Game machine

The gaming machine addresses the lack of control before and after forced termination by using detection and notification systems to manage game operations and display game value schedules, thereby enhancing player engagement and interest.

JP2025090330AActive Publication Date: 2025-06-17FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2023205510
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-05
Publication Date
2025-06-17
Estimated Expiration
2043-12-05

AI Technical Summary

Technical Problem

Existing gaming machines lack sufficient measures for controlling the game immediately before and after forced termination, resulting in a lack of interest in the game effects until the game is forcibly ended.

Method used

The gaming machine incorporates out number detection, winning number detection, a counting counter, game operation stop, prior notification, and display means to manage game operations, providing players with a satisfying gaming experience by displaying game value acquisition schedules and notifying players of impending game stops.

Benefits of technology

This solution enables the gaming machine to provide diverse effects by satisfying player desires through controlled game operations and notifications, enhancing player engagement and interest in the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine imparted with functions desired by players so as to make game contents enable the users to be satisfied, thereby providing a variety of performances.SOLUTION: A game machine causes the number of game values that is indicated by a game value acquisition schedule display displayed on a liquid crystal display device 41 to be displayed as being greater than the number of game values counted up to when shifting into a game operation stop state that is indicated by game stop advance information. In this state, before a player acquires all of the game values indicated by the game value acquisition schedule display, the game machine shifts into the game operation stop state. Then, after stopping the game operation, the game machine erases or hides the game value acquisition schedule display displayed on the liquid crystal display device 41.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines, arrangement ball machines, mahjong ball gaming machines, slot machines, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally. More specifically, by incorporating functions desired by players, it provides game content that can satisfy players, and thereby relates to a gaming machine capable of providing a gaming machine with diverse effects.

Background Art

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine has a stop function that forcibly ends the game when the number of prize balls (game value numbers) obtained by the player reaches a certain level or more.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the above-described gaming machine, there is a problem that sufficient measures have not been taken regarding the control immediately before and after the forced termination when forcibly ending the game. There is also a problem that sufficient interest cannot be obtained in the effects for the game until the game is forcibly ended.

[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine that can provide game content that can satisfy players by incorporating functions desired by players, and thereby provide a gaming machine with diverse effects.

Means for Solving the Problems

[0006] The object of the present invention is achieved by the following means. The reference numerals in parentheses are those of the embodiments described later, but the present invention is not limited thereto.

