal variation presentation of the gaming machine 1 according to the first to sixth embodiments. [Figure 111] FIG. 11 is a diagram showing an example of a screen of a normal reach effect in the gaming machine 1 according to the first to sixth embodiments. [Figure 112] FIG. 11 is a diagram showing an example of a screen of a roulette effect of the gaming machine 1 according to the first to sixth embodiments. [Figure 113] FIG. 11 is a diagram showing an example of a screen of the SP reach effect of the gaming machine 1 according to the first to sixth embodiments. [Fig. 114] 1A to 1C are diagrams showing examples of screens for battle effects in the gaming machines 1 of the first to sixth embodiments. [Figure 115] 10A to 10D are diagrams showing detailed examples of screens of battle effects in the gaming machines 1 of the first to sixth embodiments. [Fig. 116] FIG. 11 is a diagram showing an example of a screen during a big win presentation of the gaming machine 1 of the first to sixth embodiments. [Figure 117] FIG. 11 is a diagram showing an example of a screen in a high base time-saving state of the gaming machine 1 of the first to sixth embodiments. [Fig. 118] FIG. 11 is a diagram showing an example of a screen in a training mode presentation of the gaming machine 1 according to the first to sixth embodiments. [Figure 119] FIG. 11 is a diagram showing an example of a screen in a revival chance presentation mode of the gaming machine 1 according to the first to sixth embodiments. [Figure 120] 13 is a flowchart of an initialization process of the main control board 110 of the gaming machine 1 of the second embodiment. [Figure 121] 13 is a flowchart of an initial setting process of a game ball count control unit 180 of a gaming machine 1 according to a second embodiment. [Figure 122] 13 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 of a third embodiment. [Figure 123] 13 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 according to a fourth embodiment. [Figure 124] 13 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 of a fifth embodiment. [Fig. 125] 13 is a flowchart of a game notification control process of a game ball count control unit 180 of a gaming machine 1 of a sixth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] First Embodiment Hereinafter, a first embodiment of the present invention will be specifically described with reference to the drawings.

[0010] (Overview of gaming machine 1) Unlike well-known pachinko gaming machines, gaming machine 1 does not use the gaming ball supply mechanism or gaming ball discharge mechanism of the island equipment, but is an enclosed gaming machine that stores a predetermined number of gaming balls (for example, 50 balls), plays by firing the stored gaming balls into the play area, collects the gaming balls after play has ended, and then fires the collected gaming balls again to play.

[0011] (Basic configuration of gaming machine 1) First, the basic configuration of the gaming machine 1 will be described with reference to Fig. 1 to Fig. 4. Fig. 1 is a front view of the gaming machine 1 and the card unit 9 of the present invention. Fig. 2 is an enlarged view of the second large winning port 17 of the gaming machine 1. Fig. 3 is a perspective view of the rear side of the gaming machine 1 and the card unit 9. Fig. 4 is a diagram showing the main control board 110 and the frame control board 160 on the rear side of the gaming machine 1, as well as the cover 110c and the cover 160c that cover them.

[0012] 1 and 3, the gaming machine 1 includes an outer frame 60 and a rotatably supported glass frame 50. The outer frame 60 is provided with a gaming board 2 having a gaming area 6 in which gaming balls flow down. The gaming area 6 includes a left area 6L on the left side of the center and a right area 6R on the right side of the center.

[0013] One end of the glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51, and a lock mechanism is provided at the other end of the glass frame 50. The lock mechanism of the glass frame 50 can be unlocked with a dedicated key, and by unlocking it, the hinge mechanism 51 can be swung to open the play area 6. The glass frame 50 is provided with a door open detection SW81c (not shown).

[0014] The glass frame 50 is provided with a performance button 35 that can be pressed, and a performance button detection SW 35a is provided on the performance button 35. When the performance button detection SW 35a detects the operation of the performance button 35 by the player, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the performance button 35.

[0015] A cross key 39 that can be pressed is provided to the left of the effect button 35. The cross key 39 includes an up cursor key 39A, a left cursor key 39B, a down cursor key 39C, a right cursor key 39D, and a center cursor key 39E, and is provided with a cross key detection SW 39a, a cross key detection SW 39b, a cross key detection SW 39c, a cross key detection SW 39d, and a cross key detection SW 39e, respectively. When each cross key detection SW detects the operation of the cross key 39 by the player, it outputs predetermined information to the gaming machine 1. Thus, the player can input predetermined information to the gaming machine 1 by operating the cross key 39.

[0016] The glass frame 50 is provided with an operating handle 3 that is rotated to launch game balls into the game area 6. The operating handle 3 is provided with a touch sensor 3a. The touch sensor 3a detects that the player is touching the operating handle 3. When the player rotates the operating handle 3, the launch volume 3b provided near the operating handle 3 also rotates, and a launch member directly connected to the launch solenoid 4a rotates with a launch strength according to the amount of rotation of the launch volume 3b.

[0017] The ball-sending solenoid 4b provided near the operating handle 3 sends out the game balls stored in the gaming machine 1 one by one to the firing member directly connected to the launching solenoid 4a. The touch sensor 3a, the launch volume 3b, the launching solenoid 4a, and the ball-sending solenoid 4b are controlled by the launch control unit 170 in the frame control board 160 to perform the above-mentioned launch operation.

[0018] The game ball sent to the striking member is struck between the rails 5a and 5b by the rotation of the striking member, passes through the ball return prevention member 5c, and enters the game area 6. Between the rails 5a and 5b, a shot ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, and an iron ball sensor 81b are provided (all not shown).

[0019] The shot ball sensor 2a outputs a shot signal when it detects that the game ball shot between the rails 5a and 5b has passed the shot detection point at the top end of the rail 5b. The foul ball sensor 2b outputs a foul signal when it detects that the game ball shot between the rails 5a and 5b has returned without reaching the game area 6. The small ball sensor 81a outputs a small ball detection signal when it detects that a small ball has been shot between the rails 5a and 5b. The iron ball sensor 81b outputs an iron ball detection signal when it detects that an iron ball has been shot between the rails 5a and 5b.

[0020] The glass frame 50 is provided with audio output devices 32, which are speakers, on the left and right. The audio output devices 32 perform effects such as music and sound effects in accordance with the progress of the game. A fourth performance lighting device 340d and two fifth performance lighting devices 340e are provided near the two audio output devices 32. The fourth performance lighting device 340d and the fifth performance lighting device 340e each have a fourth lamp 34d and a fifth lamp 34e, which are full-color LEDs. The fourth performance lighting device 340d and the fifth performance lighting device 340e perform light emission operations of the fourth lamp 34d and the fifth lamp 34e under the control of the lamp / drive control unit 150 of the performance control board 120, and perform game performance.

[0021] Inside the game area 6 of the game board 2, there are provided a general winning port 12, a normal pattern gate 13, a first start port 14, a second start port 15, a first large winning port 16, a second large winning port 17, and an image display device 31.

[0022] Three general winning openings 12 are provided below the game area 6L. A general winning opening detection SW12a is provided in each general winning opening 12. When the general winning opening detection SW12a detects the entry of a game ball into the general winning opening 12, a predetermined number of game balls are awarded to the player.

[0023] A first starting hole 14 is provided in the lower center of the play area 6 of the play board 2. A second starting hole 15 is provided in the right part of the play area 6 of the play board 2. When a game ball is shot toward the left area 6L of the play area 6 (left hit), the game ball can win in the first starting hole 14, but it is difficult for the game ball to win in the second starting hole 15. When a game ball is shot toward the right area 6R of the play area 6 (right hit), the game ball can win in the second starting hole 15, but it is difficult for the game ball to win in the first starting hole 14.

[0024] The first start hole 14 is provided with a first start hole detection SW14a. When the first start hole detection SW14a detects the entry of a game ball into the first start hole 14, a predetermined number of game balls are awarded to the player. The second start hole 15 is provided with a second start hole detection SW15a. When the second start hole detection SW15a detects the entry of a game ball into the second start hole 15, a predetermined number of game balls are awarded to the player. Note that the number of game balls awarded for the entry of game balls into the first start hole 14 and the second start hole 15 may be the same or different. In addition, although details will be described later, when the entry of a game ball into the first start hole 14 or the second start hole 15 is detected, various random numbers used for various processes related to the game, including the big win lottery, are obtained.

[0025] The second starting hole 15 is provided with two movable pieces 15b and a starting hole opening / closing solenoid 15c. The second starting hole 15 changes into two states, a closed state in which the entry of the game ball is restricted and an open state in which the entry of the game ball is permitted, by the operation of the starting hole opening / closing solenoid 15c. Specifically, the second starting hole 15 is controlled by the operation of the starting hole opening / closing solenoid 15c between a closed state in which the movable piece 15b becomes substantially vertical and restricts the entry of the game ball, and an open state in which the movable piece 15b becomes substantially horizontal and permits the entry of the game ball.

[0026] In addition, it is possible to vary the ease of winning by varying the time that the second starting hole 15 is in an open state. As will be described in detail later, the longer the time that the second starting hole 15 is in an open state, the more opportunities there are for the game ball to win, and therefore the greater the ease of winning.

[0027] A normal symbol gate 13 is provided in the upper right portion of the game area 6 of the game board 2. A gate detection SW13a is provided in the normal symbol gate 13. When the gate detection SW13a detects the passage of a game ball through the normal symbol gate 13, a random number value for judgment, etc., for performing a normal symbol lottery, which will be described later, is obtained.

[0028] A first large prize opening 16 is provided in the lower right area of ​​the game area 6 of the game board 2. A first large prize opening detection switch 16a, a first large prize opening door 16b, and a first large prize opening opening solenoid 16c are provided in the first large prize opening 16. The first large prize opening 16 changes between two states, a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted, by the operation of the first large prize opening opening solenoid 16c.

[0029] More specifically, when the first large prize opening opening solenoid 16c is turned off, the first large prize opening opening door 16b becomes substantially parallel to the surface of the game board 2, so that the first large prize opening 16 is in a closed state in which it is difficult for the game ball to win. When the first large prize opening opening solenoid 16c is turned on, the first large prize opening opening door 16b becomes substantially perpendicular to the surface of the game board 2, so that the first large prize opening 16 is in an open state in which it is easy for the game ball to win.

[0030] When the first large prize opening detection SW16a detects the entry of a game ball into the first large prize opening 16, a predetermined number of game balls (for example, 15 balls) are awarded to the player. The open state of the first large prize opening 16 changes to a closed state when a specified number of game balls enter the opening, which will be described later, or when a predetermined opening time has elapsed.

[0031] A second large prize opening 17 is provided in the area to the right of the game area 6 of the game board 2. The second large prize opening 17 is provided with a second large prize opening detection switch 17a, a second large prize opening door 17b, and a second large prize opening opening solenoid 17c. The second large prize opening 17 changes into two states by the operation of the second large prize opening opening solenoid 17c: a closed state in which the second large prize opening door 17b restricts the entry of game balls, and an open state in which the entry of game balls is permitted.

[0032] Specifically, when the second large prize opening opening solenoid 17c is turned off, the second large prize opening opening door 17b becomes approximately parallel to the surface of the game board 2, so that the second large prize opening 17 is in a closed state in which it is difficult for the game ball to win. When the second large prize opening opening solenoid 17c is turned on, the second large prize opening opening door 17b becomes approximately perpendicular to the surface of the game board 2, so that the second large prize opening 17 is in an open state in which it is easy for the game ball to win.

[0033] 2, a specific area 19B, a slide member 19C, and a second large prize opening outlet 19E are provided inside the second large prize opening 17. The slide member 19C changes to two states by the operation of the specific area opening / closing solenoid 18d: a retreated state in which it is stored in the back of a gap provided in the internal wall 19 of the second large prize opening, and an advanced state in which it advances to the front of the gap.

[0034] Specifically, the slide member 19C advances when the specific area opening / closing solenoid 18d is turned on, and retreats when the specific area opening / closing solenoid 18d is turned off. The specific area 19B is in a closed state where it is difficult for a game ball to enter when the slide member 19C advances, and in an open state where it is easy for a game ball to enter when the slide member 19C retreats.

[0035] When the slide member 19C is in the forward position, the game balls passing over the specific area 19B are discharged only through the second large prize opening discharge port 19E, but when the slide member 19C is in the backward position, the game balls can be discharged through the specific area 19B. The game balls discharged through the second large prize opening discharge port 19E are detected by the second large prize opening detection SW 17a. The game balls discharged through the specific area 19B are detected by the specific area detection SW 18a. Regardless of which detection SW is used to detect the game balls, a predetermined number of game balls are awarded to the player.

[0036] An outlet 11 is provided at the bottom center of the play area 6 of the play board 2. If a game ball shot into the play area 6 does not enter any of the general winning hole 12, the first start hole 14, the second start hole 15, the first big winning hole 16, and the second big winning hole 17, it is discharged from the play area 6 through the outlet 11.

[0037] An image display device 31 is provided in the center of the game area 6. The image display device 31 displays effect images according to the progress of the game, and displays customer waiting effect images during waiting when no game is being played. As the display of effect images according to the progress of the game, a left pattern 36L, a middle pattern 36C, a right pattern 36R (hereinafter, referred to as "decorative pattern 36"), and a fourth pattern 36Z are displayed in a variable manner according to the variable display of the special pattern. The decorative pattern 36 and the fourth pattern 36Z notify the same judgment result as the jackpot judgment result indicated by the special patterns of the first special pattern display device 20 and the second special pattern display device 21.

[0038] Moreover, a radio wave detection SW19a (not shown) is provided at the center lower part of the play area 6. The radio wave detection SW19a outputs a radio wave detection signal when it detects a radio wave.

[0039] Outside the game area 6 of the game board 2, there are provided a first special pattern display device 20, a second special pattern display device 21, a first special pattern reserve display device 22, a second special pattern reserve display device 23, a normal pattern display device 24, and a normal pattern reserve display device 25.

[0040] The first special pattern display device 20 is composed of a 7-segment LED, and when a game ball enters the first starting hole 14 of the game area 6, the LED turns on and off to display the changing special pattern and the stopped special pattern indicating the jackpot lottery result.

[0041] Similarly, the second special pattern display device 21 is composed of a 7-segment LED, and when a game ball enters the second starting hole 15 of the game area 6, the LED turns on and off to display the changing special pattern and the stopped special pattern indicating the jackpot lottery result.

[0042] In addition, the variable display performed by the first special symbol display device 20 and the second special symbol display device 21 is performed by repeating a pattern display (hereinafter referred to as "basic pattern variation") in which the LED is turned on and off in a specific manner. In addition, the basic pattern variation always has the same execution time.

[0043] All variable displays performed by the first special pattern display device 20 and the second special pattern display device 21 are performed by repeating basic pattern variations, and the number of times the basic pattern variations are repeated varies depending on the variation time of the variable display to be executed.

[0044] Hereinafter, the special pattern variably displayed by the first special pattern display device 20 will be referred to as the "first special pattern," and the special pattern variably displayed by the second special pattern display device 21 will be referred to as the "second special pattern."

[0045] When a new variation of the first special symbol or the second special symbol cannot be started, such as during the variation of the special symbol or during a jackpot game (special game), the variation display of the special symbol is put on hold under a predetermined condition. The first special symbol reserved indicator 22 displays the number of waiting variation displays for the first special symbol (hereinafter, referred to as the "reserved number"). The first special symbol reserved indicator 22 is composed of two LEDs, one on the left and one on the right, and displays the reserved number of the first special symbol according to their display mode. Specifically, when the reserved number of the first special symbol is one, only the left LED is lit, when the reserved number of the first special symbol is two, only the right LED is lit, when the reserved number of the first special symbol is three, the left LED flashes and the right LED is lit, and when the reserved number of the first special symbol is four, the two left and right LEDs flash.

[0046] Similarly, the second special symbol reserved indicator 23 displays the reserved number of the second special symbol. The second special symbol reserved indicator 23 is composed of two LEDs, one on the left and one on the right, and displays the reserved number of the second special symbol according to their display mode. Specifically, when the reserved number of the second special symbol is one, only the left LED is lit, when the reserved number of the second special symbol is two, only the right LED is lit, when the reserved number of the second special symbol is three, the left LED flashes and the right LED is lit, and when the reserved number of the second special symbol is four, the two left and right LEDs flash.

[0047] The normal symbol display device 24 is composed of a single LED, and when the game ball passes through the normal symbol gate 13 in the game area 6, the single LED turns on and off to display the normal symbol variation and the lottery result. When a new normal symbol variation display cannot be started, such as when the normal symbol is currently varying, the normal symbol variation display is put on hold under a predetermined condition.

[0048] The normal symbol reserved indicator 25 is composed of two LEDs, one on the left and one on the right, and displays the number of reserved normal symbols according to their display mode. Specifically, when the number of reserved normal symbols is one, only the left LED lights up, when the number of reserved normal symbols is two, only the right LED lights up, when the number of reserved normal symbols is three, the left LED flashes and the right LED lights up, and when the number of reserved normal symbols is four, both the left and right LEDs flash.

[0049] A first performance drive device 330a, a second performance drive device 330b, and a third performance drive device 330c are provided on the periphery of the play area 6 of the play board 2. The first performance drive device 330a has a first movable role piece 33a. The second performance drive device 330b has a second movable role piece 33b. The third performance drive device 330c has a third movable role piece 33c.

[0050] The first performance drive unit 330a, the second performance drive unit 330b, and the third performance drive unit 330c operate the first movable part 33a, the second movable part 33b, and the third movable part 33c under the control of the lamp / drive control unit 150 of the performance control board 120, to perform a game performance.

[0051] The first movable role 33a performs a rocking motion near the origin position and a drop movement to the center of the play area 6, thereby executing a notice performance indicating that the performance has a high expectation of a jackpot. The second movable role 33b performs a rocking motion near the origin position and a slide movement to the left to the center of the play area 6, thereby executing a notice performance indicating that the performance has a high expectation of a jackpot. The third movable role 33c performs a rocking motion near the origin position and a slide movement to the lower right to the center of the play area 6, thereby executing a notice performance indicating that the performance has a high expectation of a jackpot. These rocking motions, drop movements, and slide movements may be performed alone or in combination, and the more they are performed in combination, the higher the expectation of a jackpot. In addition, there are multiple timings for the drop movement and slide movement, and the expectation of a jackpot differs depending on the timing of the movement.

[0052] As shown in Fig. 1, a first performance lighting device 340a is provided at the center of the first movable role piece 33a. A second performance lighting device 340b is provided at the center of the second movable role piece 33b. A third performance lighting device 340c is provided at the center of the third movable role piece 33c. The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 340c are provided with a first lamp 34a, a second lamp 34b, and a third lamp 34c, which are full-color LEDs, respectively.

[0053] The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 330c perform light emission operations of the first lamp 34a, the second lamp 34b, and the third lamp 34c under the control of the lamp / drive control unit 150 of the performance control board 120, to perform a game performance.

[0054] A game ball number display 84 is provided outside the game area 6 of the game board 2. The game ball number display 84 is composed of a 6-digit 7-segment LED. The game ball number display 84 displays information such as the number of game balls and error messages based on the display data transmitted from the frame control board 160.

[0055] Specifically, the number of game balls currently held by the gaming machine 1 is displayed on the game ball count display 84. In the cases described below, the game ball count display 84 displays the number of game balls obtained by adding or subtracting a predetermined value to the currently displayed number of game balls.

[0056] The game ball number display 84 displays the number of game balls obtained by subtracting a predetermined value from the currently displayed number of game balls when a game ball is shot and when the information on the number of balls held by the gaming machine 1 is transferred to the card unit 9. Specifically, the game ball number display 84 displays the number of game balls obtained by subtracting one from the displayed number of game balls every time one game ball is shot. In addition, when the number of balls held by the gaming machine 1 is transferred to the card unit 9, the game ball number display 84 displays the number of game balls obtained by subtracting the number transferred to the card unit 9 from the displayed number of game balls.

[0057] The game ball number display 84 displays the number of game balls obtained by adding a predetermined value to the currently displayed number of game balls when a prize ball is obtained through a game or when loan notification data indicating the number of loaned balls is received from the card unit 9. The case where a prize ball is obtained through a game is when a game ball enters the general prize winning hole 12, the first start prize winning hole 14, the second start prize winning hole 15, the first large prize winning hole 16, or the second large prize winning hole 17.

[0058] A ring-shaped game notification lamp 86 is provided around the game ball count display 84. The game notification lamp 86 emits a predetermined light in accordance with the display data transmitted from the frame control board 160.

[0059] A count button 82 equipped with a count button detection switch 82a is provided to the right of the effect button 35. By operating the count button 82, it is possible to transfer the ball count data stored in the gaming machine 1 to the card unit 9. The word "count" is printed near the count button 82.

[0060] A card unit 9 connected to the gaming machine 1 is provided on the left side of the gaming machine 1. A bill insertion slot 91 equipped with a bill validator 91a is provided on the upper side of the card unit 9. An amount display 93 is provided below the bill insertion slot 91. The amount display 93 is composed of a two-digit 7-segment LED.

[0061] A loan button 98 equipped with a loan button detection switch 98a is provided below the amount display 93. A ball count display 94 is provided below the loan button 98. The ball count display 94 is composed of a 6-digit 7-segment LED.

[0062] A replay button 96 equipped with a replay button detection switch 96a is provided below the ball count indicator 94. A card insertion slot 92 equipped with a card reader / writer 92a is provided below the replay button 96. An eject button 99 equipped with an eject button detection switch 99a is provided below the card insertion slot 92.

[0063] As shown in FIG. 3, on the back surface of the gaming machine 1, a main control board 110, a performance control board 120, a frame control board 160, a power supply board 175, a power supply plug 176, and a power supply switch 177 are provided.

[0064] 3 and 4, main control board 110 is covered by cover 110c. As shown in Fig. 4, main control board 110 is provided with RAM clear switch 111a, and RAM clear switch 111a protruding from hole 110e can be pressed down even when cover 110c is attached to main control board 110.

[0065] As shown in Fig. 3 and Fig. 4, the frame control board 160 is covered by a cover 160c. As shown in Fig. 4, the frame control board 160 is provided with a frame control display 85 and a game ball number clear SW 180e. The frame control display 85 is composed of a 6-digit 7-segment LED, and displays information such as the number of game balls and error messages based on the display data transmitted from the frame control board 160. Even when the cover 160c is attached to the frame control board 160, the game ball number clear SW 180e protruding from the hole 160e can be pressed.

[0066] (Block diagram of the entire gaming machine) Next, each control means for controlling the progress of the game will be described with reference to a block diagram of the entire gaming machine 1. FIG.

[0067] The gaming machine 1 includes a main control board 110 that controls the overall progress of the game, a performance control board 120 that controls performance related to the game, a frame control board 160 that controls the counting of game balls and the launching of game balls, and a power supply board 175. The power supply board 175 supplies power to the main control board 110, the performance control board 120, and the frame control board 160.

[0068] The main control board 110 is equipped with a main control unit 110m which is a one-chip microcomputer equipped with a main CPU 110a which performs arithmetic processing, a main RAM 110b which serves as a work area for performing arithmetic processing, and a main ROM 110c in which a game control program, etc. is stored, input / output ports, and a RAM clear SW 111a.

[0069] The input / output ports of the main control board 110 are connected to the performance control board 120, the frame control board 160, the general prize opening detection SW 12a, the gate detection SW 13a, the first start opening detection SW 14a, the second start opening detection SW 15a, the first large prize opening detection SW 16a, the second large prize opening detection SW 17a, the specific area detection SW 18a, the start opening opening / closing solenoid 15c, the first large prize opening opening / closing solenoid 16c, the second large prize opening opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special pattern display device 20, the second special pattern display device 21, the first special pattern reserve indicator 22, the second special pattern reserve indicator 23, the normal pattern display device 24, and the normal pattern reserve indicator 25.

[0070] In addition, communication between the main control board 110 and the frame control board 160 is possible by sending and receiving commands in both directions, but communication between the main control board 110 and the performance control board 120 is possible by sending commands in only one direction, from the main control board 110 to the performance control board 120.

[0071] The main CPU 110a of the main control board 110 receives an operating clock from a crystal oscillator, reads out a game control program stored in the main ROM 110c, and performs calculation processing related to the game using the main RAM 110b as a work area. The main CPU 110a performs control processing according to detection signals from each input device (detection switch, etc.), control processing of each output device (display device, etc.), and control processing for transmitting and receiving control commands.

[0072] The main RAM 110b of the main control board 110 is provided with various data storage areas required for game control and storage areas for storing various counters, as will be described in detail later. In the event of a power outage, the data in the usage area of ​​the main RAM 110b is backed up by a backup power source with a checksum added. The data backed up by the backup power source is restored after a data check using the checksum. The main ROM 110c of the main control board 110 is stored with programs and data for game control, as will be described in detail later.

[0073] Based on the performance control commands received from the main control board 110, the performance control board 120 controls the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, and the performance lighting devices 340a, 340b, 340c, 340d, 340e.