[0007] According to the gaming machine according to the invention of claim 1, out number detection means (for example, the out port switch 50a shown in FIG. 3) for detecting a game ball that is launched into the game area (for example, the game area 40 shown in FIG. 2) or discharged from the game area to the outside of the game area, and winning number detection means (for example, the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c shown in FIG. 3) for detecting a game ball that has passed through a winning port (for example, the special symbol 1 start port 44, the special symbol 2 start port 45a, the upper right general winning port 49a, the upper left general winning port 49b, the middle left general winning port 49c, the lower left general winning port 49d, and the big winning port not shown in FIG. 2), and a counting counter (for example, a difference ball counter) that counts according to the out number based on the detection result of the out number detection means and the game value number based on the detection result of the winning number detection means, and game operation stop means (for example, the main control CPU 600a shown in FIG. 3) for stopping the game operation when the counting counter exceeds a predetermined value, and prior notification means (for example, the main control CPU 600a shown in FIG. 3) for notifying game stop prior information regarding the game operation stop state when a specific value that is a stage before the counting counter exceeds a predetermined value is exceeded, and display means (for example, the liquid crystal display device 41 shown in FIG. 2) for performing a winning number display that changes according to the game value number obtained during the winning game, and has the game operation stop means During the winning game, when the counting counter exceeds a predetermined value, while stopping the game operation when the winning game ends, during the winning game, the player is enabled to obtain game values (see, for example, the screen example shown in FIG. 9), the display means During the hitting game, a game value acquisition schedule display indicating the number of game values that the player can acquire is performed (for example, refer to the images P17 shown in FIGS. 9(a) and (b)). The game operation stop means In a state where the display means is caused to display that the number of game values represented by the game value acquisition schedule display displayed on the display means is greater than the number of game values up to the game operation stop state represented by the game stop advance information, before the player acquires all of the game values represented by the game value acquisition schedule display, it is possible to shift to a state where the game operation is stopped (for example, refer to the screen examples in FIGS. 9(b) and (c)). After the game operation is stopped, the game value acquisition schedule display being displayed on the display means is erased or made non-display (for example, refer to the screen example in FIG. 9(c)), which is a feature. According to the gaming machine according to the invention of claim 2, out number detection means (for example, the out port switch 50a shown in FIG. 3) for detecting a game ball that is launched into the game area (for example, the game area 40 shown in FIG. 2) or discharged from the game area to outside the game area, and Winning number detection means (for example, the special symbol 1 start port switch 44a, special symbol 2 start port switch 45a1, upper right general winning port switch 49a1, upper left general winning port switch 49b1, middle left general winning port switch 49c1, lower left general winning port switch 49d1, big winning port switch 46c shown in FIG. 3) for detecting a game ball that has passed through a winning port (for example, the special symbol 1 start port 44, special symbol 2 start port 45a, upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d, big winning port not shown in FIG. 2), and A counting counter (for example, a difference ball counter) that counts according to the out number based on the detection result of the out number detection means and the number of game values based on the detection result of the winning number detection means, and Game operation stop means (for example, the main control CPU 600a shown in FIG. 3) for stopping the game operation when the counting counter exceeds a predetermined value, and Advance notification means (for example, the main control CPU 600a shown in FIG. 3) for notifying game stop advance information regarding the game operation stop state when a specific value that is a stage before the counting counter exceeds a predetermined value is exceeded. During the hit game, there is a display means (for example, the liquid crystal display device 41 shown in FIG. 2) that performs a display of the number of winnings that changes according to the number of game values obtained, The game operation stop means is During the hit game, when the counting counter exceeds a predetermined value, while stopping the game operation when the hit game ends, during the hit game, it enables the player to obtain game values (for example, refer to the screen example shown in FIG. 9), The display means is During the hit game, after the hit game ends, it is possible to perform a game value acquisition schedule display indicating that there is a high possibility that the hit game will be executed again (for example, refer to the screen examples shown in FIGS. 11 and 12), The game operation stop means is When the number of game values represented by the number of winnings display displayed on the display means becomes more than the number of game values up to the game operation stop state represented by the game stop pre-information, there may be a transition to a state of stopping the game operation. At this time, before the player obtains the game value represented by the game value acquisition schedule display, it is possible to transition to a state of stopping the game operation (for example, refer to the screen examples shown in FIGS. 11(b), (c), FIGS. 12(b), (c)), After stopping the game operation, the game value acquisition schedule display displayed on the display means is erased or made non-displayed. According to the gaming machine according to the invention of claim 3, in the gaming machine according to claim 1 above, during the hit game, when the counting counter exceeds a predetermined value, there is further a stop notification means (for example, the main control CPU 600a shown in FIG. 3) that notifies of stopping the game operation when the hit game ends, The display means (for example, the liquid crystal display device 41 shown in FIG. 2) is Even when it is notified by the stop notification means that the game operation is to be stopped, the game value acquisition schedule display is not changed, and the number of winnings display obtained by the player is changed (for example, refer to the screen example shown in FIG. 9(b)). According to the gaming machine according to the invention of claim 4, in the gaming machine according to claim 2, when the count counter exceeds a predetermined value during a winning game, there is further provided stop notification means (for example, the main control CPU600a shown in FIG. 3) for notifying that the gaming operation is stopped when the winning game ends. The display means (for example, the liquid crystal display device 41 shown in FIG. 2) Even if the stop notification means notifies that the gaming operation is stopped, after the winning game ends, the gaming value acquisition schedule display indicating that there is a high possibility that the winning game will be executed again is not changed, and the number of winnings acquired by the player is changed (for example, refer to the screen examples shown in FIGS. 11(b) and 12(b)).

Effect of the Invention

[0008] According to the present invention, by mounting the functions required by the player, the game content can satisfy the player, and thus a gaming machine with diverse effects can be provided.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Hereinafter, an embodiment of a gaming machine according to the present invention will be specifically described with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when indicating the up, down, left, and right directions, it shall refer to the up, down, left, and right as seen from the front shown in the drawing.

[0011] <Explanation of the Appearance Configuration of the Pachinko Gaming Machine> First, with reference to FIGS. 1 to 3, the appearance configuration of the pachinko gaming machine according to the present embodiment will be described.