[0074] The performance control board 120 is equipped with a performance control unit 120m that controls the progress of the performance based on the performance control commands received from the main control board 110, a display / audio control unit 140 that performs control processing for image display and audio output based on the performance control commands received from the performance control unit 120m, a lamp / drive control unit 150 that performs control processing for light-emitting performances and movable role piece performances based on the performance control commands from the performance control unit 120m, and input / output ports for performance control.

[0075] The performance control unit 120m includes a sub-CPU 120a for performing arithmetic processing, a sub-RAM 120b as a work area for performing arithmetic processing, a sub-ROM 120c in which a performance control program and the like are stored, and an RTC 120d. When power is supplied to the gaming machine 1, the RTC 120d operates on the power supply, and when power is not supplied to the gaming machine 1, it operates on the power of a backup power supply installed in the gaming machine 1. A performance button detection SW35a and cross key detection SW39a, 39b, 39c, 39d, and 39e are connected to the input port of the performance control base 120m.

[0076] The sub-CPU 120a of the performance control unit 120m receives an operating clock from a crystal oscillator based on commands sent from the main control means 110 and input signals from the performance button detection SW35a, etc., reads out the performance control program and data stored in the sub-ROM 120c, performs calculation processing related to game performance using the sub-RAM 120b as a work area, and transmits the performance control commands generated in this processing to the overall control unit 141 and the lamp / drive control unit 150.

[0077] The sub-RAM 120b of the performance control unit 120m is provided with various data storage areas required for performance control and storage areas for storing various counters, as will be described later in detail. The sub-ROM 120c of the performance control unit 120m is provided with programs and data for performance control, as will be described later in detail.

[0078] The display / audio control unit 140 controls the image display device 31 and the audio output device 32 based on the performance control command received from the performance control unit 120m and the frame control board 160. The display / audio control unit 140 includes a general control unit 141 that controls the image display and audio output in a general manner based on the performance control command from the performance control unit 120m and the frame control board 160, a VDP 145 that controls the image display device 31 based on the display control command (display list, etc.) received from the general control unit 141, a CGROM 146 in which image data, etc. are stored, an audio processor 144 that controls the audio output device 32 based on the audio control command received from the general control unit 141, and an audio ROM 148 in which audio data, etc. are stored. The image display device 31 and the audio output device 32 are connected to the input / output port of the audio / display control unit 140.

[0079] The overall control unit 141 includes an overall CPU 141a which performs calculation processing, an overall RAM 141b which is used as a work area when performing calculation processing, an overall ROM 141c which stores an overall control program, etc., and an input / output port to which the image display device 31 and the audio output device 32 are connected.

[0080] The overall CPU 141a of the overall control unit 141 receives an operating clock from a crystal oscillator based on a command sent from the performance control unit 120m, reads the overall control program and data stored in the overall ROM 141c, and performs arithmetic processing related to image display and audio output using the overall RAM 141b as a work area. The overall CPU 141a outputs to the audio processor 144 an audio control command generated by the arithmetic processing that instructs the audio to be output from the audio output device 32, and outputs to the VDP 145 a display control command (display list, etc.) that instructs the performance image to be displayed on the image display device 31.

[0081] The voice processor 144 is connected to the voice ROM 148. The voice ROM 148 stores compressed voice data. The voice processor 144 reads and decodes the voice data from the voice ROM 148 based on a voice control command received from the general control unit 141, and outputs the voice from the voice output device 32 based on the decoded data.

[0082] The VDP 145 is connected to a CGROM 146. The CGROM 146 stores compressed image data, uncompressed palette data, and the like. The image data is composed of pixel information about sprite images and movie images to be displayed on the image display device 31. The pixel information of the image data is composed of color number information and transparency (α value) for each pixel. The palette data is data in which color number information and display colors are associated with each other.

[0083] The VDP 145 is provided with a VRAM 147. The VRAM 147 is provided with a display list storage area, a compressed data decompression area, a first frame buffer area, and a second frame buffer area. The display list storage area is an area for storing a display list output from the general control unit 141. The compressed data decompression area is an area for storing image data obtained by decompressing compressed image data read from the CGROM 146.

[0084] The first frame buffer area and the second frame buffer area are storage areas that store display image data to be displayed on the image display device 31. After drawing of an image to be displayed in one buffer area is completed, while the image data is being transferred to the image display device 31, drawing of the next image to be displayed is performed in the other buffer area. By repeating this alternately, high-speed and smooth display control is realized.

[0085] The VDP 145 stores the display list output from the overall control unit 141, reads out image data corresponding to the display list from the CGROM 146, and performs drawing processing in a drawing frame buffer using this image data. It also generates RGB signals as video signals indicating the colors of the image from the image data stored in the display frame buffer, and outputs the generated RGB signals to the image display device 31.

[0086] The lamp / drive control unit 150 includes a lamp CPU 150a for performing arithmetic processing, a lamp RAM 150b used as a work area when performing arithmetic processing, a lamp ROM 150c storing lamp control programs and data, and an input / output port. The input / output port of the lamp / drive control unit 150 is connected to performance drive devices 330a, 330b, and 330c and performance lighting devices 340a, 340b, 340c, 340d, and 340e.

[0087] The lamp CPU 150a of the lamp / drive control unit 150 receives an operating clock from a crystal oscillator based on commands sent from the performance control unit 120m and the frame control board 160, reads out programs and data related to light emission control and prop drive stored in the lamp ROM 150c, and performs arithmetic processing related to light emission control and prop drive processing using the lamp RAM 150b as a work area. Through this arithmetic processing, the lamp CPU 150a performs drive control of the performance drive devices 330a, 330b, and 330c, and light emission control of the performance lighting devices 340a, 340b, 340c, 340d, and 340e.

[0088] The frame control board 160 controls the counting of game balls and the launching of game balls. The frame control board 160 is connected to the main control board 110 so as to be able to communicate in both directions. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, an input port, an output port, and a game ball count clear SW 180e.

[0089] The input port of the frame control board 160 is connected to the shot ball sensor 2a, the foul ball sensor 2b, the touch sensor 3a, the shot volume 3b, the small ball sensor 81a, the iron ball sensor 81b, the door open detection SW 81c, the counting button detection SW 82a, the card unit input terminal board 83a, and the radio wave detection SW 19a.

[0090] The output port of the frame control board 160 is connected to the launch solenoid 4a, the ball feeding solenoid 4b, the card unit output terminal board 83b, the game ball count indicator 84, the frame control indicator 85, and the game notification lamp 86.

[0091] The launch control unit 170 includes a launch CPU 170a, a launch RAM 170b, and a launch ROM 170c. The launch CPU 170a reads out the programs and data stored in the launch ROM 170c, and performs calculation processing using the launch RAM 170b as a work area. When the power is turned on, the launch CPU 170a performs an initial setting process, and then performs launch control of the game balls.

[0092] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count RAM 180b, and a game ball count ROM 180c. The game ball count CPU 180a reads out programs and data stored in the game ball count ROM 180c, and performs calculation processing using the game ball count RAM 180b as a work area.

[0093] The game ball number CPU 180a performs initial setting processing when the power is turned on, and then performs processing related to subtraction or addition of the number of game balls available for play depending on the progress of the game, and control related to the operation of the counting button detection SW82a depending on the progress of the game.

[0094] The game ball number RAM 180b has various memory areas such as an error 1 occurrence information memory area, an error 2 occurrence information memory area, an error 3 occurrence information memory area, an error 4 occurrence information memory area, a counting button operation valid flag memory area, a counting button operation invalid flag memory area, a game status flag memory area, a game machine information notification waiting flag memory area, an away flag memory area, a game interruption determination flag memory area, a counting notification waiting flag memory area, a time-saving information memory area, a high base information memory area, a small win information memory area, a jackpot information memory area, an auxiliary game information memory area, a consecutive jackpot information memory area, a communication failure determination counter, a game machine information notification waiting timer counter, a counting notification waiting timer counter, a game interruption determination timer counter, a game ball number counter, a fired ball number counter, a total prize ball number counter, and a counted ball number counter.

[0095] Here, in the event of a power outage, the data in the used area of ​​the game ball count RAM 180b is backed up by a backup power source (not shown) with a checksum added, and when the power is restored, this backup information is restored after undergoing a data check using the checksum.

[0096] The power supply board 175 generates a main power supply necessary for the operation of the gaming machine from a power supply supplied from outside the gaming machine via a power plug 176, and supplies the generated main power supply to the main control board 110, the performance control board 120, the frame control board 160, etc. of the gaming machine 1. The power supply board 175 includes a power interruption detection circuit (not shown) that detects whether the voltage of the power supply supplied from outside has dropped and outputs a voltage drop signal to the main control board 110 and the frame control board 160 based on the voltage drop, and a backup power supply circuit (not shown) that supplies backup power to the main control board 110 and the frame control board 160 in the event of a power interruption.

[0097] (Overall block diagram of the card unit) 6, the card unit 9 is provided with a card unit control board 90, a card unit SC board 95, and a power supply board 97. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 95, causing these boards to start operating.

[0098] The card unit control board 90 controls the basic operation of the card unit 9. Specifically, the card unit control board 90 performs processing such as analyzing data received from the gaming machine 1, processing according to inserted bills and cards, processing related to the buttons and displays provided on the card unit 9, and generating data to be transmitted to the gaming machine 1, hall computer, etc.

[0099] The card unit SC board 95 controls communication between the card unit 9 and the outside. Specifically, it controls communication between the card unit 9 and the gaming machine 1, a server (not shown) in a management center, and a hall computer (not shown).

[0100] As shown in FIG. 6, the card unit control board 90 is provided with a one-chip microcomputer 910m having a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c, as well as input ports, output ports, and the like.

[0101] The input port of the card unit control board 90 is connected to a card reader / writer 92a, a replay button detection SW 96a, a loan button detection SW 98a, a discharge button detection SW 99a, and a bill validator 91a. The replay button detection SW 96a outputs a signal indicating that the replay button 96 is pressed. The loan button detection SW 98a outputs a signal indicating that the loan button 98 is pressed. The discharge button detection SW 99a outputs a signal indicating that the discharge button 99 is pressed.

[0102] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.

[0103] The card unit control board 90 includes a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c. The unit CPU 910a reads out programs and data stored in the unit ROM 910c, and performs arithmetic processing using the unit RAM 910b as a work area.

[0104] The unit RAM 910b of the card unit control board 90 is provided with various storage areas such as an amount information storage area, a number of possessed balls information storage area, a number of transfer game balls storage area, a loan receipt result response waiting flag storage area, a game state flag storage area, a continuous jackpot information storage area, a high base information storage area, a time-saving information storage area, a jackpot information storage area, a small jackpot information storage area, an auxiliary game information storage area, a discharge operation invalid flag storage area, a loan operation invalid flag storage area, a loan receipt result response waiting timer counter, etc. The unit ROM 910c of the card unit control board 90 stores programs and various data for controlling the card unit 9.

[0105] (Flow of lending operation, counting operation, card insertion operation, and card ejection operation) Next, the flow of the game ball lending operation performed by the card unit 9 will be described with reference to Fig. 7. When a bill 200 is inserted into the bill insertion slot 91 of the card unit 9 (Fig. 7(a)), a number indicating the amount of the inserted bill (in the example of Fig. 7, "5" indicating 5,000 yen) is displayed on the amount display 93 (Fig. 7(b)).

[0106] In this state, when the loan button 98 is pressed once (FIG. 7(c)), the amount display 93 displays "4" indicating that the amount data (5000 yen) stored in the card unit 9 has been reduced by 1000 yen to 4000 yen, and the game ball count display 84 of the gaming machine 1 displays "250" (FIG. 7(d)). The reason that the amount of 1000 yen is reduced and 250 game balls are loaned out is because balls are loaned out at 4 yen per ball.

[0107] In addition, when the card unit 9 and the gaming machine 1 are in the state shown in Fig. 7(d), the player can perform a lending operation for another 1000 yen worth of gaming balls by pressing the lending button 98 once again. Specifically, when the lending button 98 is pressed once again in the state shown in Fig. 7(d), "3" is displayed on the amount display 93 of the card unit 9, and "500" is displayed on the number of gaming balls display 84 of the gaming machine 1.

[0108] Next, the flow of the counting operation performed in the gaming machine 1 will be described with reference to Fig. 8. When the counting button 82 is pressed once while the number of gaming balls is displayed on the gaming ball number display 84 of the gaming machine 1, the number of gaming balls displayed on the gaming ball number display 84 is decreased by one, and the display on the possessed ball number display 94 of the card unit 9 is increased by one.

[0109] For example, when the number of game balls displayed on the game machine 1 is "12345," if the counting button 82 is pressed once (FIG. 8(a-1)), the number of game balls displayed on the game machine 1 will be "12344," and the number of balls displayed on the card unit 9 will be updated from "0" to "1" (FIG. 8(a-2)).

[0110] In addition, when the number of game balls is displayed on the game ball count display 84 of the gaming machine 1, if the counting button 82 is pressed once, the number of game balls displayed on the game ball count display 84 will be reduced by 250 and displayed, and the number of balls held display 94 of the card unit 9 will be increased by 250.

[0111] For example, when the game ball count display 84 of the gaming machine 1 shows "12345," if the counting button 82 is pressed once and held (Figure 8(b-1)), the game ball count display 84 will show "12095," and the ball count display 94 of the card unit 9 will be updated from "0" to "250" (Figure 8(b-2)).

[0112] Next, the ejection and insertion operations of the card 201 and the flow of a replay game will be described with reference to Fig. 9. When the ejection button 99 of the card unit 9 is pressed, the amount data displayed on the amount display 93 and the number of balls displayed on the number of balls display 94 at that time are written to the card 201, and the card 201 with the amount data and the number of balls written is ejected from the card insertion slot 92.

[0113] For example, when the amount display 93 of the card unit 9 shows "4" and the ball count display 94 shows "1234," pressing the eject button 99 (Figure 9(a-1)) causes a card 201 having amount data of 4000 yen and ball count data of 1234 stored therein to be ejected from the card insertion slot 92 (Figure 9(a-2)).

[0114] When the eject button 99 of the card unit 9 is pressed while the number of balls held is displayed on the game ball count display 84 of the gaming machine 1, the amount data and the number of balls held are not written to the card 201 and the card 201 is not ejected. Therefore, when the player wants to eject the card 201 in the above state, the player transfers all of the number of balls held stored in the gaming machine 1 to the card unit 9 by performing a counting operation of pressing the counting button 82 of the gaming machine 1, and then ejects the card 201 by pressing the eject button 99 of the card unit 9.

[0115] In addition, when the card 201 is inserted into the card unit 9 and the ball count display 94 in the card unit 9 stores a ball count of 1 or more, pressing the replay button 96 transfers a predetermined number of balls to the gaming machine 1.

[0116] For example, when the replay button 96 is pressed while the ball count display 94 of the card unit 9 shows "600" (Figure 9(b-1)), "250" of the "600" game balls stored in the card unit 9 are transferred to the gaming machine 1, the ball count display 94 of the card unit 9 shows "350", and the game ball count display 84 of the gaming machine 1 is updated from "0" to "250" (Figure 9(b-2)).

[0117] In addition, when a player inserts card 201, which stores amount data and ball count data, into card insertion slot 92, card 201 is stored in card unit 9, and the amount data stored in card 201 is displayed on amount display 93, and the ball count data stored in card 201 is displayed on ball count display 94.

[0118] For example, when card 201 storing amount data of 4000 yen and ball count data of 1234 is inserted into card insertion slot 92 (Figure 9(c-1)), card 201 is stored in card unit 9, and "4" is displayed on amount display 93 and "1234" is displayed on ball count display 94 (Figure 9(c-2)).

[0119] However, the card unit 9 will not accept the insertion of a new card 201 into the card insertion slot 92 when the amount is displayed on the amount display 93 or the number of balls displayed on the number of balls displayed.

[0120] (Game status of gaming machine 1) The gaming machine 1 has a normal state and a low base time-saving state in which the game is played by hitting from the left, and a high base time-saving state in which the game is played by hitting from the right. In these gaming states, the ease of winning the game ball into the second starting hole 15 is different.

[0121] The gaming machine 1 executes a normal pattern lottery when the starting condition for the normal pattern is met based on the passage of the gaming ball through the normal pattern gate 13. If the result of the normal pattern lottery is a win, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a winning manner, and the movable piece 15b is controlled to open in a predetermined manner. If the result of the normal pattern lottery is a loss, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a losing manner.

[0122] As shown in Fig. 10, the normal symbol variation time is 90 seconds in the normal state, 89 seconds in the low base time-saving state, and 4 seconds in the high base time-saving state. In addition, the opening control time of the movable piece 15b when the result of the normal symbol lottery is a win is 0.1 seconds in the normal state, 0.11 seconds in the low base time-saving state, and 8 seconds in the high base time-saving state.

[0123] The shorter the normal symbol fluctuation time, the more opportunities there are for the normal symbol to be drawn, and the longer the opening time of the movable piece 15b when the normal symbol lottery result is a winning symbol, the more opportunities there are for the game ball to win, and the higher the likelihood of the game ball winning. Therefore, in the high base time-saving state, the normal symbol fluctuation time is significantly shorter than in the normal state and the low base time-saving state, and the opening time of the second start hole 15 is also significantly longer, so that the ease of the game ball winning in the second start hole 15 is higher than in the normal state and the low base time-saving state.

[0124] On the other hand, in the low base time-saving state, the time it takes for the normal symbols to change is slightly shorter and the opening time of the second starting hole 15 is slightly longer than in the normal state, making it easier for the game ball to enter the second starting hole 15 than in the normal state.

[0125] Therefore, the ease of winning a game ball into the second starting hole 15 increases in the order of the high base time-saving state, the low base time-saving state, and the normal state. Therefore, if the game state is more advantageous to the player the higher the ease of winning a game ball into the second starting hole 15, the game states more advantageous to the player are in the order of the high base time-saving state, the low base time-saving state, and the normal state.

[0126] Also, as shown in Figure 10, the gaming states of the gaming machine 1 include non-playable state 1 and non-playable state 2 in addition to the three gaming states (normal state, low base time-saving state, and high base time-saving state) which differ in the ease with which the gaming ball can enter the second starting hole 15 described above.

[0127] The unplayable state 1 is a gaming state in which a game cannot be played due to a complete function activation error occurring in the main control board 110. The complete function activation error is an error that occurs when the maximum number of game balls acquired in the gaming machine 1 exceeds the daily upper limit of 95,000 balls, in order to restrict further game play.

[0128] The game unplayable state 2 is a game state in which the game cannot be played due to a specific error occurring in the frame control board 160. The specific errors in the frame control board 160 include a small ball detection error, an iron ball detection error, and a radio wave detection error.

[0129] In this embodiment, since a non-magnetic gaming ball is used, an iron ball error is detected, but if a magnetic gaming ball is used, a magnet error may be detected instead of an iron ball error.

[0130] (Game flow) Next, the game flow of the gaming machine 1 will be described using the game flow of the gaming machine 1. FIG.

[0131] In the gaming machine 1, a jackpot lottery is executed when the start condition of the first special symbol based on the entry of a game ball into the first start hole 14 is established and the start condition of the second special symbol based on the entry of a game ball into the second start hole 15 is established. If the special symbol lottery result is a jackpot, the special symbol stops in a jackpot stop mode after a predetermined period of time of variable display, and the first large prize winning hole 16 is controlled to open in a predetermined mode. If the special symbol lottery result is a small prize, the special symbol stops in a small prize stop mode after a predetermined period of time of variable display, and the second large prize winning hole 17 is controlled to open in a predetermined mode. If the special symbol lottery result is a miss, the special symbol stops in a miss stop mode after a predetermined period of time of variable display. There are two types of misses: normal misses and special misses.

[0132] A special miss is a miss that is selected by a jackpot lottery that is held when the starting conditions for the first special symbol and the second special symbol are met. The special misses that are selected as the lottery results for the first special symbol consist of four types: special miss a, special miss b, special miss c, and special miss d. The special misses that are selected as the lottery results for the second special symbol consist only of special miss e. When a special miss occurs in normal mode, the game state transitions to a low base time-saving state or a high base time-saving state depending on the type of special miss that has been achieved.

[0133] The gaming machine 1 has six types of first-class jackpots and three types of second-class jackpots. The first-class jackpot is a special game in which the first large prize opening 16 is controlled to open in a predetermined manner after the special symbol stops as a jackpot symbol. The second-class jackpot is a special game that is played on the condition that the game ball passes through the specific area 19B when the special symbol stops as a small prize symbol and the second large prize opening 17 is controlled to open in a predetermined manner.

[0134] For the Type 1 jackpot, there are four types of special games that are executed when the first special symbol stops on a jackpot symbol (A for Type 1 10R, B for Type 1 2R, C for Type 1 2R, D for Type 1 10R), and two types of special games that are executed when the second special symbol stops on a jackpot symbol (F for Type 1 10R, G for Type 1 2R).

[0135] In the first type 10R per A, the first type 10R per D, and the first type 10R per F, ten rounds of play are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first large prize opening 16 is controlled to be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

[0136] In the first type 2R B, first type 2R C, and first type 2R G, two rounds of play are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first large prize opening 16 is controlled to be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

[0137] In the second type of big win, when the second special symbol stops on the small win symbol and the game ball passes through the specific area 19B during the small win, there are three types of special games (H for Type 2 9R, I for Type 2 2R, and J for Type 2 9R).

[0138] In the second type 9R win H and the second type 9R win J, nine rounds of play are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first large prize opening 16 is controlled to be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

[0139] In the second type 2R I, two rounds of play are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first large prize opening 16 is controlled to be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

[0140] The game flow of the gaming machine 1 will be described below with reference to FIG. 11. When A for 10R or B for 2R is established in the normal state, the game state after the special game ends becomes the normal state again. When C for 2R or D for 10R is established in the normal state, the game state after the special game ends becomes the high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 16 times.

[0141] When special miss a or special miss e occurs in the normal state, the game state changes to the high base time-saving state, where the upper limit of the high base time-saving number of times (J) is 100 times. When special miss b, special miss c, or special miss d occurs in the normal state, the game state changes to the low base time-saving state. The upper limit of the low base time-saving number of times (B) of the low base time-saving state, which is entered by the establishment of the above three types of special misses, is 600 times (special miss b), 400 times (special miss c), and 200 times (special miss d), respectively. In the case of a normal miss, which is a miss other than the above five types of special misses, the game state does not change (except when the variable number of times (L) described below becomes 800 times).

[0142] When C per 2R of the first type is established in the low base time-saving state, the game state after the special game ends will be the low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 100 times. When A per 10R of the first type or B per 2R of the first type is established in the low base time-saving state, the game state after the special game ends will be the normal state. When D per 10R of the first type is established in the low base time-saving state, the game state after the special game ends will be the high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 16 times.

[0143] In the low base time-saving state, when a special miss or a normal miss occurs and the low base time-saving count (B) reaches a predetermined count (100, 200, 400, or 600), the game state returns to the normal state.

[0144] In either the normal state or the low base time-saving state, if a special miss or a normal miss occurs and the number of fluctuations (L) reaches 800, the game state changes to the high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 100.

[0145] In the high base time-saving state, if F per 10R of the first type, G per 2R of the first type, H per 9R of the second type, or I per 2R of the second type is established, the game state after the special game ends will return to the high base time-saving state where the upper limit of the number of high base time-saving times (J) is 16 times. In the high base time-saving state, if J per 9R of the second type is established, the game state after the special game ends will return to the normal state. In the high base time-saving state, if a special miss or normal miss is established and the high base time-saving times (J) reaches the upper limit of 16 times or 100 times, the game state will return to the normal state.

[0146] As the game flow above shows, the low base time-saving state is a game state in which it is more difficult to transition to the high base time-saving state than the normal state. Specifically, the conditions for transitioning from the low base time-saving state to the high base time-saving state are that the number of fluctuations (L) reaches 800 and that D is won per 10R of the first type. However, in addition to the above two conditions, the conditions for transitioning from the normal state to the high base time-saving state also include the establishment of special miss a or special miss e, and the establishment of C per 2R of the first type.

[0147] Therefore, in terms of the ease of the game ball entering the second starting hole 15, the low base time-saving state is higher than the normal state, but in terms of the ease of transition to the most advantageous high base time-saving state, the normal state is higher than the low base time-saving state. Therefore, when in the low base time-saving state, the player plays with the aim of transitioning to the normal state. Specifically, when in the low base time-saving state, the player plays with the aim of achieving A per 10R of the first type or B per 2R of the first type, or playing to consume the specified number of low base time-saving times (B).

[0148] As described above, in addition to the route from the normal state to the high base time-saving state, a route from the low base time-saving state to the high base time-saving state is also provided. Specifically, when the first type D per 10R is established in the low base time-saving state or the number of fluctuations (L) reaches 800 times, the low base time-saving state transitions to the high base time-saving state. Therefore, even if the player is in the low base time-saving state, if the first type D per 10R is established, the state transitions to the high base time-saving state, so that the player can always play with the expectation of transitioning to the high base time-saving state.