[0012] <Description of the Appearance Structure of the Front of the Pachinko Machine>

[0013] As shown in FIG. 1, the pachinko machine 1 has a rectangular front frame 3 attached to the front of a wooden outer frame 2 so as to be openable and closable, and a game board 4 is mounted in a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is mounted with the game area 40 shown in FIG. 2 facing forward, and as shown in FIG. 1, a glass door frame 5 supporting a transparent glass is provided on the front side of this game area 40. The game area 40 is composed of an area surrounded by a ball guide rail 6 (see FIG. 2) disposed on the surface of the game board 4.

[0014] On the other hand, as shown in FIG. 1, the pachinko machine 1 has a front operation panel 7 disposed below the glass door frame 5, an upper tray 8 is provided on the front operation panel 7, and a lower tray 9 for storing game balls that cannot be completely stored in the upper tray 8 is provided below the upper tray 8. Further, a ball lending button 11 and a prepaid card ejection button 12 (card return button 12) are provided on the front operation panel 7. An eject button type effect button device 13 that can change the effect by being pressed by the player when an internal lamp (not shown) is lit is provided on the upper tray surface portion of the upper tray 8. Further, a ball extraction button 14 for extracting the game balls stored in the upper tray 8 downward is provided on the upper tray 8, and a setting button 15 substantially in the shape of a cross key is further provided. This setting button 15 can be operated by the player, and includes a circular determination key 15a provided at the center, a triangular upper key 15b provided above the determination key 15a in the drawing, a triangular left key 15c provided on the left side of the determination key 15a in the drawing, a triangular right key 15d provided on the right side of the determination key 15a in the drawing, and a triangular lower key 15e provided below the determination key 15a in the drawing.

[0015] On one hand, as shown in FIG. 1, on the right end side of the front operation panel 7, a firing handle 16 for operating the firing unit is provided, and speakers 17 for emitting BGM (Background Music), sound effects, etc. are provided on both upper side surfaces of the front frame 3 and in the vicinity of the firing handle 16. In addition, on the peripheral frame of the front frame 3, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged.

[0016] <Explanation of the Appearance Configuration of the Game Board> On the other hand, in the game area 40 of the game board 4, as shown in FIG. 2, a liquid crystal display device 41 composed of an LCD (Liquid Crystal Display) or the like is arranged approximately at the center. This liquid crystal display device 41 divides the display area into three areas: left, middle, and right, and can independently display the variation of numbers, characters, letters (such as character conversations and lyric subtitles), or patterns (special patterns and normal patterns). And around such a liquid crystal display device 41, upper decorative parts 42a, left decorative parts 42b, and right decorative parts 42c for decoration are provided, and a movable accessory device 43 is arranged on the back side of these upper decorative parts 42a, left decorative parts 42b, and right decorative parts 42c. In addition, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged on the upper decorative parts 42a, left decorative parts 42b, and right decorative parts 42c.

[0017] As shown in FIG. 2, this movable accessory device 43 is composed of a movable accessory 43a that performs a predetermined effect operation as the game progresses, a left movable accessory 43b, a right movable accessory 43c, an upper left movable accessory 43d, and further, motors (not shown) such as two-phase stepping motors that drive the upper, left, right, and upper left movable accessories 43a to 43d respectively. In addition, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged on these upper, left, right, and upper left movable accessories 43a to 43d.

[0018] On one side, directly below the liquid crystal display device 41, a special symbol 1 start port 44 is arranged, and inside it, a special symbol 1 start port switch 44a (see FIG. 3) for detecting winning balls is provided. And the number of valid winning balls detected by this special symbol 1 start port switch 44a (see FIG. 3), that is, the number of first start hold balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of first start hold balls is incremented by 1 (+1) when a game ball wins in the special symbol 1 start port 44 and is detected by the special symbol 1 start port switch 44a (see FIG. 3), and is decremented by 1 (-1) when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts. Note that decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged around the special symbol 1 start port 44 and its surroundings.