[0149] In addition, even if the player is in the low base time-saving state, when the number of fluctuations (L) is only a few revolutions away from 800, the number of fluctuations (L) will reach 800 revolutions by consuming the remaining few fluctuation displays, and the player will definitely move to the high base time-saving state, so that the player can play with very high expectations.

[0150] In addition, when the high base time-saving state is entered, if F per 10R of the first type, G per 2R of the first type, H per 9R of the second type, and I per 2R of the second type continue to occur before the specified transition conditions for entering the normal state are met, the high base time-saving state will continue after the special game ends, making it possible to obtain a large number of game balls.

[0151] More details will be given later, but the specified transition conditions for moving from the high base time-saving state to the normal state are: winning a Type 2 9R J, the stopping of fluctuations at the maximum number of misses (16th or 100th) after moving to the high base time-saving state (transition condition 1), the second small win after moving to the high base time-saving state (transition condition 2), and the start of the 100th fluctuation display of the normal pattern (transition condition 3).

[0152] In this embodiment, the above four conditions are used as the conditions for transitioning from the high base time-saving state to the normal state, but the condition may also be that the number of times the normal pattern has been won has reached a predetermined number (including 1) since transitioning to the high base time-saving state.

[0153] Furthermore, even if any of the above-mentioned specified transition conditions are met to transition from the high base time-saving state to the normal state, the normal state is a gaming state that is more likely to transition to the high base time-saving state than the low base time-saving state, so it can be expected that the game will return to the high base time-saving state in a short period of time.

[0154] (Mode background image) Next, there will be described background images of presentation modes corresponding to game states of the gaming machine 1. FIG.

[0155] As shown in FIG. 12, the gaming machine 1 has three presentation modes: land mode, sea mode, and underwater temple mode. The land mode is a presentation mode corresponding to a low base time-saving state. The sea mode is a presentation mode corresponding to a normal state. The underwater temple mode is a presentation mode corresponding to a high base time-saving state. However, as will be described in detail later, the presentation modes and game states generally have the above-mentioned corresponding relationship, but there are exceptional cases in which the above-mentioned corresponding relationship does not exist.

[0156] In land mode, land background images (rural background, urban background, desert background) are displayed. In sea mode, underwater background images (shallow water background, deep sea background) are displayed. In underwater temple mode, underwater temple background images are displayed.

[0157] From the viewpoint of game flow, the game state becomes more advantageous in the order of high base time-saving state, normal state, and low base time-saving state as described above, so the background image of the presentation mode is set so that the closer it is to the seabed, the more advantageous the background image becomes.

[0158] In the ground mode, three types of background images are provided: a rural background image, a city background image, and a desert background image, but the background image to be displayed may be changed according to the progress of the number of low base time-saving times (B). For example, the background image may be displayed in the order of desert background image, city background image, and rural background image as the number of remaining times until the specified consumption of the low base time-saving times decreases.

[0159] In addition, as described later, when the game state is to be shifted to the sea mode under a predetermined condition regardless of whether the game state is the low base time-saving state or the normal state, the game state may be suggested to the player based on the duration of the display of the shallow water background image and the deep sea background image and the transition state. In that case, for example, the more frequently the deep sea background image is displayed, the more likely it is that the game state is the normal state.

[0160] (Command transmission between the frame control board, main control board and card unit) The main control board 110 of the gaming machine 1 generates a gaming machine information notification command and transmits the generated gaming machine information notification command to the frame control board 160. The gaming machine information notification command is a command including information indicating the gaming state of the gaming machine 1 and the progress and stop status of the game.

[0161] When the frame control board 160 receives the gaming machine information notification command from the main control board 110, it transmits a response command to the main control board 110. The main control board 110 checks whether or not the response command has been received, and determines whether or not a communication failure has occurred based on the reception status of the response command.

[0162] Specifically, the gaming machine information notification command is a command including information indicating whether or not a complete function activation error has occurred, information indicating that a gaming ball has entered the start port, information indicating that a gaming ball has entered the large prize port, information indicating that a time-saving gaming state is in progress (time-saving gaming information), information indicating that a high base time-saving gaming state is in progress (high base gaming information), information indicating that a jackpot game is in progress (jackpot game information), information indicating that a small jackpot game is in progress (small jackpot game information), information indicating that the second starting port 15 is open (auxiliary gaming information), information indicating that a transition has been made from a high base time-saving gaming state to a normal state until a specified condition is met (consecutive jackpot game information), and the like.

[0163] The following describes the information contained in the gaming machine information notification command, namely, information during time-saving, information during high base, information during jackpot, information during small jackpot, information during auxiliary play, and information during consecutive jackpots.

[0164] (Information on shortened hours) The time-saving information is a flag stored in the time-saving information storage area of ​​the main RAM 110b, and is a flag that is set when the game state of the main control board 110 is a high base time-saving state or a low base time-saving state. Specifically, the time-saving information is a flag that is set when transitioning to a high base time-saving state or a low base time-saving state, and is cleared when transitioning to a normal state (including the start of a jackpot game).

[0165] (High base medium information) The high base information is a flag stored in the high base information storage area of ​​the main RAM 110b, and is a flag that is set when the game state of the main control board 110 is in the high base time-saving state. Specifically, the high base information is a flag that is set when transitioning to the high base time-saving state, and is cleared when transitioning to the normal state (including the start of a big win game) or the low base time-saving state.

[0166] (Jackpot Information) The jackpot information is a flag stored in the jackpot information storage area of ​​the main RAM 110b, and is a flag that is set when a jackpot game is being played by the main control board 110. Specifically, the jackpot information is a flag that is set at the start of an opening game of a jackpot game and is cleared at the end of an ending game of the jackpot game.

[0167] (Small win information) The small win information is a flag stored in the small win information storage area of ​​the main RAM 110b, and is a flag set while a small win game is being played by the main control board 110. Specifically, the small win information is a flag that is set at the start of the opening game of the small win game and is cleared at the end of the ending game of the small win game.

[0168] (Information during auxiliary play) The auxiliary game information is a flag stored in the auxiliary game information storage area of ​​the main RAM 110b, and is a flag that is set while the second start hole 15 is being controlled to open by the main control board 110. Specifically, it is a flag that is set when the variation of the normal symbol stops when the lottery result of the normal variable symbol is a win, and is cleared when the opening control of the second start hole 15 based on the winning of the normal symbol ends.

[0169] (Information on consecutive jackpots) The continuous jackpot information is a flag stored in the continuous jackpot information storage area of ​​the main RAM 110b, and is a flag set during a state in which continuous jackpots are likely to occur. Specifically, the continuous jackpot information is a flag set at the start of a jackpot game that transitions to a high base time-saving state (such as a first type 2R win C in a normal state) or at the time of a miss fluctuation stop that transitions to a high base time-saving state (such as a fluctuation stop that results in a special miss a or a special miss e in a normal state).

[0170] The continuous jackpot information is a flag that is cleared when the game state transitions from the high base time-saving state to the normal state, there is no reserved information for the second special symbol, the variable display of the second special symbol ends, and the second start hole 15 is not open-controlled or the open control of the second start hole 15 that is open-controlled ends. The continuous jackpot information is also a flag that is cleared when the game state transitions from the high base time-saving state to the normal state and the variable display of the first special symbol starts.

[0171] Below, we will explain the high base state fall flag and the consecutive jackpot information clear preparation flag used when clearing the above-mentioned consecutive jackpot information flag.

[0172] (High base state fall flag) The high base state fall flag is a flag stored in the high base state fall memory area of ​​main RAM 110b, and is set when, when the consecutive jackpot information flag is set in the consecutive jackpot information memory area of ​​main RAM 110b, it is determined that the game state will subsequently fall to the normal state (excluding the normal state to which it transitions during a jackpot).

[0173] As will be described in more detail later, the high base state fall flag is set when, in the high base state, the jackpot game starts, which will transition to the normal state after it ends (step S330-4-11 in FIG. 51, step S351-10 in FIG. 56), when the miss fluctuation stops after 16 or 100 fluctuations, which are the upper limit of the high base time-saving count (J) (step S310-19 in FIG. 46), when the second small jackpot game starts (step S330-7-11 in FIG. 52), or when the 100th normal pattern fluctuation display starts (step S410-9 in FIG. 59).

[0174] (Continuous jackpot information clear preparation flag) The continuous jackpot information clear preparation flag is a flag that is set in the continuous jackpot information clear preparation memory area of ​​the main RAM 110b, and is set when the continuous jackpot information clear processing is ready to be performed.

[0175] The continuous jackpot information clear preparation flag is a flag that is set when the variable display of the last second special symbol ends with the high base state fall flag set (step S330-23 in FIG. 50). In addition, when the continuous jackpot information clear preparation flag is set and it is determined that the opening game of the second start port 15 has ended (step S420-15 in FIG. 60), or that the opening game of the second start port 15 has not been performed (step S410-29 in FIG. 59), the continuous jackpot information flag is cleared. Details of the continuous jackpot information clear process will be described later.

[0176] In addition, the clearing of the flag of the continuous big win information may be performed without setting the continuous big win information clear preparation flag. Specifically, the continuous big win information is cleared when the variable display of the first special symbol starts even if the second start hole 15 is controlled to open in a state where the flag of the high base state fall is set (step S310-7 in FIG. 46).

[0177] Details regarding the setting and clearing of flags for time-saving information, high base information, jackpot information, small jackpot information, auxiliary play information, and consecutive jackpot information in the main control board 110, as well as the transmission of this information from the main control board 110 to the frame control board 160, will be described later.

[0178] Fig. 13 is a diagram showing an example of transmission and reception of a gaming machine information notification command and a response command between the main control board 110 and the frame control board 160. As shown in Fig. 13, the main control board 110 transmits a gaming machine information notification command to the frame control board 160 every 108 ms. Note that, although the transmission cycle of the gaming machine information notification command is 108 ms as described above, there may be cases where an error actually occurs in the transmission cycle. Even in such cases, it is desirable that the allowable error in the transmission cycle is within ±4 ms.

[0179] The frame control board 160 transmits a response command to the main control board 110 within 10 ms after receiving a gaming machine information notification command from the main control board 110. If a situation occurs 10 times in succession where the frame control board 160 does not transmit a response command within 10 ms after transmitting a gaming machine information notification command, the main control board 110 determines that a communication failure has occurred and causes the image display device 31 to display a communication failure occurrence notification. Details of the gaming machine information notification process of the main control board 110 will be described later.

[0180] As shown in Fig. 14, the frame control board 160 of the gaming machine 1 transmits gaming machine information notification data to the card unit 9 every 300 ms. As described above, the transmission period of the gaming machine information notification data is 300 ms, but it is possible that an error actually occurs in the transmission period. Even in that case, it is desirable that the allowable error in the transmission period is 300 ms to 310 ms. Details of the gaming machine information notification process of the frame control board 160 will be described later.

[0181] The gaming machine information notification data includes information indicating the gaming status of the gaming machine 1, information indicating whether or not a complete function activation error has occurred, information indicating whether or not a small ball detection error has occurred, information indicating whether or not an iron ball detection error has occurred, information indicating whether or not a radio wave detection error has occurred, information indicating the number of gaming balls, information indicating the number of fired balls, information indicating the total number of winning balls, information indicating that a prize has been won at the start port, information indicating that a prize has been won at the large prize port, information indicating that the game is in a time-saving game state (information during time-saving), information indicating that the game is in a high base time-saving state (information during high base), information indicating that a jackpot game is in progress (information during jackpot), information indicating that a small jackpot game is in progress (information during small jackpot), information indicating that the second starting port 15 is in an open state (information during auxiliary game), and information indicating that the period from the transition to the high base time-saving state to the transition to the normal state until a specified condition is met (information during consecutive jackpots).

[0182] As shown in FIG. 15, the frame control board 160 transmits counting notification data to the card unit 9 100 ms after transmitting the gaming machine information notification data to the card unit 9. The counting notification data is data indicating the number of gaming balls transferred from the gaming machine 1 to the card unit 9. As described above, the counting notification data is transmitted 100 ms after transmitting the gaming machine information notification data, but the transmission timing may be shifted due to actual control. Even in that case, it is preferable that the counting notification data is transmitted 90 to 100 ms after transmitting the gaming machine information notification data. Details of the counting notification process of the card unit 9 will be described later.

[0183] 16, when the card unit 9 accepts a loan operation by operating the replay button 96 or the loan button 98, it transmits loan notification data to the frame control board 160. The loan notification data is data indicating the number of game balls playable on the gaming machine 1 that is transferred from the card unit 9 to the gaming machine 1. Although not shown, the loan notification data is transmitted within 170 ms after the card unit 9 receives the count notification data from the frame control board 160.

[0184] When the frame control board 160 receives the loan notification data from the card unit 9, it transmits loan acceptance result response data to the card unit 9. If the card unit 9 does not receive the loan acceptance result response data from the frame control board 160 within 10 ms after transmitting the loan notification data, it resends the loan notification data. Details of the loan processing and response confirmation processing of the card unit 9 will be described later.

[0185] (About turning on the power of gaming machines) When the power is turned on by operating the power switch 177 located on the back of the gaming machine 1, power is supplied from the power supply board 175 to the main control board 110, the performance control board 120, and the frame control board 160, and each board starts up.

[0186] There are four types of power-on operations for the gaming machine 1: normal power-on operation, main control board RAM clear power-on operation, frame control board RAM clear power-on operation, and all RAM clear power-on operation. The above four types of power-on operations are explained below with reference to FIG. 17.

[0187] The normal power-on operation is performed by turning on the power SW177 (FIG. 17(a-2)) without pressing the RAM clear SW111a and the game ball count clear SW180e (FIG. 17(a-1)).

[0188] The main control board RAM clear power-on operation is executed by pressing the RAM clear SW111a and turning on the power SW177 (FIG. 17(b-2)) with the game ball count clear SW180e not pressed (FIG. 17(b-1)). When the power is turned on by the main control board RAM clear power-on operation, an initialization process is performed which involves clearing all areas of the main RAM 110b of the main control board 110. Details of the initialization process of the main control board 110 will be described later.

[0189] The frame control board RAM clear power-on operation is executed by turning on the power SW177 (FIG. 17(c-2)) with the RAM clear SW111a not pressed and the game ball count clear SW180e pressed (FIG. 17(c-1)). When the power is turned on by the frame control board RAM clear power-on operation, an initialization process is performed which involves clearing the entire area of ​​the game ball count RAM 180b of the frame control board 160. Details of the initial setting process of the frame control board 160 will be described later.

[0190] The all-RAM clear power-on operation is executed by pressing the RAM clear SW111a and the ball count clear SW180e (FIG. 17(d-1)) and turning on the power SW177 (FIG. 17(d-2)). When the power is turned on by the all-RAM clear power-on operation, initialization processing of each board is performed, which involves clearing the entire area of ​​the main RAM 110b of the main control board 110 and the entire area of ​​the ball count RAM 180b of the frame control board 160.

[0191] Next, various tables stored in the main ROM 110c will be described. Fig. 18 shows a special symbol win / loss lottery determination table and a normal symbol win / loss lottery determination table of the gaming machine 1.

[0192] (Win / lose lottery decision table) Specifically, FIG. 18(a) is a jackpot lottery determination table for the first special pattern, FIG. 18(b) is a jackpot lottery determination table for the second special pattern, and FIG. 18(c) is a jackpot lottery determination table for the normal pattern.

[0193] As shown in Fig. 18(a), the lottery results based on the first special symbol are 3 types: big win, special miss, and normal miss. As shown in Fig. 18(b), the lottery results based on the second special symbol are 4 types: big win, small win, special miss, and normal miss. The main CPU 110a refers to the big win lottery determination table shown in Fig. 18(a) and Fig. 18(b) and determines the lottery result based on the acquired big win random number value.

[0194] As shown in FIG. 18(c), the result of the lottery based on the normal symbol is either a win or a miss. The main CPU 110a refers to the winning lottery determination table shown in FIG. 18(c) and determines the lottery result based on the acquired normal symbol random number value. As shown in FIG. 18(c), the probability of winning based on the normal symbol lottery is the same in the normal state, the low base time-saving state, and the high base time-saving state. However, the probability of winning based on the normal symbol lottery may be changed depending on the game state.

[0195] (Pattern determination table) Fig. 19 is a diagram showing a big win and small win symbol determination table of the gaming machine 1. Specifically, Fig. 19(a) is a big win symbol determination table. In the big win symbol determination table, the type of special symbol display device, the special symbol random number value, the type of special symbol (type of big win), the stop symbol data, and the symbol designation command are associated with each other.

[0196] 19(b) is a small win symbol determination table. The small win symbol determination table is associated with special symbol random number values, types of special symbols (types of big wins that are executed by winning in the specific area 19B), stop symbol data, and symbol designation commands. In the gaming machine 1, the small win is established only by drawing the second special symbol, but the small win may be established by the drawing result of the first special game.

[0197] The symbol designation command is composed of one byte of MODE data indicating the classification of the control command and one byte of DATA indicating the content of the control command to be executed. In addition, even if it is a control command (for example, a variation pattern designation command, etc.) transmitted from another main control board 110 to the performance control unit 120m described later, the data structure of the command is the same as that of the symbol designation command.

[0198] Fig. 20 is a diagram showing a symbol determination table for a losing symbol of the gaming machine 1. Specifically, Fig. 20(a) is a symbol determination table for a special losing symbol, and Fig. 20(b) is a symbol determination table for a normal losing symbol.

[0199] As shown in Fig. 18, the special miss is selected by a win / lose lottery based on the first special symbol and a win / lose lottery based on the second special symbol. The special miss symbol determination table shown in Fig. 20(a) is associated with the type of special symbol display device, the special symbol random number value, the type of special symbol (type of special miss), the stop symbol data, and the symbol designation command. The normal miss symbol determination table shown in Fig. 20(b) is associated with the type of special symbol display device, the special symbol random number value, the type of special symbol (type of normal miss), and the stop symbol data.

[0200] When the special symbol starts to vary, the main CPU 110a determines a symbol designation command based on the symbol determination table shown in Figures 19 and 20 and the acquired special symbol random number value, and transmits the determined symbol designation command to the performance control unit 120m.

[0201] (Special game end setting table) FIG. 21 shows a special game end setting table for determining the game state after the special game of the gaming machine 1 ends.

[0202] The setting table at the end of the special game corresponds to the type of special pattern display device, the type of special pattern, the stopping pattern data, the game status information set in the game status buffer, the game status at the end of the special game, the low base time-saving number of times (B), and the high base time-saving status (J).

[0203] The "game state buffer" is a memory area provided in the main RAM 110b, and is a memory area in which information indicating the game state at the time of the change in which the big win occurs is stored. As described above, the game state of the gaming machine 1 is composed of a normal state, a low base time-saving state, and a high base time-saving state.

[0204] The game status at the time of the change due to the jackpot winning will be the normal state if the game status information in the game status buffer is "00H", the low base time-saving state if the game status information in the game status buffer is "01H", and the high base time-saving state if the game status information in the game status buffer is "02H".

[0205] The main CPU 110a refers to the setting table at the end of the special game shown in FIG. 21, and determines the game state after the special game ends, the low base number of time reductions (B), and the high base number of time reductions (J) based on the stop data of the special pattern and the game state information in the game state buffer.

[0206] Below, although it overlaps with the game flow explained using FIG. 11 in part, a detailed explanation will be given of the change in the game state when each jackpot symbol stops as a special symbol.

[0207] When special symbol A stops (when A is selected for the first type 10R) and when special symbol B stops (when B is selected for the first type 2R), the game status after the special game ends will be normal regardless of the game status information in the game status buffer.

[0208] When the special symbol C stops (when C is selected per Type 1 2R), the game state after the special game ends will be a high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 16 times if the game state information in the game state buffer is in the normal state, and will be a low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 100 times if the game state information in the game state buffer is in the low base time-saving state or high base time-saving state.

[0209] When the special symbol D stops (when D is selected for the first type 10R), the game state after the special game ends will be a high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 16 times, regardless of the game state information in the game state buffer.

[0210] When the special pattern F stops (when F is selected for the first type per 10R), when the special pattern G stops (when G is selected for the first type per 2R), when the special pattern H stops (when H is selected for the second type per 9R), or when the special pattern I stops (when I is selected for the second type per 2R), and when the second type special game is executed, the game state after the special game ends will be a high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 16 times, regardless of the game state information in the game state buffer.

[0211] When the special symbol J stops (when J is selected for the second type 9R win) and the second type special game is executed, the game state after the special game ends will be the normal state regardless of the game state information in the game state buffer.

[0212] In this embodiment, only the second type 9R win J is provided as a jackpot based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after the end, but multiple types of jackpots based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after the end may be provided. Also, as a jackpot based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after the end, one type may be provided instead of two types.

[0213] In this embodiment, when a transition from the normal state to the high base time-saving state occurs as a result of a jackpot being achieved, the upper limit number of times the high base time-saving count (J) can be set to the same 16 times in any case of jackpot, but the upper limit number of times the high base time-saving count (J) can be set to different numbers depending on the type of jackpot that has been achieved.

[0214] As mentioned above, when a jackpot is encountered to transition from the normal state to the high base time-saving state, the upper limit of the number of high base time-saving times (J) is set to 16. However, as shown in FIG. 11, when a special miss occurs or the number of fluctuations (L) reaches 800, the upper limit of the number of high base time-saving times (J) is set to 100.

[0215] However, the number of high base time-saving times (J) may be the same when transitioning to the high base time-saving state is triggered by a jackpot and when transitioning to the high base time-saving state is triggered by a special miss or the number of fluctuations (L) reaching 800.

[0216] (Setting table for when special losing symbols stop) FIG. 22 is a diagram showing a setting table for determining a game state after the special losing symbol of the gaming machine 1 has stopped.

[0217] The setting table for when the special missing pattern stops corresponds to the type of special pattern display device, the type of special pattern, stopped pattern data, the game state before the pattern stops, the game state when the pattern stops, the number of low base time reductions (B), and the number of high base time reductions (J).

[0218] Below, although it overlaps with the game flow explained using FIG. 11 in part, we will explain the change in the game state when each losing symbol stops as a special symbol.

[0219] When the special pattern a stops (when special miss a is selected), if the game state before the pattern stops is the normal state, the game state becomes the high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 100 times, if the game state before the pattern stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained, and if the game state before the pattern stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0220] When the special symbol b stops (when the special miss b is selected), if the game state before the symbol stops is the normal state, the game state becomes the low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 600 times, if the game state before the symbol stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained, and if the game state before the symbol stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0221] When the special symbol c stops (when the special miss c is selected), if the game state before the symbol stops is the normal state, the game state becomes the low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 400 times, if the game state before the symbol stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained, and if the game state before the symbol stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0222] When the special symbol d stops (when the special miss d is selected), if the game state before the symbol stops is the normal state, the game state becomes the low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 200 times; if the game state before the symbol stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained; if the game state before the symbol stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0223] When the special symbol e stops (when the special miss e is selected), if the game state before the symbol stops is the normal state, the game state becomes the high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 100 times; if the game state before the symbol stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained; if the game state before the symbol stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0224] Although not shown in the table in FIG. 22, when special pattern y stops (when a normal miss is selected by drawing the first special pattern) and when special pattern z stops (when a normal miss is selected by drawing the second special pattern), the game state does not change, unlike when a special miss is selected.

[0225] However, when a special miss or a normal miss is selected, the game state when the pattern stops is as described above, but there are cases where the game state is controlled differently from the above control. Specifically, when the number of fluctuations (L) reaches 800 times in the normal state or low base time-saving state, the game state becomes a high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 100 times, regardless of the type of the missing pattern. Also, when the high base time-saving number of times (J) reaches the upper limit of 16 times or 100 times in the high base time-saving state, the game state becomes the normal state regardless of the type of the missing pattern.

[0226] In this embodiment, as the special miss that transitions to the high base time-saving state in the normal state, the special miss a by drawing the first special symbol and the special miss e by drawing the second special symbol are provided, but it is also acceptable to provide a plurality of types of special misses that transition to the high base time-saving state for each special symbol. In that case, the upper limit number of times of the high base time-saving number (J) may be set to different numbers according to the type of the special miss that has been established.

[0227] (Special Game Control Table) Fig. 23 is a diagram showing a special game control table that is referred to when controlling a special game of the gaming machine 1. Fig. 23(a) is a diagram showing a special game control table for a first type jackpot. In the special game control table for a first type jackpot, stop symbol data, opening time, opening designation command, table number of the big prize opening opening control table, ending time, and ending designation command are associated with each of six types of first type jackpots.

[0228] The main CPU 110a, which will be described in detail later, refers to a special game control table for the first type big win and controls an opening game, a round game, and an ending game for the first type big win based on the stopped symbol data.

[0229] The special game is a game consisting of an opening game, a round game, and an ending game. The opening game is a game that is played from the start of the special game until the first large prize opening 16 or the second large prize opening 17 is controlled to be opened for the first time. The round game is a game that the first large prize opening 16 or the second large prize opening 17 is controlled to be closed after being controlled to be opened for a predetermined period of time. The ending game is a game that is played from the end of the last round game to the end of the special game. The opening time is the time from the start of the special game to the start of the first round game, and the ending time is the time from the end of the last round game to the end of the special game.

[0230] The opening designation command and the ending designation command are both commands transmitted from the main control board 110 to the performance control board 120. The performance control board 120, which will be described in detail later, controls the performance of the opening game performance and the ending game performance upon receiving the opening designation command or the ending designation command.

[0231] 23(b) is a diagram showing a special game control table for the second type big win. The special game control table for the second type big win corresponds to the stop symbol data, the opening time, the opening designation command, the table number of the big win opening control table, the ending time, and the ending designation command.

[0232] The main CPU 110a, which will be described in detail later, refers to a special game control table for the second type big win and controls an opening game, a round game, and an ending game for the second type big win based on the stopped symbol data.

[0233] 23(c) is a diagram showing a special game control table for small win. The special game control table for small win corresponds to the stop pattern data, opening time, opening designation command, table number of the big prize opening opening control table, ending time, and ending designation command.

[0234] The main CPU 110a, which will be described in detail later, refers to a special game control table for small win and controls an opening game, a round game, and an ending game for the small win based on the stopped symbol data.

[0235] (Big prize opening / closing control table) Fig. 24 is a diagram showing a large prize opening opening / closing control table of the gaming machine 1. Fig. 24(a) is a diagram showing a large prize opening opening opening / closing control table for a first type of large prize winning. In the large prize opening opening / closing control table for a first type of large prize winning, table numbers, round numbers, types of large prize openings, special electric activation numbers, and opening times and closing times of the large prize openings in each round of play are associated with each other.

[0236] As described above, there are two types of first-class jackpots: 10R jackpots and 2R jackpots. The opening control of the jackpot hole in each round of play is performed by referring to the table numbers "01" and "02."

[0237] The main CPU 110a, which will be described in detail later, when playing a round game in the case of a first type jackpot, refers to a large prize opening opening / closing control table for a first type jackpot and performs opening and closing control of the first large prize opening 16 based on the table number.

[0238] 24(b) is a diagram showing a control table for opening and closing the large prize opening for the second type of big win. The control table for opening and closing the large prize opening for the second type of big win corresponds to the table number, the round number, the type of the large prize opening, the special electric operation number, and the opening time and closing time of the large prize opening in each round of play.

[0239] As described above, there are two types of second-class jackpots: 9R jackpot and 2R jackpot. The opening control of the jackpot hole in each round of play is performed by referring to table numbers "03" and "04."

[0240] The main CPU 110a, which will be described in detail later, when playing a round of game in the case of a second type jackpot, refers to a large prize opening opening / closing control table for the second type jackpot and performs opening and closing control of the first large prize opening 16 based on the table number.

[0241] Fig. 25 shows the small win special area open / close control table and the small win special area open / close control table of the gaming machine 1. Fig. 25(a) shows the small win special area open / close control table. The small win special area open / close control table is associated with the table number, round number, type of special area open / close control table, special area open / close control table, and the opening time of the special area open / close control table.

[0242] The main CPU 110a, which will be described in detail later, refers to a small win large prize opening opening / closing control table when playing a small win game, and performs opening and closing control of the second large prize opening 17. Note that the opening and closing control of the large prize opening in a small win game is only one type of opening and closing control, which repeats opening the second large prize opening 17 for 0.1 seconds and closing it for 0.05 seconds 10 times.

[0243] In this embodiment, the second large winning opening 17 has one type of opening and closing control pattern in the small winning game, but multiple types of patterns may be provided. In that case, multiple types of opening and closing control patterns of the second large winning opening 17 that have different easiness of ball entry into the specific area 19B during the small winning game may be provided to vary the easiness of the second type of jackpot occurring based on ball entry into the specific area 19B according to the type of small winning game. In addition, the easiness of the second type of jackpot occurring may be changed by providing a pattern in which the game ball easily enters the specific area 19B during normal play and a pattern in which the game ball has difficulty entering the specific area 19B among the multiple types of opening and closing control patterns of the second large winning opening 17.

[0244] 25(b) is a diagram showing a specific area opening / closing control table for small win. In the specific area opening / closing control table for small win, the elapsed time after the second large prize opening 17 is opened, the opening time when the slide member 19C is in the retreating state and the specific area 19B is opened, and the closing time when the slide member 19C is in the forward state and the specific area 19B is closed are associated with each other.

[0245] In this embodiment, the opening and closing control patterns of the specific area 19B in the small win game are one type, but multiple types of patterns may be provided. In that case, multiple types of opening and closing control patterns of the specific area 19B that differ in the ease of entering the specific area 19B during the small win game may be provided to vary the ease of occurrence of the second type jackpot based on the entry of the game ball into the specific area 19B. Furthermore, among the multiple types of opening and closing control patterns of the specific area 19B, a pattern in which the game ball is easy to enter the specific area 19B during normal play and a pattern in which the game ball is difficult to enter the specific area 19B may be provided to change the ease of occurrence of the second type jackpot.

[0246] The main CPU 110a, which will be described in detail later, performs opening and closing control of the specific area 19B by referring to a specific area opening / closing control table for small win when a small win game is performed.

[0247] (Special pattern variation table) 26, 27, 28, and 29 are diagrams showing special symbol variation pattern determination tables which are referred to in order to determine the variation pattern of the first special symbol or the second special symbol of the gaming machine 1. FIG.

[0248] Specifically, the fluctuation pattern determination table for the first special symbol is composed of three types of tables: one for the normal state (Figure 26), one for the low base time-saving state (Figure 27), and one for the high base time-saving state (Figure 28).

[0249] In addition, the special pattern change pattern determination table for the second special pattern is composed of two types of tables: one for the high base time-saving state to which the reel shifts after the end of a jackpot (Figure 29(a)), and one for the high base time-saving state to which the reel shifts after a miss (Figure 29(b)).

[0250] Therefore, the variation pattern determination table for the special symbols of the gaming machine 1 is composed of five types of tables. All of these variation pattern determination tables are stored in the main ROM 120c.

[0251] The special symbol variation pattern determination table shown in the normal state for the first special symbol (Fig. 26), the low base time-saving state for the first special symbol (Fig. 27), and the second special symbol (Fig. 29) are associated with the special symbol, the reserved number, the reach determination random number, the special symbol variation random number, the special symbol variation pattern, the special symbol variation time, and the variation pattern designation command. Note that the variation pattern determination table shown in the high base time-saving state for the first special symbol (Fig. 28) is not associated with the reserved number and the reach determination random number, but is associated with the special symbol, the special symbol variation random number, the special symbol variation pattern, the special symbol variation time, and the variation pattern designation command.

[0252] The random number for reach determination is a random number consisting of 100 values ​​with a range from 0 to 99. The random number for reach determination is not referenced in the case of special symbols corresponding to a jackpot, because a reach performance is always performed when a jackpot occurs.

[0253] In addition, the random number value for reach judgment is not referenced even in the case of a special symbol corresponding to a special miss, because reach performance is always performed in the normal state and low base time-saving state when a special miss occurs, and shortening variation is always performed in the case of a special miss in the high base time-saving state. Therefore, the random number value for reach judgment is referenced only in the case of a special symbol (special symbol y or special symbol z) corresponding to a normal miss.

[0254] The following describes the first special symbol variation pattern determination table that is referred to in the normal state with reference to Fig. 26. In the first special symbol variation pattern determination table that is referred to in the normal state, in the case of a variation display in which the special symbol A (A per 10R of the first kind) stops, one of the variation patterns 10, 11, and 12 is associated with the value of the special symbol variation random number value.

[0255] The special symbol variation random number is a random number consisting of 100 values ​​with a random number range from 0 to 99. The distribution of variation patterns for special symbol A is in the order of increasing variation pattern 12, variation pattern 11, and variation pattern 10. In addition, the variation times T10, T11, and T12 for variation patterns 10, 11, and 12 are 20 seconds, 30 seconds, and 50 seconds, respectively.

[0256] In the first special symbol fluctuation pattern determination table referenced in the normal state, the fluctuation patterns and fluctuation times of the special symbols when special symbol B (B per 2R of the first type), special symbol C (C per 2R of the first type), and special symbol D (D per 10R of the first type) stop are associated with multiple types of fluctuation patterns according to the random number value for special symbol fluctuation, just as in the case of special symbol A.

[0257] In the first special symbol variation pattern determination table referred to in the normal state, variation patterns 30 and 31 are associated with each other according to the value of the random number value for special symbol variation as variation patterns when special symbol a (special miss a) stops. Similarly to special symbol a, two variation patterns are associated with each special symbol according to the value of the random number value for special symbol variation as variation patterns when special symbol b (special miss b), special symbol c (special miss c), and special symbol d (special miss d) stop.

[0258] The fluctuation patterns 30, 32, 34, and 36 corresponding to the special miss in the normal state all have the same fluctuation time T30 (30 seconds). Also, the fluctuation patterns 33, 35, and 37 corresponding to the special miss in the normal state all have the same fluctuation time T32 (40 seconds).

[0259] In the first special symbol fluctuation pattern determination table referred to in the normal state, the fluctuation pattern and fluctuation time of the special symbol when the special symbol y (normal miss) stops are allocated according to the number of reserved first special symbols (U1), the random number value for reach determination, and the random number value for special symbol fluctuation.

[0260] Specifically, when the first reserved number of special symbols (U1) is 0 or 1, if the random number value for reach determination is 0 to 69, a variation pattern 40 is associated, and if the random number value for reach determination is 70 to 99, one of the variation patterns 41, 42, 43, and 44 is associated according to the value of the random number value for special symbol variation. Similarly, when the first reserved number of special symbols is 2 or 3, if the random number value for reach determination is 0 to 89, a variation pattern 45 is associated, and if the random number value for reach determination is 90 to 99, one of the variation patterns 46, 47, 48, and 49 is associated according to the value of the random number value for special symbol variation.

[0261] In addition, the maximum number of reserved special symbols may be 4, but the variation pattern of the special symbol is determined after subtracting 1 from the reserved number of special symbols. Therefore, when referring to the variation pattern determination table of the special symbol, there is no situation where the reserved number is 4, so the case of the reserved number being 4 is not included in the variation pattern determination table of the special symbol.

[0262] The fluctuation time T40 of the fluctuation pattern 40 is 4 seconds, and the fluctuation time T44 of the fluctuation pattern 45 is 2 seconds. Therefore, the average time of the fluctuation time of the special symbol when the normal miss stops is set longer when the first special symbol reserved number (U1) is 0 or 1 than when it is 2 or 3. This is set in this way for two purposes: by setting the fluctuation time to be longer when the reserved number is smaller, the reserved number becomes easier to accumulate when the reserved number is smaller, and by making it possible to consume the miss fluctuation at high speed when the reserved number is large, the game progresses smoothly.

[0263] In addition, when the special symbol y stops, the variation patterns 42 and 47, in which the random number value for the special symbol variation is selected from 50 to 69, have a variation time of T30 (30 seconds), which is the same as the variation time when the variation patterns 30 (special symbol a), 32 (special symbol b), 34 (special symbol c), and 36 (special symbol d) corresponding to the special miss stop. Although the details will be described later, in the case of the above variation patterns, all of them perform the same roulette performance, so they have the same variation time.

[0264] Next, the variation pattern determination table of the first special symbol referred to in the low base time-saving state will be explained with reference to Fig. 27. As with the table referred to in the normal state, in the case of a big win or a special miss, the variation pattern is assigned according to the type of special symbol and the value of the random number for special symbol variation, and in the case of a normal miss, the variation pattern is assigned according to the reserved number, the random number for reach judgment, and the random number for special symbol variation. In either case, the variation pattern assigned is associated with the variation time and the variation pattern designation command.

[0265] The first special symbol fluctuation pattern determination table referenced in the normal state and the low base time-saving state has the same number of fluctuation patterns allocated to each special symbol except for special symbol d, and the allocation values ​​of the reserved number, the random number value for reach determination, and the random number value for special symbol fluctuation are also the same.

[0266] In addition, in the normal state, two types of fluctuation patterns can be determined for special pattern d by the random number value for special pattern fluctuation, but in the low base time-saving state, one type of fluctuation pattern is determined regardless of the random number for special pattern fluctuation.

[0267] In addition, when comparing the fluctuation times of the fluctuation pattern determination tables in the normal state and the low base time-saving state, the fluctuation times are the same for all fluctuation patterns except for fluctuation pattern 31 (normal state) and fluctuation pattern 64 (low base time-saving state), in which the random number value for special pattern fluctuation is "20 to 99" when the special pattern is special miss a.

[0268] In addition, the fluctuation time T31 of the fluctuation pattern 31 which becomes a special miss a in the normal state is 50 seconds, and the fluctuation time T44 of the fluctuation pattern 64 which becomes a special miss a in the low base time-saving state is 35 seconds.

[0269] Next, the variation pattern determination table of the first special symbol referred to in the high base time-saving state will be described with reference to Fig. 28. As described above, the variation pattern determination table for the first special symbol in the high base time-saving state is not associated with the reserved number and the random number for reach determination, but is associated with the special symbol, the random number for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command.

[0270] In the table for determining the variation pattern of the first special symbol in the high base time-saving state, in the case of a big win, the variation pattern is assigned according to the type of special symbol and the random number value for the special symbol variation. In addition, in the case of a special miss and a normal miss in the high base time-saving state, each special symbol is associated with one type of variation pattern, and the same variation time T59 is associated with each variation pattern. The variation time T59 is a 2-second shortened variation time.

[0271] Next, the variation pattern determination table of the second special symbol will be described with reference to FIG. 29(a) is a diagram showing a variation pattern determination table for the variation of the second special symbol, which is referred to in the high base time-saving state to which the game transitions after the end of the big win game. In the variation pattern determination table for the second special symbol shown in FIG. 29(a), when the special symbol F (F for the first type 10R) and the special symbol G (G for the first type 2R) stop, multiple types of variation patterns are associated with each special symbol according to the value of the random number value for the variation of the special symbol, similar to the variation pattern determination table for the first special symbol.

[0272] In the second special symbol variation pattern determination table shown in Figure 29 (a), when the special symbols H, I, and J corresponding to the small win stop, variation patterns 210, 211, and 212 are associated, respectively. In addition, the variation patterns 210, 211, and 212 all have the same variation time of T55 (50 seconds).

[0273] In the variation pattern determination table of the second special symbol shown in Fig. 29(a), when the special symbol e corresponding to the special miss stops, the variation pattern 213 is associated. In addition, the variation time of the variation pattern 213 is T57 (20 seconds).

[0274] In the second special pattern fluctuation pattern determination table shown in Figure 29(a), the fluctuation pattern and fluctuation time of the special pattern when special pattern z, which is normally a miss, stops are associated with the second special pattern reserved number (U2), the random number value for reach determination, and the random number value for special pattern fluctuation, just as in the case when special pattern y (normal miss) stops in the first special pattern fluctuation pattern determination table.

[0275] In addition, when the special symbol z stops, the variation patterns 222 and 226 in which the random number value for the special symbol variation is selected from 40 to 89 have a variation time of T55 (50 seconds), which is the same as the variation time when the variation pattern 210 (special symbol H), the variation pattern 211 (special symbol I), and the variation pattern 212 (special symbol J) corresponding to the small win stop. Although the details will be described later, in the case of the above variation patterns, all of them perform the same chance performance, so they have the same variation time.

[0276] FIG. 29(b) is a diagram showing a variation pattern determination table for the second special symbol variation referenced in the high base time-saving state to which a transition occurs after a miss stop or in the normal state.

[0277] Specifically, Figure 29(b) is a diagram showing the high base time-saving state from the next fluctuation when special miss a or special miss e occurs in the normal state, the high base time-saving state from the next fluctuation when the number of fluctuations (L) reaches 800 in the normal state or low base time-saving state, and the fluctuation pattern determination table for the second special pattern fluctuation referenced in the normal state.

[0278] It is difficult for a game ball to enter the second start hole 15 in the normal state or the low base time-saving state, but it becomes easy in the high base time-saving state. Therefore, in the normal state, the case where the variation pattern determination table for the variation of the second special symbol in Fig. 29(b) is referred to is mainly a case where, in the normal state transitioned from the high base time-saving state, the variation display of the second special symbol reserved and stored is performed by the game ball entering the second start hole 15, which is in the open state during the high base time-saving state or when transitioning from the high base time-saving state to the normal state.

[0279] The variation pattern determination table for the second special symbol variation shown in Fig. 29(b) has fewer types of variation pattern designation commands than the variation pattern determination table for the second special symbol variation shown in Fig. 29(a). Specifically, in Fig. 29(a), there are many cases in which multiple variation pattern designation commands are assigned to one type of special symbol according to the value of the random number value for special symbol variation, but in Fig. 29(b), only one type of variation pattern designation command is associated with each special symbol except for the special symbol z.

[0280] Also, the fluctuation time of the jackpot fluctuation selected in Fig. 29(b) is set to be shorter than the fluctuation time of the jackpot fluctuation selected in Fig. 29(a). Specifically, the fluctuation time selected for the special symbol F in Fig. 29(a) is T52 (60 seconds), T51 (40 seconds), and T50 (20 seconds), while the fluctuation time selected for the special symbol F in Fig. 29(b) is T60 (5 seconds). Also, the fluctuation time selected for the special symbol G, special symbol H, special symbol I, and special symbol J is, like the special symbol F, the fluctuation time T60 selected in Fig. 29(b) is shorter than each fluctuation time selected in Fig. 29(a).

[0281] Furthermore, the fluctuation time of the failure fluctuation selected in Fig. 29(b) is set to be shorter than the fluctuation time of the failure fluctuation selected in Fig. 29(a). Specifically, the fluctuation time selected for the special pattern z, which is a normal failure in Fig. 29(a), is T58 (60 seconds), T55 (50 seconds), T57 (20 seconds), T56 (6 seconds), and T59 (3 seconds). On the other hand, the fluctuation time selected for the special pattern z, which is a normal failure in Fig. 29(b), is T61 (2 seconds), and T62 (1 second).

[0282] From the above, the fluctuation time of the second special pattern is more likely to be selected in the fluctuation pattern determination table of Figure 29(b) as a shorter fluctuation time than the fluctuation time selected in the fluctuation pattern determination table of Figure 29(a).

[0283] In other words, the second special pattern fluctuation time is more likely to be selected as being relatively short in the high base time-saving state which is entered after a miss stops (see Figure 29(b)), than in the high base time-saving state which is entered after a jackpot ends (see Figure 29(a)).

[0284] Although the details will be described later, there are two types of presentation modes for the high base time-saving state: "Undersea Temple Mode" and "Big Win Preparation Mode". In the "Undersea Temple Mode", the variation pattern determination table in Figure 29(a) is referenced for the display of the second special symbol, and in the "Big Win Preparation Mode", the variation pattern determination table in Figure 29(b) is referenced for the display of the second special symbol.

[0285] Also, the variation pattern determination table in FIG. 29(b) is a variation pattern determination table used when you want to shorten the time until the big win is achieved. Specifically, when the state transitions to the high base time-saving state after the miss stop, the player has not yet won balls, so you want the player to win balls quickly. In that situation, by performing the variation display using the variation pattern determination table in FIG. 29(b), you can shorten the time until the player wins the big win.

[0286] In addition, when there is a possibility that a big win will be established immediately (when the variable display of the second special symbol is determined using FIG. 29(b)), the "big win preparation mode" is executed as the presentation mode. In addition, in the high base time-saving state other than the above (when the variable display of the second special symbol is determined using FIG. 29(a)), the "undersea temple mode" is executed as the presentation mode.

[0287] As will be described in more detail later, the main CPU 110a refers to a special pattern change pattern determination table shown in Figure 26, Figure 27, Figure 28, or Figure 29, and determines the special pattern change pattern, special pattern change time, and change pattern designation command based on the type of special pattern display, the type of special pattern, the number of reserved special patterns, the random number value for reach determination, and the random number value for special pattern change.

[0288] In addition, as will be described in detail later, the performance control board 120 controls the game performance based on the variation pattern designation command received from the main control board 110. In the performance contents of Figure 26, Figure 27, Figure 28, or Figure 29, an example of the performance executed by the performance control board 120 in response to each variation pattern designation command is described.

[0289] The following describes each of the effects described in FIG. 26, FIG. 27, FIG. 28, or FIG. 29. "Reach" refers to a variation mode in which, after all decorative symbols 36 are displayed, the same type of decorative symbols are temporarily stopped on the left symbol 36L and the right symbol 36R, and the variation of the middle symbol 36C that is not temporarily stopped continues. If the last temporarily stopped middle symbol 36C is the same type as the left symbol 36L and the right symbol 36R that were temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a big win. If the last temporarily stopped middle symbol 36C is a different type from the left symbol 36L and the right symbol 36R that were temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a loss.

[0290] The "normal variation" and "shortened variation" are variations in which multiple decorative patterns 36 do not reach the winning position during the variation, but stop at different types of decorative patterns 36. Also, the variation time of the "normal variation" is longer than that of the "shortened variation".

[0291] However, when the combination of decorative symbols 36 resulting in a miss is a specific combination, it may be a combination of decorative symbols 36 indicating a specific jackpot (for example, "0", "0", "7", etc.). Also, it may be a combination of decorative symbols 36 indicating a specific jackpot by temporarily stopping a type of decorative symbol 36 indicating a specific jackpot at the middle symbol 36C in a reach miss (for example, "1", "2R hit", "1", etc.).

[0292] A "normal reach" is a reach effect with a low probability of winning, in which the left pattern 36L and right pattern 36R of the same type temporarily stop and the middle pattern 36C changes. An "SP reach" is a reach with a higher probability of winning than a normal reach, and is an effect that uses characters or the like on a background different from that of a normal reach to tease which type of decorative pattern 36 will temporarily stop on the middle pattern 36C. A "full rotation reach" is a reach that guarantees a big win, in which three decorative patterns 36 of the same type are combined and change slowly.

[0293] The "roulette effect" is an effect that is executed after a combination of decorative patterns 36 indicating a missed reach (for example, "3", "2", "3") is temporarily stopped, and indicates a change in the effect mode or a continuation of the effect mode.

[0294] As shown in FIG. 26 and FIG. 27, the roulette effect is an effect that is executed when the first special symbol is a special miss or part of a normal miss. The results that make up the roulette effect are three types of images corresponding to "land mode," "sea mode," and "underwater temple mode." Details will be described later, but the image corresponding to "land mode" is an image with the word "land" added, the image corresponding to "sea mode" is an image with the word "sea" added, and the image corresponding to "underwater temple mode" is an image with the word "temple" added.

[0295] The roulette effect notifies the change of the effect mode or the continuation of the effect mode according to the final result of the roulette according to the decision in accordance with the flow of the game flow described above. Note that the roulette effect is executed only when the first special symbol is displayed in the sea mode, and is not executed when the second special symbol is displayed in the sea mode.

[0296] When the roulette effect indicates a change in mode effect, the background image is switched to a background image corresponding to the new mode. When the roulette effect indicates a continuation of the mode effect, the displayed background image is maintained, or the display is switched to a different background image within the same mode (for example, in sea mode, the background image is switched from a "shallow water background image" to a "deep sea background image").

[0297] A "battle effect" is an effect that notifies the player of a successful jackpot or a transition or continuation of a performance mode by displaying the outcome of a battle (win, loss, draw), and can only be executed when the performance mode is sea mode.

[0298] The winning performance of the battle is executed when C or a special miss a is achieved for the first type 2R in the normal sea mode, and when D is achieved for the first type 10R in the low base time-saving state and normal sea mode. In either case, the game state will transition to the high base time-saving state.

[0299] The defeat performance of the battle is executed when the special miss b, the special miss c, or the special miss d occurs in the normal sea mode (when the game state shifts to the low base time-saving state). The defeat performance of the battle is also executed when some special miss occurs in the sea mode in the low base time-saving state (when the game state maintains the low base time-saving state).

[0300] The battle draw effect is executed when A for 10R of the first type, B for 2R of the first type, or a normal miss occurs (when the game state maintains the normal state) in the sea mode in the normal state. The battle draw effect is also executed when some special miss occurs (when the game state maintains the low base time-saving state) in the sea mode in the low base time-saving state. Details of the battle effect will be described later.

[0301] The "chance effect" is an effect that is executed after a symbol combination of decorative symbols 36 indicating a missed reach (for example, "5", "4", "5") is temporarily stopped, and is an effect that indicates a small win or a missed reach.