[0019] On the other side, as shown in FIG. 2, a special symbol 2 starting device 45 is arranged on the lower right side of the liquid crystal display device 41. This special symbol 2 starting device 45 includes a special symbol 2 start port 45a, an opening / closing part 45b that can be changed between an "open state" in which a game ball can enter the special symbol 2 start port 45a and a "closed state" in which entry is impossible, an entry guide part 45c that can be changed between a "guide state" in which the game ball is guided toward the special symbol 2 start port 45a and a "non-guide state" in which it is not guided, and a special symbol 2 start port switch 45a1 (see FIG. 3) that detects a game ball that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start port 45a opens almost horizontally toward the right in the left - right direction of the front view shown in FIG. 2, and a special symbol 2 start port switch 45a1 (see FIG. 3) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see FIG. 3), that is, the number of second start - reserved balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of second start - reserved balls is incremented by 1 (+1) when a game ball wins in the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see FIG. 3), and is decremented by 1 (-1) when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts.

[0021] The opening - closing part 45b includes an opening - closing member (not shown) that can move in the left - right direction with respect to the special symbol 2 start port 45a, and a normal electric accessory solenoid 45b2 (see FIG. 3) for driving and controlling the opening - closing member (not shown). When in the closed state, the opening - closing member (not shown) protrudes into the special symbol 2 start port 45a to prevent game balls from entering the special symbol 2 start port 45a, and when in the open state, it retracts to allow game balls to enter the special symbol 2 start port 45a.

[0022] The ball - guiding part 45c includes a guiding member (not shown) that slopes downward from the right side to the left side as shown in FIG. 2 (slopes downward toward the special symbol 2 start port 45a side). And this guiding member (not shown) will be driven and controlled by the normal electric accessory solenoid 45b2 (see FIG. 3).

[0023] When in the guiding state, the ball guiding portion 45c allows a guiding member (not shown) to slide forward (toward the glass door frame 5 shown in FIG. 1) in front of the game area 40 and protrude, guiding the game ball on top of it to the special symbol 2 starting port 45a. When in the non-guiding state, the guiding member (not shown) slides backward (to the rear side of the game area 40) and retracts. Thus, even if a game ball is on the guiding member (not shown) when it is in the guiding state, if the guiding member (not shown) changes to the non-guiding state and slides backward before the game ball enters the special symbol 2 starting port 45a, the game ball will flow downstream without entering the special symbol 2 starting port 45a. Note that the guiding member (not shown) and the opening / closing member (not shown) operate in conjunction with each other.

[0024] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric accessory. Further, the special symbol 2 starting device 45 is provided with a decorative lamp such as a full-color LED lamp that exhibits an effect through light decoration.

[0025] On the other hand, as shown in FIG. 2, a winning device 46 is arranged on the right side of the special symbol 1 starting port 44. When winning the lottery of the special symbol described later, that is, during the winning game state, the opening / closing door 46a is driven and controlled by a special electric accessory solenoid 46b (see FIG. 3) so that a large winning port (not shown) closed by the opening / closing door 46a is opened, allowing the game ball to enter the large winning port (not shown). Note that the game ball that enters the large winning port (not shown) is detected by a large winning port switch 46c (see FIG. 3) provided inside the large winning port (not shown) as a winning ball.

[0026] On the other hand, when not winning the lottery for the special symbol, that is, when not in the winning game state, the opening / closing door 46a is driven and controlled by the special electric accessory solenoid 46b (see Fig. 3), and the big winning opening (not shown) is closed. As a result, game balls cannot enter the big winning opening (not shown). Hereinafter, the device combining such an opening / closing door 46a and the special electric accessory solenoid 46b may be referred to as a special electric accessory. In addition, the winning device 46 is provided with a decorative lamp such as a full-color LED lamp that exhibits a production effect by light decoration.

[0027] By the way, a distribution device 47 having a conventionally well-known structure is provided in the winning device 46. As shown in Fig. 2, this distribution device 47 includes a V region 47a and an out port 47b. When a game ball enters the big winning opening (not shown), the game ball is distributed to either the V region 47a or the out port 47b. Note that the distribution device 47 distributes the game balls that enter the big winning opening (not shown) to the out port 47b instead of the V region 47a unless a predetermined game state is achieved.

[0028] On the upper right part of the liquid crystal display device 41, as shown in FIG. 2, a normal symbol start port 48 composed of gates is arranged, and inside thereof, a normal symbol start port switch 48a (see FIG. 3) for detecting the passage of a game ball is provided. Further, general winning ports 49 are respectively arranged on the right side of the winning device 46 and on the left side of the special symbol 1 start port 44. This general winning port 49 is composed of an upper right general winning port 49a arranged on the right side of the winning device 46, an upper left general winning port 49b arranged on the left side of the special symbol 1 start port 44, a middle left general winning port 49c, and a lower left general winning port 49d. And inside the upper right general winning port 49a, an upper right general winning port switch 49a1 (see FIG. 3) for detecting the passage of a game ball is provided, inside the upper left general winning port 49b, an upper left general winning port switch 49b1 (see FIG. 3) for detecting the passage of a game ball is provided, inside the middle left general winning port 49c, a middle left general winning port switch 49c1 (see FIG. 3) for detecting the passage of a game ball is provided, and inside the lower left general winning port 49d, a lower left general winning port switch 49d1 (see FIG. 3) for detecting the passage of a game ball is provided. In addition, decorative lamps such as full-color LED lamps that exhibit an effect by light decoration are arranged at the general winning port 49.

[0029] On the other hand, directly below the special symbol 1 start port 44, an out port 50 is arranged into which game balls (out balls) that have flowed down to the most downstream part of the game area 40 without winning are introduced. The game balls that have entered the out port 50 are detected by an out port switch 50a (see FIG. 3) provided inside as non-winning balls. Further, since the above-mentioned winning balls also flow down to the most downstream part through the back side of the game board 4, they will be detected by the out port switch 50a (see FIG. 3). Therefore, the out port switch 50a (see FIG. 3) will detect the total number of discharged out balls, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. Also, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the location where the ball guide rail 6 enters the game area 40 for counting.

[0030] On the other hand, at the lower right peripheral portion of the game area 40 of the gaming board 4, three 7-segment displays are arranged side by side. Among them, two 7-segment displays are the special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of reserved start balls of the normal symbol, and the game state (for example, advantageous game state, etc.). As shown in FIG. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. On the left side of the special symbol 1 display device 51a, a normal symbol display device 52 composed of one LED is provided. Further, a round lamp 53b for notifying the number of rounds of the big win game and a right hit notification lamp 53c for notifying a right hit are provided.

[0031] In addition, an identification lamp device 51A for indicating identification information corresponding to special symbol 1 and special symbol 2 is provided on the upper end side of the left decoration 43b.

[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for notifying the player of information on whether the special symbol 1 and special symbol 2 are in fluctuation or the winning or losing of the special symbol 1 and special symbol 2. This first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is in fluctuation, the first identification lamp 51Aa blinks; when special symbol 1 is a winning symbol, the first identification lamp 51Aa lights up; when special symbol 1 is a losing symbol, the first identification lamp 51Aa goes out. Further, when special symbol 2 is in fluctuation, the second identification lamp 51Ab blinks; when special symbol 2 is a winning symbol, the second identification lamp 51Ab lights up; when special symbol 2 is a losing symbol, the second identification lamp 51Ab goes out.

[0033] Note that although not shown in the figure, a plurality of game pins are arranged in the game area 40 of the gaming board 4, and a windmill 54 as a member for changing the falling direction of the game ball is arranged.

[0034] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game provided in the pachinko game machine 1 having the appearance configuration as described above will be described with reference to FIG. 3. As shown in FIG. 3, this control device mainly includes a main control board 60 that controls the entire game operation, a payout / firing control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0035] <Explanation regarding the main control board> The main control board 60 mainly includes a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program and the like describing a series of game control procedures, and a main control RAM 600c that functions as a work area, buffer memory, etc., a measurement / setting display device 610 composed of seven segments that also serves as a display of the content regarding the ratio of the number of winning balls in the low-probability timing (when the winning lottery probability is in the normal low-probability state) and the like (performance display), and a display of the setting content of the probability of generating a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0036] And connected to the main control board 60 configured as described above is a payout / firing control board 70 that controls the payout motor M to pay out game balls. Furthermore, there are a special symbol 1 start port switch 44a that detects winning in the special symbol 1 start port 44, a special symbol 2 start port switch 45a1 that detects winning in the special symbol 2 start port 45a, a normal symbol start port switch 48a that detects passage through the normal symbol start port 48, upper right general winning port switch 49a1, upper left general winning port switch 49b1, middle left general winning port switch 49c1, lower left general winning port switch 49d1 that detect winning in the general winning ports 49 (upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d), a big winning port switch 46c that detects winning in a big winning port (not shown) opened or closed by the opening / closing door 46a, and an out port switch 50a that can detect the same number of game balls as the game balls fired into the game area 40 by the firing handle 16. Additionally, there are a normal electric accessory solenoid 45b2 that drives and controls an opening / closing member (not shown) and a guiding member (not shown), a special electric accessory solenoid 46b that controls the operation of the opening / closing door 46a, a distribution device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right hitting notification lamp 53c. Additionally, there is a fraud detection board 55 that detects cheating by the player.