[0302] The chance performance is executed when the second special symbol is a small win or part of a normal miss. The chance performance is executed only when the second special symbol is displayed in a variable manner, and is not executed when the first special symbol is displayed in a variable manner.

[0303] In the chance performance, one of three types of images is displayed: "9R win", "2R win", or "Miss". Specifically, the chance performance is a performance in which one of the above three types of images appears from within a treasure chest image that resembles a treasure chest, and the image that appears notifies the winning result.

[0304] The image that appears from the treasure chest image is an image of "9R win" if the second special pattern is a type 2 H for 9R or a type 2 J for 9R, an image of "2R win" if the second special pattern is a type 2 I for 2R, and an image of "lose" if the second special pattern is a regular miss.

[0305] The treasure chest image is made up of three different designs, and the probability of winning varies depending on the type of treasure chest image. A poor treasure chest is more likely to produce a losing image, a normal treasure chest has three types appearing evenly, and a luxurious treasure chest is more likely to produce a 9R or 2R winning image.

[0306] The "instant win effect" is an effect in which the left pattern 36L, right pattern 36R, and center pattern 36C stop in sequence at high speed to form a jackpot pattern, without any effect that hints at a jackpot through a reach effect. In the case of a first-class jackpot (special pattern F, special pattern J), a combination of identical decorative patterns 36 stops and is displayed. In the case of a second-class jackpot (special pattern H, special pattern I, special pattern J), the same decorative pattern 36 stops and is displayed on the left pattern 36L and right pattern 36R, and then a special pattern ("V hit") indicating a small jackpot win stops and is displayed on the center pattern 36C.

[0307] The "mode continuation effect" is an effect that is performed when the special miss e is established in the normal state, and indicates that the game state is transitioning to the high base time-saving state. As described above, when the special miss e is established in the normal state, the most common situation is when the variable display based on the reserved memory of the second special pattern is performed in the normal state transitioned from the high base time-saving state.

[0308] Therefore, in the above normal state, when the special miss e is established and the state transitions to the high base time-saving state, it means that the state transitions from the high base time-saving state to the normal state and then back to the high base time-saving state immediately after. Therefore, the actual game state is not a continuation of the high base time-saving state, but since the normal state controlled between the two high base time-saving states is an extremely short period of time, the presentation is called the "continuation" mode presentation.

[0309] In addition, even in the case of the fluctuation pattern 235, when the game state is in the normal state, the above-mentioned "mode continuation effect" is performed, but when the game state is in the high base time-saving state, normal fluctuation is performed.

[0310] As described above, after the special game of the second type 9R win H ends, the game state becomes the high base time-saving state, and after the special game of the second type 9R win J ends, it becomes the normal state. When the notification image notifying the second type 9R win is displayed in the chance performance, it is difficult to distinguish which second type 9R win has been won, and the performance during the big win notifies which win it is. Details of the performance during the big win that notifies which big win it is will be described later.

[0311] (Pre-judgment table for jackpot lottery) 30 and 31 are diagrams showing pre-determination tables to be referred to in order to determine in advance the result of the jackpot lottery of the gaming machine 1. Fig. 30 is a diagram showing a pre-determination table for the jackpot lottery for the first special symbol. Fig. 31 is a diagram showing a pre-determination table for the jackpot lottery for the second special symbol.

[0312] Specifically, Fig. 31(a) is a diagram showing a pre-determination table for the jackpot lottery in the second special symbol referenced in the high base time-saving state to which the game shifts after the jackpot ends. Fig. 31(b) is a diagram showing a pre-determination table for the jackpot lottery in the high base time-saving state to which the game shifts after the stop of a losing symbol and in the second special symbol referenced in the normal state.

[0313] In addition, the period after the missing symbol stops that transitions to the high base time-saving state refers to the period after the missing fluctuation stops at special missing a or special missing e in the normal state, and after the missing fluctuation stops when the number of fluctuations (L) reaches 800 in the normal state or low base time-saving state.

[0314] As shown in Figures 30 and 31, the pre-determination table for the big win lottery associates special symbol random number values, reach determination random number values, special symbol variation random number values, winning information, and start winning designation commands.

[0315] Although the details will be described later, the entry of a game ball into the first start hole 14 or the second start hole 15 triggers the acquisition of a special symbol random number value for the winning entry, a random number value for reach determination, and a random number value for special symbol variation. By using these acquired random number values ​​and a pre-determination table for the big win lottery, it becomes possible to determine the lottery result of the variable display based on the winning entry before the variable display based on the winning entry starts.

[0316] The pre-determination table of the big win lottery shown in Figure 30 and Figure 31 and the variation pattern determination table of the special symbol shown in Figure 26, Figure 27, or Figure 29 are similar tables. However, they are different in that the pre-determination table of the big win lottery is referred to when the game ball enters the starting hole, whereas the variation pattern determination table of the special symbol is referred to when the variation of the special symbol starts.

[0317] The common part between the pre-judgment table in the big win lottery and the special symbol variation pattern determination table is the distribution of variation patterns for the lottery results of big win, small win, and special miss. Therefore, for the variations that will result in big win, small win, and special miss, the planned variation pattern and performance content can be grasped at the pre-judgment stage, so it is possible to perform the performance (pre-reading performance) of the planned variation before the start of the variation display. The pre-reading performance will be described later.

[0318] The difference between the pre-judgment table in the big win lottery and the special symbol variation pattern determination table is the distribution of variation patterns for normal misses. Specifically, the pre-judgment table in the big win lottery does not have a distribution of variation patterns according to the reserved number, whereas the special symbol variation pattern determination table has a distribution of variation patterns according to the reserved number.

[0319] Specifically, the distribution of random number values ​​for reach determination for a normal miss in Figure 30 ("0 to 89", "90 to 99") is different from the distribution of random number values ​​for reach determination for a normal miss (reserved numbers "0, 1") in Figures 26 and 27 ("0 to 69", "70 to 99"), and is the same as the distribution of random number values ​​for reach determination for a normal miss (reserved numbers "2, 3") in Figures 26 and 27 ("0 to 89", "90 to 99").

[0320] In other words, even if the first special symbol is a regular miss, if the random number value for reach determination is "70 to 89", it may be a reach miss (reserved number "0, 1") or a non-reach miss (reserved number "2, 3") depending on the reserved number at the start of the fluctuation. Since it is impossible to know the reserved number at the start of the fluctuation at the pre-determination stage, only the random number value for reach determination "90 to 99", which is a reach regardless of the reserved number, is pre-determined as a reach fluctuation performance.

[0321] Therefore, when the first special symbol is a normal miss, if the random number value for reach determination is "90 to 99", it is possible to perform a pre-reading performance that confirms a reach, but if the random number value for reach determination is "70 to 89", it is not possible to perform a pre-reading performance that confirms a reach, and only pre-reading performances that make it likely that a reach will be achieved can be executed.

[0322] Similarly, since the number of reserved numbers at the start of the fluctuation cannot be known at the stage of pre-judgment, when the first special symbol is a normal miss, if the random number value for reach judgment is "0 to 69", it is also impossible to know in advance whether the normal fluctuation will occur or the shortened fluctuation will occur. In addition, even in the case of a normal miss in the second special symbol, the same situation as the case of a normal miss in the first special symbol described above may occur.

[0323] (Display screen of image display device) Next, in order to explain the look-ahead performance, the explanation will be given on the outline of the screen displayed on the image display device 31 with reference to FIG. 32, leaving aside the explanation of the tables stored in the main ROM 110c.

[0324] 32 is a diagram showing an example of a display screen displayed on the image display device 31 of the gaming machine 1. The decorative symbols 36 are composed of a left symbol 36L, a middle symbol 36C, a right symbol 36R, and a fourth symbol 36Z. The left symbol 36L, the middle symbol 36C, and the right symbol 36R are displayed in the center of the display screen. The fourth symbol 36Z is displayed in the lower left of the display screen.

[0325] In the normal state and the low base time-saving state, the decorative pattern 36 is composed of a number portion (e.g., "3") indicating the type of the decorative pattern 36 and a background portion of a predetermined image (character image, etc.). The number portion of the decorative pattern 36 is superimposed and displayed in front of the background portion. On the other hand, in the high base time-saving state, the decorative pattern 36 is composed only of a number portion indicating the type of the decorative pattern. Specifically, the decorative pattern 36 in the high base time-saving state is composed only of a large number image.

[0326] Therefore, even if the decorative pattern 36 indicates the same type (for example, "3"), the display manner is different in the normal state and low base time-saving state from that in the high base time-saving state.

[0327] The decorative pattern 36 has a different display mode depending on the controlled performance mode. Specifically, even if the decorative pattern 36 indicates the same type (e.g., "3") in the "sea mode" and the "land mode," the design of the number part and the design of the background part are different.

[0328] Furthermore, even if the decorative pattern 36 indicates the same type (e.g., "3") in the "Sea Mode" (or "Land Mode") and the "Underwater Temple Mode" (or "Big Win Preparation Mode"), the display manner differs due to the difference in the design of the number portion and the presence or absence of a background portion, as described above.

[0329] Therefore, even if the decorative patterns 36 indicate the same type (for example, "3"), the display manner differs depending on the presentation mode.

[0330] A change image 40 corresponding to the currently occurring change is displayed at the bottom center of the image display device 31. On the left side of the change image 40, a first reserved image 41(1) of the first reserved (a reserved that is the first to be changed and waited for) of the first special pattern and a first reserved image 41(2) of the second reserved (a reserved that is the second to be changed and waited for) of the first special pattern are displayed. When the number of reserved first special patterns is the maximum value of four, a first reserved image 41(3) of the third reserved (a reserved that is the third to be changed and waited for) of the first special pattern and a first reserved image 41(4) of the fourth reserved (a reserved that is the fourth to be changed and waited for) of the first special pattern are displayed on the left side of the first reserved image (2).

[0331] A second reserved image 42(1) of the first reserved second special symbol (a reserved symbol that will be the first to be changed) is displayed on the right side of the variable image 40. When the number of reserved second special symbols is the maximum value of four, a second reserved image 42(2) of the second reserved second special symbol (a reserved symbol that will be the second to be changed), a second reserved image 42(3) of the third reserved second special symbol (a reserved symbol that will be the third to be changed), and a second reserved image 42(4) of the fourth reserved second special symbol (a reserved symbol that will be the fourth to be changed) are displayed on the right side of the second reserved image (1).

[0332] The fourth symbol 36Z, the first reserved number image 43, and the second reserved number image 44 are displayed in the lower left of the image display device 31. The first reserved number image indicates the reserved number of the first special symbol by a number. The second reserved number image indicates the reserved number of the second special symbol by a number. The number of images of the first reserved image 41 is the same as the number shown in the first reserved number image 43, and the number of images of the second reserved image 42 is the same as the number shown in the second reserved number image 44.

[0333] When the number of reserved first special symbols increases due to the entry of a gaming ball into the first starting hole 14, a first reserved image 41 and a first reserved number image 43 corresponding to the increased reserved number are displayed. When the number of reserved second special symbols increases due to the entry of a gaming ball into the second starting hole 15, a second reserved image 42 and a second reserved number image 44 corresponding to the increased reserved number are displayed.

[0334] When the first special symbol starts to change and the reserved number of the first special symbol decreases, a first reserved image 41 and a first reserved number image 43 corresponding to the reserved number after the decrease are displayed. When the second special symbol starts to change and the reserved number of the second special symbol decreases, a second reserved image 42 and a second reserved number image 44 corresponding to the reserved number after the decrease are displayed.

[0335] In addition, the display change of the first reserved image 41 in response to an increase / decrease in the number of reserved first special symbols is a change presentation accompanied by animation of a predetermined time, whereas the display change of the first reserved number image 43 is a change presentation without animation that is shorter than the predetermined time.

[0336] Therefore, the execution time of the display change performance of the first reserved image 41 according to the increase / decrease in the reserved number of the first special pattern is longer than the execution time of the display change performance of the first reserved number image 43 according to the increase / decrease in the reserved number of the first special pattern. Similarly, the execution time of the display change performance of the second reserved image 42 according to the increase / decrease in the reserved number of the second special pattern is longer than the execution time of the display change performance of the second reserved number image 44 according to the increase / decrease in the reserved number of the second special pattern.

[0337] The variable image 40 is hidden when the variable display of the first special symbol ends. As the variable image 40 is hidden, the first reserved image 41(1) moves to the position where the variable image 40 was displayed and changes to the variable image 40. As the first reserved image 41(1) moves, the first reserved image 41(2) moves to the position where the first reserved image 41(1) was displayed and changes to the first reserved image 41(1). When the variable display of the second special symbol ends, the second reserved image 42 also moves and changes in display in the same way as the first reserved image 41.

[0338] The first reserved image 41 is composed of images of the same design in multiple colors (white, blue, yellow, green, red, rainbow). The first reserved image 41 indicates the probability of a jackpot for the variable display of the reserved image by the display color. The probability of a jackpot according to the display color of the first reserved image 41 increases in the order of rainbow, red, green, yellow, blue, and white. Also, the display color of the first reserved image 41 can only be changed to a display color with a higher probability of a jackpot than the current display color.

[0339] The display color of the first reserved image 41 to be displayed is determined based on the above-mentioned advance judgment of the big win lottery. In this way, the performance performed based on the advance judgment of the big win lottery will be referred to as a "pre-reading performance" hereinafter. In addition, among the pre-reading performances, the one that changes the display color of the first reserved image 41 or the second reserved image 42 will be referred to as a "pre-reading reservation change performance" hereinafter.

[0340] In the pre-reading reserve change performance, the first reserved image 41 can be displayed in rainbow, red, and green display colors only when the change display scheduled for the reserve is a reach change by prior judgment. On the other hand, the first reserved image 41 in yellow, blue, and white display colors is displayed both in the case of a reach change and in the case of a non-reach change.

[0341] As described above, the pre-reading performance is performed to suggest the possibility of a jackpot in the variable display of the reserved item to be pre-read, but it may also be performed to suggest the possibility of a specific miss occurring. Specifically, the pre-reading performance may be performed based on the determination that a special miss a will occur in the normal state by the advance determination of the jackpot lottery.

[0342] Also, it is acceptable to carry out a look-ahead performance according to the remaining number of low base time-saving times (B) without being based on a prior judgment of a jackpot lottery. As will be described in detail later, the gaming machine 1 suggests a transition of the game state to the normal state in the low base time-saving state by executing a specific performance mode, but it may also carry out the look-ahead performance.

[0343] (Normal pattern determination table) Returning to the explanation of the tables stored in the main ROM 110c, Fig. 33 is a diagram showing various determination tables for normal symbols of the gaming machine 1. Fig. 33(a) is a diagram showing the normal symbol determination table of the gaming machine 1. In the normal symbol determination table, the game state, the win / lose determination result, the type of normal symbol, the stop symbol data, and the normal symbol designation command are associated with each other.

[0344] The main CPU 110a refers to the normal symbol determination table based on the winning lottery determination table shown in Fig. 18(c), the winning / losing determination result determined based on the normal symbol random number value, and the current game state, and determines the normal symbol and the stop symbol data. The main CPU 110a determines the normal symbol designation command based on the determined normal symbol and the stop symbol data, and transmits the determined normal symbol designation command to the performance control board 120.

[0345] FIG. 33(b) is a diagram showing a normal symbol variation pattern determination table. In the normal symbol variation pattern determination table, a game state, a winning / losing judgment result, a normal symbol variation pattern, a variation time, and a normal symbol variation designation command are associated. Note that in each game state, the variation time is the same when a winning or losing judgment is made, but the variation time may be made different depending on the winning / losing judgment.

[0346] The main CPU 110a refers to the winning lottery determination table shown in Fig. 18(c), the winning / losing determination result determined based on the normal symbol random number value, and the current game state, and determines the normal symbol variation pattern by referring to the normal symbol variation pattern determination table shown in Fig. 33(b). The main CPU 110a determines the normal symbol variation designation command based on the determined normal symbol variation pattern, and transmits the determined normal symbol designation command to the performance control board 120.

[0347] (Auxiliary Game Control Table) Fig. 34 is a diagram showing the auxiliary game table of the gaming machine 1. Fig. 34(a) is a diagram showing the auxiliary game control table. In the auxiliary game control table, game states, stopped symbol data, opening time, table number of the auxiliary game movable piece opening / closing control table, and ending time are associated with each other.

[0348] The main CPU 110a refers to the auxiliary game control table based on the stopped symbol data, and determines the opening time, the table number of the auxiliary game movable piece control table, and the ending time.

[0349] (Table with movable parts for auxiliary play that can be opened and closed) 34(b) is a diagram showing the auxiliary game movable piece opening / closing control table. In the auxiliary game movable piece opening / closing control table, the table number of the auxiliary game movable piece control table, the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b are associated with each other.

[0350] The main CPU 110a refers to the auxiliary game movable piece opening / closing control table based on the table number of the auxiliary game movable piece control table, and determines the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.

[0351] (Various storage areas) Fig. 35 is a diagram showing various storage areas set in the main RAM 110b of the gaming machine 1. Fig. 35(a) is a diagram showing a special symbol storage area. The special symbol storage area has a 0th storage section corresponding to the change, a first special symbol storage area in which judgment information obtained when the gaming ball enters the first starting hole 14 is stored, and a second special symbol storage area in which judgment information obtained when the gaming ball enters the second starting hole 15 is stored.

[0352] The first special symbol storage area has a first storage section corresponding to the first reservation, a second storage section corresponding to the second reservation, a third storage section corresponding to the third reservation, and a fourth storage section corresponding to the fourth reservation. Similarly, the second special symbol storage area has a first storage section corresponding to the first reservation, a second storage section corresponding to the second reservation, a third storage section corresponding to the third reservation, and a fourth storage section corresponding to the fourth reservation.

[0353] In addition, the number of judgment information stored in the first memory unit to the fourth memory unit of the first special pattern memory area is the first special pattern reserved number (U1), and the number of judgment information stored in the first memory unit to the fourth memory unit of the second special pattern memory area is the second special pattern reserved number (U2).

[0354] Fig. 35(b) is a diagram showing each storage unit of the special symbol storage area. As shown in Fig. 35(b), each storage unit of the first special symbol storage area and the second special symbol storage area is provided with areas for storing the jackpot random number value, the special symbol random number value, the special symbol variation random number value, and the reach determination random number value.

[0355] When a gaming ball enters the first starting hole 14 and judgment information is acquired, the acquired judgment information is stored in the smallest-numbered storage section among the first storage section to the fourth storage section of the first special symbol storage area in which judgment information is not stored. Similarly, when a gaming ball enters the second starting hole 15 and judgment information is acquired, the acquired judgment information is stored in the smallest-numbered storage section among the first storage section to the fourth storage section of the second special symbol storage area in which judgment information is not stored.

[0356] When the start condition for the variable display of the first special symbol is satisfied, the judgment information stored in the first storage unit of the first special symbol storage area is shifted to the 0th storage unit of the special symbol storage area. Similarly, when the start condition for the variable display of the second special symbol is satisfied, the judgment information stored in the first storage unit of the second special symbol storage area is shifted to the 0th storage unit of the special symbol storage area. Then, when the variable display of the special symbol for which the start condition is satisfied is performed, the judgment information shifted to the 0th storage unit is referenced to perform the variable display of the special symbol.

[0357] Figure 35 (c) is a diagram showing the normal symbol determination area. The normal symbol storage area has a 0th storage section corresponding to the change, a 1st storage section corresponding to the 1st reservation, a 2nd storage section corresponding to the 2nd reservation, a 3rd storage section corresponding to the 3rd reservation, and a 4th storage section corresponding to the 4th reservation.

[0358] Figure 35(d) is a diagram showing each memory section of the normal symbol memory area. As shown in Figure 35(d), each memory section of the normal symbol memory area is provided with an area in which a normal symbol random number value is stored. Since there is one normal symbol variation pattern for each winning / losing judgment result in each game state, no normal symbol variation random number value is provided for allocating the normal symbol variation pattern.

[0359] When a normal pattern random number value is obtained by the passing of a game ball through a normal pattern gate 13, the obtained judgment information is stored in the smallest numbered memory section among the first to fourth memory sections of the normal pattern storage area in which no judgment information is stored.

[0360] When the start condition for the variable display of the normal symbol is satisfied, the judgment information stored in the first memory section of the normal symbol storage area is shifted to the 0th memory section of the normal symbol storage area. Then, when the variable display of the normal symbol for which the start condition is satisfied is performed, the judgment information shifted to the 0th memory section is referred to in order to perform the variable display of the normal symbol.

[0361] Next, the progress of the game performed by the main control board 110 in the gaming machine 1 will be specifically described with reference to a flowchart.

[0362] (Main processing of the main control board) 36 is a diagram showing a flowchart of the main processing of the main control board 110 of the gaming machine 1. The main processing is started when power is supplied to the main control board 110 by the power supply board 175 and a system reset occurs in the main CPU 110a.

[0363] As shown in FIG. 36, the main CPU 110a executes an initialization process in step S10. In the initialization process, the main CPU 110a reads a game control program and game control data from the main ROM 110c into the main RAM 110b in response to power-on. After that, the main CPU 110a determines whether or not to restore data based on the on / off state of the RAM clear SW 111a provided on the rear surface of the gaming machine 1 at the time of power-on and the contents of the power interruption occurrence information and checksum backed up in the power interruption monitoring process (S30) at the time of the previous power interruption. If it is determined that the data is to be restored, the data in the main RAM 110b is restored, and if it is determined that the data is not to be restored, the main RAM 110b is cleared (RAM clear). Details of the initialization process will be described later.

[0364] In step S20, the main CPU 110a executes a gaming machine information notification process. In the gaming machine information notification process, the main CPU 110a generates a gaming machine information notification command for notifying the frame control board 160 of the gaming state of the gaming machine 1, including the progress and stop status of the game, and transmits the generated gaming machine information notification command to the frame control board 160. The details of the gaming machine information notification process of the main control board 110 will be described later.

[0365] Next, the main CPU 110a executes a power cutoff monitoring process in step S30. In the power cutoff monitoring process, the main CPU 110a monitors whether or not a power cut has occurred in the gaming machine 1. When a power cut has occurred, the main CPU 110a transmits a launch prohibition command to the launch control unit 170, and causes the launch CPU 170a to stop energizing the launch solenoid 4a and the ball feed solenoid 4b, thereby stopping the launch of game balls. In addition, the main CPU 110a clears the output port, creates and saves the checksum of the main RAM 110b, and performs processing for setting information indicating the occurrence of a power cutoff, and then sets access to the main RAM 110b to be prohibited, in preparation for a power cutoff. The details of the power cutoff monitoring process will be described later.

[0366] Next, the main CPU 110a performs a game random number value update process in step S40. In the game random number value update process, the main CPU 110a updates the reach determination random number value and the special symbol variation random number value. Next, in step S50, the main CPU 110a performs an initial random number value update process. In the initial random number value update process, the main CPU 110a updates the jackpot initial random number value, the normal symbol initial random number value, and the special symbol initial random number value.

[0367] The main CPU 110a thereafter repeats the loop process from step S20 to step S50. During this loop process, the main CPU 110a executes a timer interrupt process, which will be described later, by generating a clock pulse at a predetermined period (for example, 2 ms) by a reset clock pulse generating circuit provided on the main control board 110.

[0368] (Main control board initialization process) 37 and 38 are diagrams showing a flowchart of the initialization process of the gaming machine 1 in step S10 in FIG.

[0369] In step S10-1, the main CPU 110a performs a security check of the main CPU 110a and waits for 2000 ms to proceed.

[0370] In step S10-2, the main CPU 110a permits access to the main RAM 110b. Next, in step S10-3, the main CPU 110a sets up a serial communication port.

[0371] Next, in step S10-4, the main CPU 110a sets a watchdog timer. The watchdog timer monitors whether the main control unit 110m of the main control board 110 is operating normally. The main CPU 110a periodically sends a signal to the watchdog timer indicating that it is operating normally, and the watchdog timer is cleared upon receiving the signal. When the processing of the main control unit 110m is stopped or when an infinite loop processing of a specific process is being performed, the watchdog timer counts up without being cleared, and when the timer value reaches a predetermined count value, the main control unit 110m is reset.

[0372] Next, in step S10-5, the main CPU 110a transmits a power-on command to the performance control board 120 and the frame control board 160. Next, the main CPU 110a transmits a launch permission command to the launch control unit 170 of the frame control board 160 in step S10-6.

[0373] When the launch CPU 170a receives the launch permission command, it sets a launch permission flag in the launch permission flag storage area of ​​the launch RAM 170b. When the launch permission flag is set in the launch permission flag storage area of ​​the launch RAM 170b, the launch CPU 170a detects the input of the touch sensor 3a and the launch volume 3b, and controls the launch solenoid 4a and the ball feed solenoid 4b to enable the launch of the game ball.

[0374] Next, in step S10-7, the main CPU 110a determines whether the RAM clear SW 111a is on. If the RAM clear SW 111a is on, the main CPU 110a advances the process to step S10-14 (FIG. 38), and if the RAM clear SW 111a is off, the main CPU 110a advances the process to step S10-8.

[0375] Next, in step S10-8, the main CPU 110a determines whether the power interruption occurrence information stored in the main RAM 110b is normal. If the power interruption occurrence information is normal, the main CPU 110a advances the process to step S10-9, and if the power interruption occurrence information is not normal, the main CPU 110a advances the process to step S10-11.

[0376] Next, in step S10-9, main CPU 110a calculates a checksum of main RAM 110b. Next, in step S10-10, main CPU 110a determines whether the calculated checksum is normal. If the calculated checksum is normal, main CPU 110a advances processing to step S10-19, and if the calculated checksum is not normal, main CPU 110a advances processing to step S10-11.

[0377] The calculated checksum is determined to be normal if the checksum calculated and stored in main RAM 110b at the time of the previous power outage matches the checksum newly calculated in step S10-9, and is determined to be abnormal if they do not match.

[0378] In step S10-11, the main CPU 110a transmits an unrecoverable designation command to the performance control board 120. When the performance control board 120 receives the unrecoverable designation command, it executes a process for displaying an unrecoverable notification on the image display device 31.

[0379] "Notification of impossibility of recovery" refers to processing such as displaying an image on the image display device 31 to notify that the game cannot be recovered, emitting a specific light from a performance lighting device such as the first performance lighting device 340a, or outputting a specific sound from the sound output device 32 ("Game cannot be recovered" or "Please clear the RAM").

[0380] In step S10-12, the main CPU 110a transmits a launch prohibition command to the launch control unit 170 of the frame control board 160 in order to prohibit the launch of the game ball.

[0381] In step S10-13, the main CPU 110a prohibits access to the main RAM 110b, and thereafter executes an infinite loop process.

[0382] In step S10-14, the main CPU 110a clears the used area of ​​the main RAM 110b. Next, in step S10-15, the main CPU 110a sets the RAM for when the backup is not valid. Next, in step S10-16, the main CPU 110a clears the watchdog timer.

[0383] Next, in step S10-17, the main CPU 110a transmits a RAM clear designation command to the performance control board 120, and proceeds to step S10-18. When the performance control board 120 receives the RAM clear designation command, it executes a process for executing a RAM clear preparation notification.

[0384] The "RAM clear preparation notification" refers to processing such as displaying an image on the image display device 31 to notify that a RAM clear is being performed, emitting a specific light from a performance lighting device such as the first performance lighting device 340a, or outputting a specific audio signal from the audio output device 32 ("RAM clear is in progress").

[0385] Next, in step S10-18, the main CPU 110a performs initial settings for devices around the CPU, and proceeds to step S10-22. Specifically, the main CPU 110a sets output settings for the performance control board 120, settings for the CTC (counter timer circuit) to be used, and the interrupt timer (2 ms) of the CTC to be used.

[0386] In step S10-19, the main CPU 110a performs RAM settings when the backup is valid. Specifically, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110b, and then restores data in each used area of ​​the main RAM 110b based on the power interruption occurrence information.

[0387] The data that is restored based on the power outage information is the special symbol memory area, the special symbol special power processing data memory area, the stop symbol data memory area, the normal symbol reserved memory area, the normal symbol normal power processing data memory area, the normal symbol data memory area, the complete information memory area, the game status flag memory area, the specific area winning flag memory area, the game status buffer, the time-saving information memory area, the high base information memory area, the jackpot information memory area, the small jackpot information memory area, the auxiliary game information memory area, the consecutive jackpot information memory area, the consecutive jackpot information clear preparation memory area, the high base state fall memory area, the number of rounds (R) counter, the number of balls entering the big prize opening (C) counter, the first special symbol These include data stored in data memory areas such as a number of reserved patterns (U1) counter, number of reserved second special patterns (U2) counter, number of reserved normal patterns (G) counter, number of small wins (F) counter, number of normal pattern fluctuations (A) counter, number of low base time reductions (B) counter, number of high base time reductions (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special signal operation number (K) counter, special pattern time counter, special game timer counter, normal pattern time counter, auxiliary game timer counter, gaming machine information transmission wait timer counter, response reception wait timer counter, communication failure determination counter, maximum number of game balls won counter, and transmission data storage area for performance.

[0388] Next, in step S10-20, the main CPU 110a performs initial settings for devices around the CPU. Specifically, it sets output settings for the performance control board 120, settings for the CTC (counter timer circuit) to be used, and the interrupt timer (2 ms) of the CTC to be used.

[0389] Next, in step S10-21, the main CPU 110a determines whether the game state stored in the game state flag storage area of ​​the main RAM 110b is a normal state. If the game state stored in the game state flag storage area of ​​the main RAM 110b is a normal state, the main CPU 110a advances the process to step S10-22, and if the game state stored in the game state flag storage area of ​​the main RAM 110b is not a normal state, the main CPU 110a advances the process to step S10-21.

[0390] In step S10-22, the main CPU 110a transmits a power restoration designation command corresponding to the normal state to the performance control board 120 and the frame control board 160, and proceeds to step S10-26. The reason why the process of step S10-22 is performed after step S10-18 is because the normal state is set in the game state flag storage area of ​​the main RAM 110b in step S10-15.

[0391] In step S10-23, the main CPU 110a determines whether the game state stored in the game state flag storage area of ​​the main RAM 110b is a low base time-shortened state. If the game state stored in the game state flag storage area of ​​the main RAM 110b is a low base time-shortened state, the main CPU 110a advances the process to step S10-24, and if the game state stored in the game state flag storage area of ​​the main RAM 110b is not a low base time-shortened state, the main CPU 110a advances the process to step S10-25.

[0392] In step S10-24, the main CPU 110a transmits a power restoration designation command corresponding to the low base time-saving state to the performance control board 120 and the frame control board 160, and proceeds to step S10-23.

[0393] In step S10-25, the main CPU 110a transmits a power restoration designation command corresponding to the high base time-saving state to the performance control board 120 and the frame control board 160, and proceeds to step S10-24.

[0394] In step S10-26, the main CPU 110a transmits a game state designation command corresponding to the game state after the power is restored to the performance control board 120, and ends the initialization process.

[0395] In addition, when the power is turned off in the low base time reduction state among the five game states shown in Figure 10, the main control board 110 backs up the game state flag for the low base time reduction state and the count value of the game ball count counter in the game state flag memory area of ​​the main RAM 110b, and the game ball count control unit 180 of the frame control board 160 backs up the game state flag for the low base time reduction state and the count value of the game ball count counter in the game state flag memory area of ​​the game ball count RAM 180b.

[0396] In addition, when the normal power-on operation shown in Figure 17(a) or the main control board RAM clear power-on operation shown in Figure 17(b) is performed, a game ball count restoration designation command for the restored number of game balls is sent to the main control board 110 in the initial setting process performed by the game ball count control unit 180 of the frame control board 160 described below, but when the frame control board RAM clear power-on operation shown in Figure 17(c) or the all RAM clear power-on operation shown in Figure 17(d) is performed, the game ball count restoration designation command is not sent to the main control board 110.

[0397] (Main control board gaming machine information notification processing) FIG. 39 is a diagram showing the gaming machine information notification process of the main control board 110 shown in step S20 of FIG.

[0398] In step S20-1, the main CPU 110a determines whether the value of the gaming machine information transmission waiting timer counter stored in the main RAM 110b is greater than 0. If the value of the gaming machine information transmission waiting timer counter is greater than 0, the main CPU 110a advances the process to step S20-2, and if the value is not greater than 0 (is 0), the main CPU 110a advances the process to step S20-5.

[0399] The gaming machine information transmission waiting timer counter is a counter used to measure 108 ms, which is the transmission period of the gaming machine information notification command from the main control board 110 to the frame control board 160, as shown in FIG.

[0400] The counter value of the gaming machine information transmission waiting timer counter is updated by a counter update process of a timer interrupt process of the main control board 110, which will be described later. Specifically, the counter value of the gaming machine information transmission waiting timer counter is updated by subtracting 2 each time the timer update process in the timer interrupt process is executed every 2 ms.

[0401] In step S20-2, the main CPU 110a determines whether or not a response command has been received from the frame control board 160. If a response command has been received, the main CPU 110a advances the process to step S20-3, and if a response command has not been received, the main CPU 110a advances the process to step S20-8.

[0402] In step S20-3, the main CPU 110a clears the communication failure determination counter in the main RAM 110b. The communication failure determination counter is a counter used to determine whether there has been no response command to the transmission of the gaming machine information notification command from the frame control board 160 ten consecutive times.

[0403] In step S20-4, the main CPU 110a clears the response reception waiting timer counter in the main RAM 110b, and advances the process to step S20-12.

[0404] In step S20-5, the main CPU 110a transmits a gaming machine information notification command to the frame control board 160. In step S20-6, the main CPU 110a sets "108" in a gaming machine information transmission standby timer counter.

[0405] In step S20-7, the main CPU 110a sets the communication failure determination counter in the main RAM 110b to the value "10", and advances the process to step S20-11.

[0406] In step S20-8, the main CPU 110a determines whether the value of the response reception waiting timer counter in the main RAM 110b is greater than 0. If the value of the response reception waiting timer counter is greater than 0, the main CPU 110a advances the process to step S20-12, and if the value of the response reception waiting timer counter is not greater than 0 (is 0), the main CPU 110a advances the process to step S20-9.

[0407] In step S20-9, main CPU 110a subtracts 1 from the value of the communication inability determination counter in main RAM 110b. In step S20-10, main CPU 110a determines whether the value of the communication inability determination counter in main RAM 110b is greater than 0. If the value of the communication inability determination counter is greater than 0, main CPU 110a advances the process to step S20-11, and if the value of the communication inability determination counter is not greater than 0 (is 0), main CPU 110a advances the process to step S20-14.

[0408] In step S20-11, the main CPU 110a sets the response reception waiting timer counter of the main RAM 110b to "10." The response reception waiting timer counter is used to measure 10 ms, which is the waiting time for waiting for the reception of a response command from the frame control board 160 after the transmission of the current gaming machine information notification command.

[0409] The counter value of the response reception waiting timer counter is updated by a counter update process of a timer interrupt process of the main control board 110, which will be described later. Specifically, the counter value of the response reception waiting timer counter is updated by subtracting 2 each time the counter update process of the timer interrupt process is performed, since the timer update process in the timer interrupt process is performed every 2 ms.

[0410] In step S20-12, the main CPU 110a determines whether or not a game ball number designation command has been received from the frame control board 160. If the main CPU 110a has received a game ball number designation command, the process proceeds to step S20-13. If the main CPU 110a has not received a game ball number designation command, the process ends the game machine information notification process.

[0411] The game ball number designation command, which will be described in detail later, is a command sent from the game ball number control unit 180 to the main control unit 110 when the game ball number counter in the game ball number RAM 180b of the game ball number control unit 180 of the frame control board 160 is updated.

[0412] In step S20-13, the main CPU 110a performs an update process of adding or subtracting the number of game balls indicated by the received game ball number designation command to or from the maximum acquired game ball number counter in the main RAM 110b, and ends the game machine information notification process. Note that the value of the maximum acquired game ball number counter in the main RAM 110b updated by the above update process is a different value from the game ball number counter in the game ball number RAM 180b.

[0413] In step S20-14, the main CPU 110a transmits a communication disabled command to the performance control board 120. When the performance control board 120 receives the communication disabled command, it performs processing to cause the image display device 31 to display a communication failure occurrence notification.

[0414] In step S20-15, the main CPU 110a sets interrupt prohibition. In step S20-16, the main CPU 110a transmits a firing prohibition command to the firing control unit 170. Upon receiving the firing prohibition command, the firing control unit 170 clears the firing permission flag and stops the supply of electricity to the firing solenoid 4a and the ball feeding solenoid 4b, as will be described in detail later.

[0415] In step S20-17, the main CPU 110a prohibits access to the main RAM 110b, and thereafter performs standby processing.

[0416] (Main control board power cutoff monitoring process) FIG. 40 is a flowchart showing the power supply cutoff monitoring process of main control board 110.

[0417] In step S30-1, the main CPU 110a sets interrupt prohibition. Next, in step S30-2, the main CPU 110a determines whether or not a power outage has occurred in the gaming machine 1. Specifically, the main CPU 110a determines that a power outage has occurred when a power outage detection signal is input from a power supply detection circuit (not shown) provided on the power supply board 175.

[0418] If the main CPU 110a determines that a power interruption has occurred, the process proceeds to step S30-4, and if the main CPU 110a determines that a power interruption has not occurred, the process proceeds to step S30-3.

[0419] In step S30-3, the main CPU 110a sets interrupt permission and ends the power cutoff monitoring process.

[0420] In step S30-4, the main CPU 110a transmits a launch prohibition command to the launch control unit 170. Next, in step S30-5, the main CPU 110a clears the output port. Next, in step S30-6, the main CPU 110a transmits a power cutoff command to the launch control unit 170 and the game ball count control unit 180 of the frame control board 160.

[0421] In step S30-7, the main CPU 110a calculates a checksum of the data in the used area of ​​the main RAM 110b and sets it in a predetermined area of ​​the main RAM 110b.

[0422] The data that the main CPU 110a targets when calculating the checksum are the special symbol memory area, the special symbol special power processing data memory area, the stop symbol data memory area, the normal symbol reserved memory area, the normal symbol normal power processing data memory area, the normal symbol data memory area, the complete information memory area, the game state flag memory area, the specific area winning flag memory area, the game state buffer, the time reduction information memory area, the high base information memory area, the jackpot information memory area, the small win information memory area, the auxiliary game information memory area, the continuous jackpot information memory area, the continuous jackpot information clear preparation memory area, the high base state fall memory area, the round number (R) counter, the number of balls entering the large winning port (C) cow counter, first special pattern reserved number (U1) counter, second special pattern reserved number (U2) counter, normal pattern reserved number (G) counter, number of small wins (F) counter, normal pattern fluctuation number (A) counter, low base time reduction number (B) counter, high base time reduction number (J) counter, fluctuation number (L) counter, release number (S) counter, special signal operation number (K) counter, special pattern time counter, special game timer counter, normal pattern time counter, auxiliary game timer counter, gaming machine information transmission wait timer counter, response reception wait timer counter, communication failure judgment counter, maximum number of game balls won counter, transmission data storage area for performance, and other data stored in such data storage areas.

[0423] Next, in step S30-8, the main CPU 110a sets a backup flag to be referenced when power is restored from the power outage in a predetermined area of ​​the main RAM 110b. Next, in step S30-9, the main CPU 110a prohibits access to the main RAM 110b. Thereafter, the main CPU 110a performs an infinite loop process and performs a standby process until the supply of the power supply voltage is completely cut off.

[0424] (Timer interrupt processing on the main control board) 41 is a diagram showing a flowchart of timer interrupt processing of the main control board 110 of the gaming machine 1. The main CPU 110a executes timer interrupt processing at every generation period (e.g., 2 ms) at which a clock pulse signal is generated by a reset clock pulse generating circuit provided in the main control board 110, except in special cases such as when the power is turned on or off.

[0425] When a clock pulse signal is generated, the main CPU 110a saves information stored in the registers of the main CPU 110a in a stack area in step S100.

[0426] Next, the main CPU 110a performs a counter update process in step S110. Specifically, the main CPU 110a updates the special symbol time counter, the special game timer counter, the normal symbol time counter, the auxiliary game timer counter, the gaming machine information transmission standby timer counter, and the response reception standby timer counter stored in the main RAM 110b. In the counter update process, each counter is decremented by 2. The reason why each counter is decremented by 2 in the counter update process is that these counters indicate time, and the timer interrupt process is executed every 2 ms, so that the counter update process in the timer interrupt process is executed every 2 ms.

[0427] The special symbol time counter is a counter used when the main CPU 110a judges whether the variation of the special symbol has passed the variation time or whether the stop of the special symbol has passed the stop time. The special game timer counter is a counter used when the main CPU 110a controls the opening and closing control of the first large winning opening 16 and the second large winning opening 17. The normal symbol time counter is a counter used when judging whether the variation of the normal symbol has passed the variation time or whether the stop of the normal symbol has passed the stop time. The auxiliary game timer counter is a counter used when the main CPU 110a controls the opening and closing control of the second starting opening 15. Details of the control using these counters will be described later.

[0428] As explained in the gaming machine information notification process of the main control board 110 shown in Fig. 39, the gaming machine information transmission waiting timer counter is a counter used when the main CPU 110a transmits a gaming machine information notification command from the main control board 110 to the frame control board 160. The response reception waiting timer counter is a counter used when the main CPU 110a judges whether or not communication between the main control board 110 and the frame control board 160 is performed normally.

[0429] Next, in step S120, the main CPU 110a updates the jackpot random number value, normal symbol random number value, and special symbol random number value. Specifically, the main CPU 110a increments each random number value and random number counter by 1. When the incremented random number counter value exceeds the maximum value of the random number range (when the random number counter has completed one cycle), the main CPU 110a resets the random number counter to 0 and updates each random number value from the initial random number value at that time.

[0430] Next, the main CPU 110a performs an initial random number value update process in step S130. Specifically, the main CPU 110a updates the jackpot initial random number value, the normal symbol random number value, and the special symbol initial random number value.

[0431] Next, the main CPU 110a performs input control processing in step S200. Specifically, the main CPU 110a determines whether or not there is input to each of the general winning hole detection SW 12a, the gate detection SW 13a, the first start hole detection SW 14a, the second start hole detection SW 15a, the first large winning hole detection SW 16a, the second large winning hole detection SW 17a, and the specific area detection SW 18a, and executes a predetermined process if there is input. Details of the input control process will be described later.

[0432] Next, the main CPU 110a executes the special symbol special electricity control process in step S300. Specifically, the main CPU 110a updates the value of the special symbol special electricity processing data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the value of the updated special symbol special electricity processing data. The details of the special symbol special electricity control process will be described later.

[0433] Next, the main CPU 110a executes the normal map normal power control process in step S400. Specifically, the main CPU 110a updates the value of the normal map normal power processing data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the updated value of the normal map normal power processing data. The details of the normal map normal power control process will be described later.

[0434] Next, the main CPU 110a executes a prize ball control process in step S500. Specifically, the main CPU 110a refers to the general prize ball counter, the first start prize ball counter, the second start prize ball counter, the first large prize ball counter, and the second large prize ball counter stored in the main RAM 110b, and transmits a prize ball number designation command to the frame control board 160 to instruct the awarding of the number of game balls indicated by each counter.

[0435] Next, the main CPU 110a executes a complete determination process in step S600. The complete determination process is a process for determining whether or not to activate a function (complete function) that restricts further game play when the maximum number of game balls acquired in the gaming machine 1 exceeds the upper limit of 95,000 balls per day.

[0436] Specifically, the main CPU 110a judges whether or not the maximum acquired game ball number counter of the main RAM 110b has exceeded 95000. When the maximum acquired game ball number counter has exceeded 95000, the main CPU 110a stores the completion information in the completion information storage area of ​​the main RAM 110b, stores an error system designation command indicating error 1 in the performance transmission data storage area, and sets a launch prohibition command in the transmission buffer to cause the launch control unit 170 to stop launching game balls.

[0437] The maximum number of winning game balls counter is a counter to which the number indicated by each prize ball counter is added when a game ball is awarded, and which is subtracted by 1 when a game ball is released while the counter value is 1 or greater, and which has a minimum value of 0.

[0438] Next, the main CPU 110a executes data generation processing in step S700. Specifically, the main CPU 110a executes processing to generate drive data for the start opening opening solenoid 15c, drive data for the first large winning opening opening solenoid 16c, drive data for the second large winning opening opening solenoid 17c, drive data for the specific area opening opening solenoid 18d, display data for the first special symbol display device 20, display data for the second special symbol display device 21, display data for the normal symbol display device 24, display data for the first special symbol reserved display device 22, display data for the second special symbol display device 23, and display data for the normal symbol reserved display device 25.

[0439] Next, the main CPU 110a executes an output control process in step S800. Specifically, the main CPU 110a outputs each display data, each drive data, and an external information signal generated in the data generation process in step S700. The main CPU 110a also executes a process for transmitting commands set in the performance transmission data storage area and the transmission buffer of the main RAM 110b to the performance control board 120 and the frame control board 160.

[0440] Next, in step S900, the main CPU 110a restores the information saved in the stack area in step S100 to the register of the main CPU 110a, and ends the timer interrupt process.

[0441] (Input control processing on the main control board) FIG. 42 is a diagram showing a flowchart of the input control process of the main control board 110 of the gaming machine 1.

[0442] In step S210, the main CPU 110a executes a general winning opening detection SW input process. Specifically, the main CPU 110a judges whether or not there is a detection signal from the general winning opening detection SW 12a. If there is a detection signal from the general winning opening detection SW 12a, the main CPU 110a performs an update process to add a predetermined number (for example, 1) to the general winning opening prize ball counter stored in the main RAM 110b, and proceeds to step S220. If there is no detection signal from the general winning opening detection SW 12a, the main CPU 110a proceeds to step S220 as is.

[0443] In step S220, the main CPU 110a executes a special prize opening detection SW input process. Specifically, the main CPU 110a judges whether or not there is a detection signal from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a. If there is a detection signal from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a, the main CPU 110a increments the special prize opening ball entry number (C) counter stored in the main RAM 110b by 1, and proceeds to step S230. If there is no detection signal from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a, the main CPU 110a proceeds to step S230 as is.

[0444] Next, the main CPU 110a executes the first start hole detection SW input process in step S230. Specifically, the main CPU 110a judges whether or not a detection signal has been input from the first start hole detection SW 14a. If the detection signal has not been input from the first start hole detection SW 14a, the main CPU 110a proceeds directly to step S240. If a detection signal has been input from the first start hole detection SW 14a, the main CPU 110a executes a prize ball counter update process, acquisition of various random number values, a pre-judgment process, and setting of various commands, and proceeds to step S240. Details of the first start hole detection SW input process will be described later.

[0445] Next, the main CPU 110a executes the second start hole detection SW input process in step S240. Specifically, the main CPU 110a judges whether or not a detection signal has been input from the second start hole detection SW 15a. If there is no detection signal input from the second start hole detection SW 15a, the main CPU 110a proceeds directly to step S250. If there is a detection signal input from the second start hole detection SW 15a, the main CPU 110a executes the update process of the prize ball counter, the acquisition of various random number values, the advance judgment process, and the setting of various commands, and proceeds to step S250.

[0446] The details of the second start hole detection SW input process are the same as those of the first start hole detection SW input process, which will be described in detail later. Specifically, the second start hole detection SW input process replaces the items provided for the first start hole with items provided for the second start hole, such as replacing the "first special symbol reserved number (U1)" in the first start hole detection SW input process with the "second special symbol reserved number (U2)" and replacing the "first start hole detection SW 14a" with the "second start hole detection SW 15a".

[0447] Next, the main CPU 110a executes a specific area detection SW input process in step S250. Specifically, the main CPU 110a judges whether or not there is a detection signal from the specific area detection SW 18a. If there is no detection signal input from the specific area detection SW 18a, the main CPU 110a advances the process to step S260. If there is a detection signal input from the specific area detection SW 18a, the main CPU 110a executes a predetermined process and advances the process to step S260. Details of the specific area detection SW input process will be described later.

[0448] Next, the main CPU 110a executes a gate detection SW input process in step S260. Specifically, the main CPU 110a judges whether or not there is a detection signal from the gate detection SW 13a. If there is an input of a detection signal from the gate detection SW 13a and the number of reserved normal symbols (G) is 3 or less, the main CPU 110a adds 1 to the number of reserved normal symbols (G), obtains a normal symbol random number value, and stores the obtained judgment information in the smallest numbered memory section in which no judgment information is stored among the first memory section to the fourth memory section of the normal symbol storage area.

[0449] Even if there is an input of a detection signal from the gate detection SW13a, the main CPU110a ends the input control process as it is if the number of reserved normal symbols (G) is 4. Also, if there is no input of a detection signal from the gate detection SW13a, the main CPU110a ends the input control process as it is.

[0450] (First start port detection switch input processing on the main control board) FIG. 43 is a diagram showing a flowchart of the first start hole detection switch input process of the main control board 110 of the gaming machine 1.

[0451] In step S230-1, the main CPU 110a determines whether or not there is a detection signal from the first start hole detection SW 14a. If there is a detection signal from the first start hole detection SW 14a, the main CPU 110a proceeds to step S230-2. If there is no detection signal from the first start hole detection SW 14a, the main CPU 110a ends the first start hole detection SW input process.

[0452] Next, in step S230-2, the main CPU 110a performs an update process of adding a predetermined number (for example, 3) to the prize ball counter for the starting hole.

[0453] Next, in step S230-3, the main CPU 110a judges whether or not the count value of the first special symbol reserved number (U1) counter is less than 4. If the count value of the first special symbol reserved number (U1) counter is less than 4, the main CPU 110a advances the process to step S230-4. If the count value of the first special symbol reserved number (U1) counter is not less than 4, the main CPU 110a ends the first start hole detection SW input process.

[0454] Next, in step S230-4, the main CPU 110a reads out the counter value of the first special pattern reserved number (U1) stored in the memory area of ​​the main RAM 110b, adds 1 to the read count value of the first special pattern reserved number (U1), and stores the result in the memory area of ​​the main RAM 110b.

[0455] Next, in step S230-5, the main CPU 110a acquires a jackpot random number value and stores the acquired jackpot random number value in the smallest-numbered memory section among the first memory section to the fourth memory section in the first special pattern memory area provided in the main RAM 110b in which a jackpot random number value is not stored.

[0456] Next, in step S230-6, the main CPU 110a acquires a special pattern random number value and stores the acquired special pattern random number value in the smallest-numbered memory section among the first memory section to the fourth memory section in the first special pattern memory area provided in the main RAM 110b in which a special pattern random number value is not stored.

[0457] Next, in step S230-7, the main CPU 110a acquires a random number value for reach determination, and stores the acquired random number value for reach determination in the smallest-numbered memory section among the first memory section to the fourth memory section in the first special pattern memory area provided in the main RAM 110b in which a random number value for reach determination is not stored.

[0458] Next, in step S230-8, the main CPU 110a acquires a random number value for special pattern variation, and stores the acquired random number value for special pattern variation in the smallest-numbered memory section among the first memory section to the fourth memory section in the first special pattern memory area provided in the main RAM 110b in which a random number value for special pattern variation is not stored.

[0459] Next, the main CPU 110a executes a pre-determination process in step S230-9. Specifically, the main CPU 110a refers to a pre-determination table (FIG. 30) of the big win lottery for the first special symbol stored in the main ROM 110c, and determines winning information based on the currently acquired big win random number value, special symbol random number value, special symbol variation random number value, and reach determination random number value.

[0460] In step S230-10, the main CPU 110a sets a start winning designation command corresponding to the winning information determined in step S230-9 in a performance transmission data storage area of ​​the main RAM 110b.

[0461] In addition, based on the start winning designation command received from the main CPU 110a, the performance control board 120 can execute a look-ahead performance that suggests the possibility of a big win or a special miss before the start of the variation of the special pattern based on the current winning into the first start port 14. The look-ahead performance may be performed over multiple variations, such as a change in the display mode (e.g., color, design, etc.) of the first reserved image 41 displayed on the image display device 31 or the display of a special background image, or a special winning sound may be output at the time of the start winning, or a special light may be emitted from the performance lighting device at the time of the winning.

[0462] In step S230-11, the main CPU 110a sets a special symbol storage number designation command indicating the first special symbol reserved number (U1) determined in step S230-4 in the performance transmission data storage area of ​​the main RAM 110b, and ends the first start hole detection switch input process. The performance control board 120 performs processing to increase the display of the first reserved image 41 on the image display device 31 and to output a winning sound from the audio output device 32 based on the special symbol storage number designation command received from the main CPU 110a.

[0463] (Specific area detection switch input processing on main control board) FIG. 44 is a diagram showing a flowchart of specific area detection switch input processing of the main control board 110 of the gaming machine 1.

[0464] In step S250-1, the main CPU 110a determines whether or not there is a detection signal from the specific area detection SW 18a. If there is no detection signal from the specific area detection SW 18a, the main CPU 110a ends the specific area detection SW input process. If there is a detection signal from the specific area detection SW 18a, the main CPU 110a advances the process to step S250-2.

[0465] Next, in step S250-2, the main CPU 110a sets a specific area winning flag in the memory area of ​​the specific area winning flag in the main RAM 110b. The specific area winning flag is a flag indicating that a gaming ball has won a specific area 19B provided in the second large winning opening 17. As described above, the second type winning is a big win that is achieved when a gaming ball has won the specific area 19B provided in the second large winning opening 17.

[0466] Next, in step S250-3, the main CPU 110a sets a specific area winning designation command in a performance transmission data storage area of ​​the main RAM 110b.

[0467] Next, in step S250-4, the main CPU 110a stores the game state stored in the game state flag of the main RAM 110b (the game state when the game ball enters the specific area 19B) in the game state buffer of the main RAM 110b, and terminates the specific area detection SW input processing.

[0468] (Special diagram special power control processing of main control board) FIG. 45 is a diagram showing a flowchart of the special chart special electricity control processing of the main control board 110 of the gaming machine 1.

[0469] In step S301, the main CPU 110a loads the special picture special signal processing data stored in the main RAM 110b.

[0470] In step S302, the main CPU 110a executes a process corresponding to the loaded special symbol special electricity processing data. Specifically, if the special symbol special electricity processing data is 0, a special symbol memory determination process is executed in step S310; if the special symbol special electricity processing data is 1, a special symbol change process is executed in step S320; if the special electricity processing data is 2, a special symbol stop process is executed in step S330; if the special symbol special electricity processing data is 3, a big win game process is executed in step S340; if the special symbol special electricity processing data is 4, a small win game process is executed in step S350; if the special symbol special electricity processing data is 5, a big win game end process is executed in step S360. Then, the main CPU 110a ends the special symbol special electricity control process after executing any of the processes. Details of each control process will be described later.

[0471] (Special pattern memory determination process of the main control board) 46 and 47 are diagrams showing a flowchart of the special symbol memory determination process of the gaming machine 1. FIG.

[0472] In step S310-1, the main CPU 110a judges whether the special symbol is changing. Specifically, the main CPU 110a refers to the special symbol time counter stored in the main RAM 110b, and judges that the special symbol is not changing if the counter value is 0, and judges that the special symbol is changing if the counter value is not 0. If the special symbol is changing, the main CPU 110a ends the special symbol storage judgment process. If the special symbol is not changing, the main CPU 110a advances the process to step S310-2.

[0473] In step S310-2, the main CPU 110a judges whether the value of the second special symbol reserved number (U2) stored in the main RAM 110b is greater than 0. If the main CPU 110a judges that the value of the second special symbol reserved number (U2) is greater than 0, the process proceeds to step S310-3. If the main CPU 110a judges that the value of the second special symbol reserved number (U2) is not greater than 0 (is 0), the process proceeds to step S310-4.

[0474] In step S310-3, the main CPU 110a subtracts 1 from the value of the second special symbol reservation number (U2) in the main RAM 110b, and advances the process to step S310-11.

[0475] In step S310-4, the main CPU 110a judges whether the value of the first special symbol reserved number (U1) stored in the main RAM 110b is greater than 0. If the main CPU 110a judges that the first special symbol reserved number (U1) is greater than 0, the process proceeds to step S310-5. If the main CPU 110a judges that the value of the first special symbol reserved number (U1) is not greater than 0 (is 0), the process proceeds to step S310-8.

[0476] In step S310-5, the main CPU 110a subtracts 1 from the value of the first special symbol reservation number (U1) in the main RAM 110b, and advances the process to step S310-6.

[0477] In step S310-6, the main CPU 110a determines whether or not a high base state fall flag is set in the high base state fall memory area of ​​the main RAM 110b. If the main CPU 110a determines that the high base state fall flag is set, the process proceeds to step S310-7, and if the main CPU 110a determines that the high base state fall flag is not set, the process proceeds to step S310-11.

[0478] In step S310-7, the main CPU 110a clears the flag set in the continuous jackpot information storage area of ​​the main RAM 110b, and also clears the flag set in the high base state fall storage area, and advances the process to step S310-11.

[0479] The processing of step S310-7 is performed when "YES" is determined in step S310-4 and "YES" is determined in step S310-6, that is, when a transition is made from the high base time-saving state to the normal state (when a flag indicating a fall into the high base state is set) and a variable display using the first special pattern is started.

[0480] The flag indicating information on consecutive jackpots is cleared when the display of the first special pattern begins to change after the transition from the high base time-saving state to the normal state, and therefore the flag indicating information on consecutive jackpots is cleared in the processing of step S310-7.

[0481] In step S310-8, the main CPU 110a judges whether or not the customer waiting state flag stored in the main RAM 110b is established. The customer waiting state flag is a flag indicating that the gaming machine 1 is not performing a special game, has a reserve number of 0, and is not performing a variable display (customer waiting state). If the customer waiting flag is not established, the main CPU 110a advances the process to step S310-9. If the customer waiting flag is established, the main CPU 110a ends the special symbol storage judgment process.

[0482] In step S310-9, the main CPU 110a sets a customer waiting state flag in a customer waiting state flag storage area of ​​the main RAM 110b.

[0483] In step S310-10, the main CPU 110a sets a customer waiting state designation command, which indicates that the gaming machine 1 is in a customer waiting state, in the performance transmission data storage area of ​​the main RAM 110b, and ends the special symbol storage determination process.

[0484] In step S310-11, the main CPU 110a executes a shift process of the storage area of ​​the main RAM 110b. Specifically, when the second special symbol reserved number is subtracted by 1 in step S310-3, the data stored in the first storage section of the second special symbol storage area of ​​the main RAM 110b is written to the 0th storage section of the special symbol storage area, and the data stored in the second storage section to the 4th storage section are written to the previous storage section, respectively. In addition, when the first special symbol reserved number is subtracted by 1 in step S310-5, the data stored in the first storage section of the first special symbol storage area of ​​the main RAM 110b is written to the 0th storage section of the special symbol storage area, and the data stored in the second storage section to the 4th storage section are written to the previous storage section, respectively.

[0485] In addition, the data that was already stored in the 0th memory section of the special pattern memory area before the current shift process of the memory area is performed will be erased because the new data will be overwritten by the current shift process of the memory area.

[0486] Although the display of the second special pattern changes is given priority over the display of the first special pattern changes (special 2 priority consumption), the display of the first special pattern changes and the display of the second special pattern changes may be executed in parallel (simultaneous change of special 1 and special 2), or the display of the first special pattern changes may be given priority over the display of the second special pattern changes (special 1 priority consumption).

[0487] In step S310-12, the main CPU 110a sets the reserved special symbol number designation command in the transmission data storage area for performance in the main RAM 110b. Specifically, when the main CPU 110a subtracts 1 from the reserved second special symbol number (U2) in step S310-3, the main CPU 110a sets the reserved special symbol number designation command indicating the subtracted reserved second special symbol number in the transmission data storage area for performance in the main RAM 110b. In addition, when the main CPU 110a subtracts 1 from the reserved first special symbol number (U1) in step S310-5, the main CPU 110a sets the reserved special symbol number designation command indicating the subtracted reserved first special symbol number in the transmission data storage area for performance in the main RAM 110b.

[0488] In addition, the performance control board 120 refers to the special pattern memory number designation command based on the current memory area shift processing received from the main CPU 110a and performs processing to cause the image display device 31 to display a new variable image 40, reduce the number of first reserved images 41 and second reserved images 42, and update the images of the first reserved number image 43 and second reserved number image 44.

[0489] In step S310-13, the main CPU 110a determines whether the low base time-saving count (B) stored in the main RAM 110b is 1 or more. If the low base time-saving count (B) stored in the main RAM 110b is 1 or more, the main CPU 110a advances the process to step S310-14. If the low base time-saving count (B) stored in the main RAM 110b is not 1 or more, the main CPU 110a advances the process to step S310-16.

[0490] In step S310-14, the main CPU 110a subtracts 1 from the low base time-saving count (B) stored in the main RAM 110b and stores the result.

[0491] In step S310-15, the main CPU 110a determines whether the value of the low base time-saving count (B) is greater than 0. If the main CPU 110a determines that the value of the low base time-saving count (B) is greater than 0, the main CPU 110a advances the process to step S311. If the main CPU 110a determines that the value of the low base time-saving count (B) is not greater than 0 (is 0), the main CPU 110a advances the process to step S310-20.

[0492] In step S310-16, the main CPU 110a determines whether the high base time-saving count (J) stored in the main RAM 110b is 1 or more. If the main CPU 110a determines that the high base time-saving count (J) stored in the main RAM 110b is 1 or more, the process proceeds to step S310-17. If the main CPU 110a determines that the high base time-saving count (J) stored in the main RAM 110b is not 1 or more, the process proceeds to step S311.

[0493] In step S310-17, the main CPU 110a subtracts 1 from the high base time-saving count (J) stored in the main RAM 110b and stores the result.

[0494] In step S310-18, the main CPU 110a determines whether the value of the high base time-saving count (J) is 0. If the main CPU 110a determines that the value of the high base time-saving count (J) is 0, the main CPU 110a advances the process to step S310-19. If the main CPU 110a determines that the high base time-saving count (J) is not 0, the main CPU 110a advances the process to step S311.

[0495] In step S310-19, the main CPU 110a clears the flag set in the high base intermediate information storage area of ​​the main RAM 110b, sets a high base state fall flag in the high base state fall storage area of ​​the main RAM 110b, and advances the process to step S310-20.

[0496] In step S310-20, the main CPU 110a clears the flag set in the time-shortening information storage area of ​​the main RAM 110b, and advances the process to step S310-21.

[0497] In step S310-21, the main CPU 110a sets the game status to the normal status in the game status flag storage area of ​​the main RAM 110b, and advances the process to step S311.

[0498] The above-mentioned step S310-15 is "NO" when the low base time-saving count (B) becomes 0, and the game state transitions from the low base time-saving mode to the normal state. In this case, the game state transitions from the low base time-saving state to the normal state, so the time-saving information flag is cleared (step S310-20) and the game state flag for the normal state is set (step S310-21).

[0499] Moreover, the above-mentioned step S310-18 becomes "YES" when the high base time-saving count (J) becomes 0, and the game state transitions from the high base time-saving state to the normal state. In this case, since the game state transitions from the high base time-saving state to the normal state, the high base information flag is cleared and the high base state fall flag is set (step S310-19), the time-saving information flag is cleared (step S310-20), and the game state flag for the normal state is set (step S310-21).

[0500] As described in the explanation of the game flow in FIG. 11, there are other conditions for transitioning from the high base time-saving state to the normal state in addition to the condition that the high base time-saving count (J) shown in FIG. 46 becomes 0 (at the end of the 100th or 16th losing fluctuation at which the high base time-saving count (J) becomes the upper limit, "YES" in step S310-18 in FIG. 46, etc.).

[0501] For example, in the high base time-saving state, the high base time-saving state is switched to the normal state after the special game (for example, the second type 9R J) ends, or when the second small win game starts. The second small win game may occur when the game ball does not enter the specific area 19B in the first small win game and then the second small win game is won.

[0502] In addition, when the number of variations of the normal pattern is 100 times in the high base time-saving state, the high base time-saving state transitions to the normal state. Details of the control when transitioning from these high base time-saving states to the normal state will be described later.

[0503] In addition to the above conditions, if the number of winning normal symbol lotteries in the high base time-saving state reaches a specific number (including once), the high base time-saving state may be switched to the normal state.

[0504] The main CPU 110a executes a big win determination process in step S311. Specifically, the main CPU 110a refers to various tables stored in the main ROM 110c shown in Figures 18, 19, and 20 based on the big win random number value and the special symbol random number value newly stored in the 0th storage section, and the type of the special symbol display device of the data shifted to the 0th storage section, and determines the type of the special symbol, the stop symbol data, etc. Details of the big win determination process will be described later.

[0505] The main CPU 110a determines the variation pattern of the special symbol to be executed in step S312. Specifically, the main CPU 110a refers to the variation pattern determination table (FIG. 26 (in the case of normal state), FIG. 27 (in the case of low base time-saving state), FIG. 28 (in the case of high base time-saving state)) of the first special symbol stored in the main ROM 110c and the variation pattern determination table (FIG. 29) of the second special symbol based on the type of the special symbol determined in step S311, the random number value for reach determination and the random number value for special symbol variation newly stored in the 0th storage unit, and the number of reserved first special symbols and the number of reserved second special symbols, and determines the variation pattern of the special symbol to start varying.

[0506] In step S313, the main CPU 110a sets a variation pattern designation command corresponding to the variation pattern of the special symbol determined in step S312 in a performance transmission data storage area of ​​the main RAM 110b.

[0507] The performance control board 120 performs processing for executing a variable performance according to the variable pattern of the special symbol based on the variable pattern designation command received from the main CPU 110a.

[0508] In step S314, the main CPU 110a sets a game state designation command corresponding to the game state stored in the game state flag storage area of ​​the main RAM 110b in a performance transmission data storage area of ​​the main RAM 110b.

[0509] In step S315, the main CPU 110a sets a time-saving count designation command corresponding to the low base time-saving count (B) and the high base time-saving count (J) stored in the game status flag storage area of ​​the main RAM 110b in the performance transmission data storage area of ​​the main RAM 110b.

[0510] In step S316, the main CPU 110a executes a process for starting the variable display of the special symbols. Specifically, the main CPU 110a sets variable display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform the variable display of the special symbols in a predetermined area of ​​the main RAM 110b.

[0511] Next, the main CPU 110a sets the variation time of the special symbol in step S317. Specifically, the main CPU 110a sets the variation time corresponding to the variation pattern of the special symbol determined in step S312 in the special symbol time counter of the main RAM 110b. Note that the special symbol time counter is decremented by 2 every 2 ms in the counter update process in the timer interrupt process in step S110 (FIG. 41) described above.

[0512] Next, in step S318, the main CPU 110a sets 1 in the special symbol special signal processing data storage area of ​​the main RAM 110b, and ends the special symbol storage determination process.

[0513] In the data generation process in the timer interrupt process of step S700 (FIG. 41) described above, the main CPU 110a creates data for turning on and off the LED of the first special pattern display device 20 or the second special pattern display device 21 based on the display data set in step S316. Then, in the output control process in the timer interrupt process of step S800 (FIG. 41) described above, the main CPU 110a outputs the data for turning on and off the LED created in step S700 to the first special pattern display device 20 or the second special pattern display device 21, thereby starting the variable display of the special pattern on the first special pattern display device 20 or the second special pattern display device 21.

[0514] (Main control board jackpot determination process) FIG. 48 is a diagram showing a flowchart of the big win determination process of the gaming machine 1.

[0515] In step S311-1, the main CPU 110a judges whether the special symbol that starts the variable display is a jackpot. Specifically, the main CPU 110a judges whether the special symbol that starts the variable display is a jackpot by referring to the jackpot selection determination table (FIG. 18(a)) for the first special symbol display device stored in the main ROM 110c when the data newly stored in the 0th storage section is shifted from the first special symbol storage area, and by referring to the jackpot selection determination table (FIG. 18(b)) for the second special symbol display device stored in the main ROM 110c when the data newly stored in the 0th storage section is shifted from the second special symbol storage area, based on the jackpot random number value newly stored in the 0th storage section of the special symbol storage area.

[0516] If the special symbol that starts the varying display is a big win, the main CPU 110a advances the process to step S311-2. If the special symbol that starts the varying display is not a big win, the main CPU 110a advances the process to step S311-5.

[0517] In step S311-2, the main CPU 110a executes a big win symbol determination process. Specifically, the main CPU 110a refers to the big win symbol determination table (FIG. 19(a)) stored in the main ROM 110c based on the special symbol random number value newly stored in the 0th storage unit and the type of the special symbol display device that starts the variable display, determines the type of the special symbol that starts the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of ​​the main RAM 110b.

[0518] In step S311-3, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-2 in a performance transmission data storage area of ​​the main RAM 110b.

[0519] Next, in step S311-4, the main CPU 110a stores the game status information (game status information at the time of executing the jackpot determination process) stored in the game status flag of the main RAM 110b in the game status buffer of the main RAM 110b, and ends the jackpot determination process.

[0520] In step S311-5, the main CPU 110a judges whether the special symbol that starts the variable display is a small win or not. Specifically, when the data newly stored in the 0th memory section of the special symbol memory area is shifted from the second special symbol memory area, the main CPU 110a judges whether the special symbol that starts the variable display is a small win or not by referring to the jackpot selection judgment table (FIG. 18(b)) for the second special symbol display device stored in the main ROM 110c based on the jackpot random number value newly stored in the 0th memory section.

[0521] The reason why the small win judgment is performed only when the data newly stored in the 0th memory section of the special symbol memory area is shifted from the 2nd special symbol memory area is because the small win is set to be judged only for the 2nd special symbol (FIG. 18(b)). Therefore, when the data newly stored in the 0th memory section is shifted from the 1st special symbol memory area, the main CPU 110a judges that the special symbol that starts the variable display is not a small win.

[0522] In addition, although the small prize winning judgment is set to be made only by the second special symbol, the small prize winning judgment may be made by both the first special symbol and the second special symbol, or may be made only by the first special symbol.

[0523] If the special symbol that starts the varying display is a small win, the main CPU 110a advances the process to step S311-6. If the special symbol that starts the varying display is not a small win, the main CPU 110a advances the process to step S311-8.

[0524] Next, the main CPU 110a executes a small win symbol determination process in step S311-6. Specifically, the main CPU 110a refers to the small win symbol determination table (FIG. 19(b)) stored in the main ROM 110c based on the special symbol random number newly stored in the 0th storage unit, determines the type of special symbol and stop symbol data that start the variable display, and stores the determined stop symbol data in the stop symbol data area of ​​the main RAM 110b.

[0525] Next, in step S311-7, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-6 in the performance transmission data storage area of ​​the main RAM 110b, and ends the big win determination process.

[0526] In step S311-8, the main CPU 110a judges whether the special symbol that starts the variable display is a special miss or not. Specifically, the main CPU 110a judges whether the special symbol that starts the variable display is a special miss or not by referring to the jackpot random number value of the data newly stored in the 0th storage section of the special symbol storage area and the jackpot lottery judgment table (FIG. 18(a)) for the first special symbol display device or the jackpot lottery judgment table (FIG. 18(b)) for the second special symbol display device stored in the main ROM 110c.

[0527] In addition, the jackpot lottery determination table referred to when making the above determination is a jackpot lottery determination table for the first special pattern display device if the data shifted to the 0th memory of the special pattern memory area has been shifted from the first special pattern memory area, and is a jackpot lottery determination table for the second special pattern display device if the data has been shifted from the second special pattern memory area.

[0528] If the main CPU 110a determines that the special symbol that starts the variable display is a special miss, the process proceeds to step S311-9. If the main CPU 110a determines that the special symbol that starts the variable display is not a special miss, the process proceeds to step S311-11.

[0529] In step S311-9, the main CPU 110a executes a special losing symbol determination process. Specifically, the main CPU 110a refers to the special losing symbol determination table (FIG. 20(a)) stored in the main ROM 110c based on the special symbol random number newly stored in the 0th storage unit, determines the type of special symbol and the stopped symbol data that start the variable display, and stores the determined stopped symbol data in the stopped symbol data area of ​​the main RAM 110b.

[0530] Next, in step S311-10, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-9 in the performance transmission data storage area of ​​the main RAM 110b, and ends the big win determination process.

[0531] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. Specifically, the main CPU 110a refers to the normal losing symbol determination table (FIG. 20(b)) stored in the main ROM 110c based on the type of the special symbol display device that starts the variable display and the special symbol random number value newly stored in the 0th storage unit, determines the type of the special symbol that starts the variable display and the stopped symbol data, and stores the determined stopped symbol data in the stopped symbol data area of ​​the main RAM 110b.

[0532] In step S311-12, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-11 in a performance transmission data storage area in the main RAM 110b, and ends the big win determination process.

[0533] (Special pattern change processing on the main control board) FIG. 49 is a diagram showing a flowchart of the special symbol variation process of the main control board 110 of the gaming machine 1.

[0534] In step S320-1, the main CPU 110a judges whether the special symbol variation time has elapsed. Specifically, the main CPU 110a refers to a special symbol time counter stored in the main RAM 110b, and judges that the special symbol variation time has elapsed if the counter value is 0, and judges that the special symbol variation time has not elapsed if the counter value is not 0. If the special symbol variation time has elapsed, the main CPU 110a advances the process to step S320-2. If the special symbol variation time has not elapsed, the main CPU 110a ends the special symbol variation process.

[0535] In step S320-2, the main CPU 110a executes a process for stopping and displaying the special symbols. Specifically, the main CPU 110a clears the display data set in step S316 of the special symbol storage determination process, and sets display data for stopping and displaying the special symbols corresponding to the stop symbol data set in the stop symbol data area of ​​the main RAM 110b on the first special symbol display device 20 or the second special symbol display device 21 in a predetermined area of ​​the main RAM 110b.

[0536] Next, in step S320-3, the main CPU 110a sets a symbol determination command indicating that the special symbol has stopped in a transmission storage area for performance in the main RAM 110b.

[0537] Next, the main CPU 110a sets a symbol stop time in step S320-4. Specifically, the main CPU 110a sets a symbol stop time (for example, 0.5 seconds) in a special symbol time counter storage area of ​​the main RAM 110b.

[0538] Next, in step S320-5, the main CPU 110a sets 2 in the special symbol special signal processing data storage area of ​​the main RAM 110b, and ends the special symbol variation process.

[0539] (Special pattern stop processing of main control board) FIG. 50 is a diagram showing a flowchart of the special symbol stopping process of the main control board 110 of the gaming machine 1.

[0540] In step S330-1, the main CPU 110a judges whether the stop time of the special symbol has ended. Specifically, if the special symbol time counter in the main RAM 110b is 0, the main CPU 110a judges that the stop time of the special symbol has ended, and proceeds to step S330-2. If the special symbol time counter in the main RAM 110b is not 0, the main CPU 110a judges that the stop time of the special symbol has not ended, and ends the special symbol stop process.

[0541] In step S330-2, the main CPU 110a adds 1 to the value of the change count (L) counter in the main RAM 110b.

[0542] Next, in step S330-3, the main CPU 110a judges whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is for a big win. If the stop symbol data is for a big win, the main CPU 110a advances the process to step S330-4. If the stop symbol data is not for a big win, the main CPU 110a advances the process to step S330-6.

[0543] In step S330-4, the main CU 110a performs a first-type big win game preparation process. Specifically, the main CPU 110a determines the reference destination of data required for controlling the first-type big win game, sets various data, etc. The details of the first-type big win game preparation process will be described later.

[0544] Next, in step S330-5, the main CPU 110a sets 3 in the special picture special signal processing data storage area of ​​the main RAM 110b, and advances the process to step S330-9.

[0545] In step S330-6, the main CPU 110a judges whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is a small win. If the stop symbol data is a small win, the main CPU 110a advances the process to step S330-7. If the stop symbol data is not a small win, the main CPU 110a advances the process to step S330-10.

[0546] In step S330-7, the main CPU 110a performs a small win game preparation process. Specifically, the main CPU 110a determines the reference destination of data required for controlling the small win game, sets various data, etc. The details of the small win game preparation process will be described later.

[0547] Next, in step S330-8, the main CPU 110a sets 4 in the special picture special signal processing data storage area of ​​the main RAM 110b, and advances the process to step S330-9.

[0548] In step S330-9, the main CPU 110a sets the game state designation command corresponding to the game state stored in the game state flag storage area of ​​the main RAM 110b in the performance transmission data storage area, and ends the special symbol stop processing. The game state designation command set in step S330-9 is a command corresponding to the game state set in the game state flag storage area in the first type big win game preparation processing in step S330-4 or the small win game preparation processing in step S330-7.

[0549] In step S330-10, the main CPU 110a determines whether the counter value of the number of changes (L) in the main RAM 110b has reached a specified number (800 times). If the counter value of the number of changes (L) has reached the specified number (800 times), the main CPU 110a transfers the process to step S330-11. If the counter value of the number of changes (L) has not reached the specified number (800 times), the main CPU 110a transfers the process to step S330-15.

[0550] In step S330-11, the main CPU 110a resets the value of the low base time-saving count (B) counter and the value of the fluctuation count (L) counter in the main RAM 110b, and advances the process to step S330-12.

[0551] In step S330-12, the main CPU 110a sets a game status flag in the high base time-shortening state in the game status flag storage area of ​​the main RAM 110b, sets the high base time-shortening count (J) counter in the main RAM 110b to 100, and advances the process to step S330-13.

[0552] In step S330-13, the main CPU 110a sets flags in the high base information storage area, the time-saving information storage area, and the continuous jackpot information storage area of ​​the main RAM 110b. Note that when performing this process, there may be cases where flags have already been set in each storage area (for example, when the time-saving information flag is set in the low base time-saving state, etc.), and in that case, the main CPU 110a will overwrite the flags in those storage areas.

[0553] In step S330-14, the main CPU 110a resets the small win count (F) and the normal figure change count (A) of the main RAM 110b. Specifically, the main CPU 110a sets the small win count (F) to 2 and the normal figure change count (A) to 100.

[0554] Although the details will be described later, the small win count (F) is a counter that is referred to when the main CPU 110a judges whether to move from the high base time-saving state to the normal state, and the normal fluctuation count (A) is a counter that is referred to when the main CPU 110a judges whether to move from the high base time-saving state or the low base time-saving state to the normal state. In addition, the normal fluctuation count (A) is set to a value of "100" when moving to the high base time-saving state (step S330-14 in FIG. 50, step S330-16-7 in FIG. 53), and is set to a value of "10000" when moving to the low base time-saving state (step S330-16-15 in FIG. 53).

[0555] In step S330-15, the main CPU 110a judges whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is a special miss. If the main CPU 110a judges that the stop symbol data is a special miss, the process proceeds to step S330-16. If the main CPU 110a judges that the stop symbol data is not a special miss, the process proceeds to step S330-17.

[0556] The main CPU 110a executes a game status setting process in step S330-16. Specifically, the main CPU 110a refers to the special miss symbol stop setting table (FIG. 22) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b and the game status flag stored in the game status flag storage area, determines the game status at the time of the special miss stop, the low base time reduction number (B) and the high base time reduction number (J) to be set, and sets the determined various data in a predetermined storage area of ​​the main RAM 110b. Details of the game status setting process will be described later.

[0557] Next, in step S330-17, the main CPU 110a generates a number designation command indicated by the low base time-saving count (B) counter in the main RAM 110b and a number designation command indicated by the high base time-saving count (J) counter in the main RAM 110b, and sets the generated number designation commands in the performance transmission data storage area.

[0558] In step S330-18, the main CPU 110a sets a game state designation command corresponding to the game state stored in the game state flag storage area of ​​the main RAM 110b in a performance transmission data storage area.

[0559] In step S330-19, the main CPU 110a sets 0 to the special picture special signal processing data storage area of ​​the main RAM 110b.

[0560] In step S330-20, the main CPU 110a determines whether or not a high base state fall flag is set in the high base state fall memory area of ​​the main RAM 110b. If the main CPU 110a determines that the high base state fall flag is set, the process proceeds to step S330-21, and if the main CPU 110a determines that the high base state fall flag is not set, the special symbol stop process is terminated.

[0561] In step S330-21, the main CPU 110a judges whether the variable display to be stopped is the variable display of the second special symbol. Specifically, when the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is that of the second special symbol, the main CPU 110a judges that the variable display to be stopped is the variable display of the second special symbol. When the main CPU 110a judges that the variable display to be stopped is the variable display of the second special symbol, it advances the process to step S330-22, and when it judges that the variable display to be stopped is not the variable display of the second special symbol, it ends the special symbol stop process.

[0562] In step S330-22, the main CPU 110a judges whether the value of the second special symbol reserved number (U2) stored in the main RAM 110b is 0. If the main CPU 110a judges that the value of U2 is 0, the process proceeds to step S330-23, and if the value of U2 is not 0, the special symbol stop process is terminated.

[0563] In step S330-23, the main CPU 110a sets a flag for preparing to clear information during consecutive jackpots in the consecutive jackpot information clear preparation memory area of ​​the main RAM 110b, clears the flag set in the high base state fall memory area, and terminates the special pattern stop processing.

[0564] In addition, the case where the judgment is "YES" in step S330-20, "YES" in step S330-21, and "YES" in step S330-22 is a case where the game state transitions from the high base time-saving state to the normal state (when the flag for falling into the high base state is set) and the variable display of the second special pattern ends while there is no reserved memory for the second special pattern.

[0565] In the above case, the consecutive jackpot information clear preparation flag is set in the processing of step S330-23, and the flag indicating the consecutive jackpot information is cleared by the normal pattern change processing (Figure 59) performed subsequently in the same timer interrupt processing, or by the processing in the auxiliary game processing (Figure 60) in the same or subsequent timer interrupt processing.

[0566] (First-class jackpot game preparation processing on the main control board) FIG. 51 is a diagram showing a flowchart of the first type big win game preparation process of the main control board 110 of the gaming machine 1.

[0567] In step S330-4-1, the main CPU 110a sets the normal game state flag in the game state flag storage area of ​​the main RAM 110b. Next, in step S330-4-2, the main CPU 110a resets the value of the low base time-saving count (B) counter and the value of the high base time-saving count (J) counter of the main RAM 110b. Next, in step S330-4-3, the main CPU 110a resets the value of the fluctuation count (L) counter of the main RAM 110b.

[0568] Next, in step S330-4-4, the main CPU 110a clears the flag in the high base state fall storage area of ​​the main RAM 110b and the flag in the continuous jackpot information clear preparation storage area.

[0569] Next, in step S330-4-5, the main CPU 110a sets a flag for information during the jackpot in the information storage area during the jackpot in the main RAM 110b.

[0570] Next, in step S330-4-6, the main CPU 110a determines the reference destination of the special game control table for the first type jackpot (Figure 23 (a)) stored in the main ROM 110c based on the pattern stop data stored in the stop pattern data memory area of ​​the main RAM 110b.

[0571] Next, the main CPU 110a sets an opening designation command in step S330-4-7. Specifically, the main CPU 110a determines an opening designation command from the reference destination of the special game control table for the first type big win determined in step S330-4-6, and sets the determined opening designation command in the transmission data storage area for performance in the main RAM 110b.

[0572] When the performance control board 120 receives an opening designation command from the main CPU 110a, it performs processing for executing the opening performance of the big win game using the image display device 31, the audio output device 32, and the like.

[0573] The main CPU 110a sets the start interval time in step S330-4-8. Specifically, the main CPU 110a determines the opening time from the reference destination of the special game control table for the first type big win determined in step S330-4-6, and sets the determined opening time in the special game timer counter of the main RAM 110b.

[0574] In step S330-4-9, the main CPU 110a determines whether or not the flag for the continuous jackpot information is set in the continuous jackpot information storage area of ​​the main RAM 110b. If the main CPU 110a determines that the flag for the continuous jackpot information is set, the process proceeds to step S330-4-10, and if the main CPU 110a determines that the flag for the continuous jackpot information is not set, the process proceeds to step S330-4-12.

[0575] In step S330-4-10, the main CPU 110a judges whether the game state after the big win game ends will be the normal state. Specifically, the main CPU 110a judges whether the game state after the big win game ends will be the normal state by referring to the special game end setting table (FIG. 21) stored in the main ROM 110c based on the stopped symbol data and game state information stored in the main RAM 110b.

[0576] If the main CPU 110a determines that the game state after the jackpot game ends will be the normal state, it proceeds to step S330-4-11, and if it determines that the game state after the jackpot game ends will not be the normal state, it terminates the first type jackpot game preparation process.

[0577] In step S330-4-11, the main CPU 110a sets a high base state fall flag in the high base state fall storage area of ​​the main RAM 110b, and ends the first type big win game preparation process.

[0578] In step S330-4-12, the main CPU 110a judges whether the game state after the big win game ends will be a high base time-shortening state. Specifically, the main CPU 110a judges whether the game state after the big win ends will be a high base time-shortening state by referring to the special game end setting table (FIG. 21) stored in the main ROM 110c based on the stopped symbol data and game state information stored in the main RAM 110b.

[0579] If the main CPU 110a determines that the game state after the end of the jackpot game will be a high base time-shortened state, it proceeds to step S330-4-13, and if it determines that the game state after the end of the jackpot game will not be a high base time-shortened state, it terminates the first type jackpot game preparation process.

[0580] In step S330-4-13, the main CPU 110a sets a flag for information on consecutive jackpots in the consecutive jackpot information storage area of ​​the main RAM 110b, and ends the first type jackpot game preparation process.

[0581] In the above process, if step S330-4-9 is "YES" and step S330-4-10 is "YES", this is the process that is performed when a jackpot that will return to the normal state after the high base time-saving state is won during the high base time-saving state. In this case, in step S330-4-11, the high base state fall flag that is set when the high base time-saving state transitions to the normal state is set.

[0582] In the above process, if step S330-4-9 is "NO" and step S330-4-12 is "YES", this is the process that is performed when a jackpot that transitions to a high base time-saving state after the normal state or low base time-saving state is won. In this case, in step S330-4-13, a flag for consecutive jackpot information that is set when there is a possibility of consecutive jackpots is set.

[0583] (Small win game preparation processing) FIG. 52 is a diagram showing a flowchart of the small win game preparation process of the main control board 110 of the gaming machine 1.

[0584] In step S330-7-1, the main CPU 110a determines the reference destination of the special game control table for small win (FIG. 23(c)) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b. Next, in step S330-7-2, the main CPU 110a resets the value of the special signal operation number (K) counter.

[0585] The main CPU 110a sets an opening command in step S330-7-3. Specifically, the main CPU 110a determines an opening command from the reference destination of the special game control table for small win determined in step S330-7-1, and sets the determined opening command in the transmission data storage area for performance in the main RAM 110b.

[0586] Next, the main CPU 110a sets the start interval time in step S330-7-4. Specifically, the main CPU 110a determines the opening time from the reference destination of the special game control table for small win determined in step S330-7-1, and sets the determined opening time in the special game timer counter of the main RAM 110b.

[0587] Next, in step S330-7-5, the main CPU 110a sets a flag for small win information in the small win information storage area of ​​the main RAM 110b. Next, in step S330-7-6, the main CPU 110a subtracts 1 from the value of the small win count (F) counter of the main RAM 110b.

[0588] Next, in step S330-7-7, the main CPU 110a judges whether the value of the small win count (F) counter in the main RAM 110b is 0. If the main CPU 110a judges that the value of the small win count (F) counter is 0, the process proceeds to step S330-7-8, and if the main CPU 110a judges that the value of the small win count (F) counter is not 0, the small win game preparation process is terminated.

[0589] In step S330-7-8, the main CPU 110a sets the game status flag of the normal state in the game status flag storage area of ​​the main RAM 110b. Next, in step S330-7-9, the main CPU 110a resets the value of the small win count (F) counter (sets the value to 2).

[0590] In step S330-7-10, the main CPU 110a clears the flags in the time-saving information storage area and the high base information storage area of ​​the main RAM 110b. In step S330-7-11, the main CPU 110a sets a high base state fall flag in the high base state fall storage area of ​​the main RAM 110b, and ends the small win game preparation process.

[0591] In addition, the case where step S330-7-7 becomes "YES" and steps S330-7-8 to S330-7-11 are performed is when it is determined that a second small win has occurred in the high base time-saving state. Specifically, this is the case where the game ball does not enter the specific area 19B in the first small win game, the high base time-saving state continues, and the second small win game is won before the variable display of 16 times (or 100 times), which is the upper limit number of times in the high base time-saving state, is performed.

[0592] In this embodiment, the game state is changed from the high base time-saving state to the normal state on the condition that the second small win is won in the high base time-saving state, so the above processing is performed, but the game state may be changed from the high base time-saving state to the normal state always when the first small win is won, or the game state may be changed from the high base time-saving state to the normal state when a specific number of small wins are won from the third time onwards. Also, the game state may be changed from the high base time-saving state to the normal state not based on the number of small wins, but based on the winning of a specific small win among multiple types of small wins.

[0593] In addition, during the low base time-saving state, the opening time of the movable piece 15b is 0.11 seconds, so it is much more difficult for the game ball to enter the second start hole 15 than during the high base time-saving state. However, depending on the strength and timing of the game ball's launch, it is possible that the game ball will enter the second start hole 15 even during the low base time-saving state, and a small jackpot may be won in a lottery based on the ball's entry.

[0594] Therefore, if the game state is transitioned from the low base time-saving state to the normal state upon winning the second small jackpot in the low base time-saving state, a transition from the low base time-saving state to the normal state may occur due to a firing operation that is not anticipated by the design, and the ball output performance may be higher than originally intended.

[0595] Therefore, the control of transitioning the game state to the normal state when the second small win is won may be performed only in the high base time-saving state, and may be limited to the low base time-saving state. In addition, in the low base time-saving state, transitioning to the normal state may be restricted by other conditions including the opportunity for a small win.

[0596] (Main control board game status setting process) FIG. 53 is a diagram showing a flowchart of the game status setting process of the main control board 110 of the gaming machine 1.

[0597] In step S330-16-1, the main CPU 110a determines whether the current game state is normal based on the game state information stored in the main RAM 110b. If the main CPU 110a determines that the current game state is normal, the process proceeds to step S330-16-2. If the main CPU 110a determines that the current game state is not normal, the process proceeds to step S330-16-16.

[0598] In step S330-16-2, the main CPU 110a judges whether the stop symbol data stored in the main RAM 110b is the stop symbol data of the special miss a or the special miss e. If the main CPU 110a judges that the stop symbol data is the special miss a or the special miss e, the process proceeds to step S330-16-3, and if the main CPU 110a judges that the stop symbol data is not the special miss a or the special miss e, the process proceeds to step S330-16-10.

[0599] In step S330-16-3, the main CPU 110a sets a high base medium information flag in the high base medium information storage area of ​​the main RAM 110b.

[0600] In step S330-16-4, the main CPU 110a refers to the special miss pattern stop setting table (Figure 22) stored in the main ROM 110c, and sets the value of the high base time reduction count (J) ("100") and the value of the low base time reduction count (B) ("0") corresponding to the special miss a and special miss e in the high base time reduction count counter and the low base time reduction count counter of the main RAM 110b, respectively.

[0601] In step S330-16-5, the main CPU 110a clears the flag set in the continuous jackpot information clear preparation flag storage area of ​​the main RAM 110b. Next, in step S330-16-6, the main CPU 110a clears the flag set in the high base state fall storage area of ​​the main RAM 110b.

[0602] In step S330-16-7, the main CPU 110a resets the value of the small win count (F) and the value of the normal figure change count (A) in the main RAM 110b. Specifically, the main CPU 110a sets the value of "2" to the small win count (F) and sets the value of "100" to the normal figure change count (A).

[0603] In step S330-16-8, the main CPU 110a determines whether or not the flag for the continuous jackpot information is set in the continuous jackpot information storage area of ​​the main RAM 110b. If the main CPU 110a determines that the flag for the continuous jackpot information is set, the process proceeds to step S330-16-16, and if the main CPU 110a determines that the flag for the continuous jackpot information is not set, the process proceeds to step S330-16-9.

[0604] In step S330-16-9, the main CPU 110a sets a flag for information on consecutive jackpots in the consecutive jackpot information storage area of ​​the main RAM 110b, and advances the process to step S330-16-16.

[0605] In step S330-16-10, the main CPU 110a judges whether the stop symbol data stored in the main RAM 110b is the stop symbol data of the special miss b. If the main CPU 110a judges that the stop symbol data is the special miss b, the process proceeds to step S330-16-11, and if the main CPU 110a judges that the stop symbol data is not the special miss b, the process proceeds to step S330-16-12.

[0606] In step S330-16-11, the main CPU 110a refers to the special miss pattern stop setting table (Figure 22) stored in the main ROM 110c, and sets the value of the high base time reduction count (J) corresponding to the special miss b ("0") and the value of the low base time reduction count (B) corresponding to the special miss b ("600") in the high base time reduction count counter and the low base time reduction count counter in the main RAM 110b, respectively, and proceeds to step S330-16-15.

[0607] In step S330-16-12, the main CPU 110a judges whether the stop symbol data stored in the main RAM 110b is the stop symbol data of the special miss c. If the main CPU 110a judges that the stop symbol data is the special miss c, the process proceeds to step S330-16-13, and if the main CPU 110a judges that the stop symbol data is not the special miss c, the process proceeds to step S330-16-14.

[0608] In step S330-16-13, the main CPU 110a refers to the special miss pattern stop setting table (Figure 22) stored in the main ROM 110c, and sets the value of the high base time reduction count (J) corresponding to the special miss c ("0") and the value of the low base time reduction count (B) corresponding to the special miss c ("400") in the high base time reduction count counter and the low base time reduction count counter in the main RAM 110b, respectively, and proceeds to step S330-16-15.

[0609] In step S330-16-14, the main CPU 110a refers to the special miss pattern stop setting table (Figure 22) stored in the main ROM 110c, and sets the value of the high base time reduction count (J) corresponding to the special miss d ("0") and the value of the low base time reduction count (B) corresponding to the special miss d ("200") in the high base time reduction count counter and the low base time reduction count counter in the main RAM 110b, respectively, and proceeds to step S330-16-15.

[0610] In step S330-16-15, the main CPU 110a resets the value of the small win count (F) and the value of the normal figure change count (A) in the main RAM 110b. Specifically, the main CPU 110a sets the value of "2" to the small win count (F) and sets the value of "10000" to the normal figure change count (A).

[0611] In step S330-16-16, the main CPU 110a sets a flag for time-saving information in the time-saving information storage area of ​​the main RAM 110b, and ends the game status setting process.

[0612] (Main control board jackpot game processing) FIG. 54 is a diagram showing a flowchart of the big win game process of the main control board 110 of the gaming machine 1.

[0613] In step S340-1, the main CPU 110a determines whether the current process is during the opening of the big win. If the current process is during the opening, the main CPU 110a advances the process to step S340-2. If the current process is not during the opening, the main CPU 110a advances the process to step S340-6.

[0614] In step S340-2, the main CPU 110a judges whether the start interval has elapsed. Specifically, if the special game timer counter stored in the main RAM 110b is 0, the main CPU 110a judges that the start interval has elapsed and proceeds to step S340-3. If the special symbol time counter stored in the main RAM 110b is not 0, the main CPU 110a judges that the start interval has not elapsed and ends the current big win game process.

[0615] In step S340-3, the main CPU 110a sets the count value of a round number (R) counter stored in the main RAM 110b to 1.

[0616] The main CPU 110a executes the large prize opening process in step S340-4. Specifically, the main CPU 110a reads the table number of the large prize opening opening control table from the reference of the first type special game control table for the large prize winning event (FIG. 23(a)) determined in step S330-4-6 or the reference of the second type special game control table for the large prize winning event (FIG. 23(b)) determined in step S351-7 described later, and determines the opening time of the first large prize winning event 16 by referring to the first type special game control table for the large prize winning event (FIG. 24(a)) or the second type special game control table for the large prize winning event (FIG. 24(b)) stored in the main ROM 110c based on the read table number and the current round number (R), and sets the determined opening time in the special game timer counter. In addition, the main CPU 110a sets energization data for energizing the first large prize opening solenoid 16c in order to open the first large prize opening door 16b. Furthermore, the main CPU 110a sets 1 to the special power activation number (K) of the main RAM 110b.

[0617] In step S340-5, the main CPU 110a executes a round start command transmission determination process. Specifically, the main CPU 110a sets a round start command corresponding to the current round number (R) in the performance transmission data storage area, and ends the big win game process.

[0618] In step S340-6, the main CPU 110a determines whether the current process is during the ending of the big win. If the current process is during the ending, the main CPU 110a advances the process to step S340-17. If the current process is not during the ending, the main CPU 110a advances the process to step S340-7.

[0619] In step S340-7, the main CPU 110a determines whether the first large prize opening 16 is closed. Specifically, the main CPU 110a determines that the first large prize opening 16 is closed when no current supply data is set in the first large prize opening opening opening solenoid 16c. If the first large prize opening 16 is closed, the main CPU 110a advances the process to step S340-8. If the first large prize opening 16 is not closed, the main CPU 110a advances the process to step S340-9.

[0620] In step S340-8, the main CPU 110a determines whether the closing time of the first large prize opening 16 has elapsed. Specifically, the main CPU 110a determines that the closing time of the first large prize opening 16 has elapsed when the value of the special game timer counter is 0. If the main CPU 110a determines that the closing time of the first large prize opening 16 has elapsed, the main CPU 110a advances the process to step S340-4. If the main CPU 110a determines that the closing time of the first large prize opening 16 has not elapsed, the main CPU 110a ends the large prize game process.

[0621] In step S340-9, the main CPU 110a judges whether the opening end condition of the first large prize opening 16 has been met. Specifically, the main CPU 110a judges that the opening end condition of the first large prize opening 16 has been met when the count value of the large prize opening ball number (C) counter in the main RAM 110b reaches a specified number (for example, 10 balls) or when the special game timer counter is 0 (when the opening time has elapsed). When the opening end condition of the first large prize opening 16 has been met, the main CPU 110a advances the process to step S340-10. When the opening end condition of the first large prize opening 16 has not been met, the main CPU 110a ends the large priz...

Claims

[Claim 1] A game control means for determining whether to transition to an advantageous game state that is advantageous to a player and transitioning to the advantageous game state based on the result of the determination; a performance control means for controlling the performance display of the performance display means based on a signal received from the game control means; a frame control means for controlling a ball number display means for displaying the number of balls owned by a player based on a signal received from the game control means; A variable winning means that becomes an open state in which a game ball can enter in the advantageous game state; Equipped with the presentation control means is capable of displaying the number of balls acquired by the player on the presentation display means, and is capable of updating and displaying the number of balls acquired from a current value based on the entry of the game ball into the variable winning means; The frame control means is capable of updating and displaying the number of balls owned from a current value based on the entry of the game ball into the variable winning means, When one game ball enters the variable winning means, The performance control means updates and displays the number of acquired balls on the performance display means from a current value by a first time, The frame control means updates and displays the number of balls owned in the ball number display means by a second time period shorter than the first time period from the current value. A gaming machine characterized by:

Citation Information

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