[0037] When the main control board 60 configured as described above receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a, the main control CPU 600a conducts a lottery, determines the variation pattern of the special symbol, the stop symbol, or the display content of the normal symbol according to the winning / losing information which is the lottery result, and transmits the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Further, the main control board 60, that is, the main control CPU 600a generates an effect control command DI_CMD including the determined information and transmits it to the sub-control board 80. When the main control board 60, that is, the main control CPU 600a receives signals from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, it determines how many game balls to pay out to the player, and transmits a payout control command PAY_CMD including the determined information to the payout / firing control board 70, so that the payout / firing control board 70 pays out game balls to the player.

[0038] Also, as a result of the lottery, when winning the lottery for the normal symbol, the normal electric accessory solenoid 45b2 is driven and controlled so that an opening / closing member (not shown) is in an open state and a guiding member (not shown) is in a guiding state for a predetermined time. When winning the lottery for the special symbol, the special electric accessory solenoid 46b is controlled to open a big winning port (not shown).

[0039] In a one-type / two-type mixed type gaming machine, when in a small winning gaming state, the opening / closing door 46a is controlled to repeatedly open and close a big winning port (not shown), and when a game ball enters the big winning port (not shown), the sorting device 47 is controlled so that the game ball is sorted into the V area 47a.

[0040] On the other hand, the main control board 60, that is, the main control CPU 600a, measures the number of prize balls every time it receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, and measures the total number of game balls discharged every time it receives a signal from the out port switch 50a. Then, the main control board 60, that is, the main control CPU 600a, based on the measured number of prize balls and the total number of game balls discharged, outputs to the measurement / setting display device 610 the content (performance display) regarding the ratio of how many prize balls were awarded during low probability times, etc. As a result, the content (performance display) regarding the ratio of how many prize balls were awarded during low probability times, etc. is displayed on the measurement / setting display device 610.

[0041] Furthermore, the measurement / setting display device 610 can display the setting content of the probability of generating a game state advantageous to the player in, for example, 6 levels from "1" to "6". Therefore, when changing such setting content, a dedicated key is inserted into the setting key switch 630, and when it is turned on, the setting content of the probability of generating a game state advantageous to the player can be changed in 6 levels from "1" to "6" using the RAM clear switch 620 (for example, setting "6" has the highest probability of generating a game state advantageous to the player, and setting "1" has the lowest probability of generating a game state advantageous to the player). Then, the setting change content is displayed on the measurement / setting display device 610, and when the setting change content is determined, a dot on the lower right side of the 7-segment display lights up, indicating that the setting content has been determined.

[0042] On the other hand, the RAM clear switch 620 is configured such that when a dedicated key is inserted into the setting key switch 630 and the RAM clear switch 620 is pressed except when it is turned on, only a part of the memory area of the main control RAM 600c is cleared instead of clearing all of the memory areas. That is, as shown in FIG. 4(a), the main control RAM 600c has a used area internal RAM area 600ca in the memory space addresses from 0000H to 0200H, where the memory space addresses from 0000H to 0100H are used as a work area during game processing such as lottery processing; an unused area 600cb from the memory space address 0100H to 0110H; a used area internal stack area 600cc from the memory space address 0110H to 0130H, which is used during game processing such as lottery processing; an unused area 600cd from the memory space address 0130H to 0150H; a used area external RAM area 600ce from the memory space address 0150H to 0190H, which stores the total number of game balls launched into the game area 40 including the number of prize balls and non-winning balls measured by the main control board 60, i.e., the main control CPU 600a; an unused area 600cf from the memory space address 0190H to 01E0H; and a used area external stack area 600cg from the memory space address 01E0H to 0200H, which is used when measuring the total number of game balls launched into the game area 40 including the number of prize balls and non-winning balls, etc.

[0043] On the one hand, as shown in FIG. 4(b), in the main control ROM 600b, among the memory space addresses from 8000H to A800H, the program used during game processing such as lottery processing is stored in the in-use area program area 600ba from the memory space address 8000H to 8B90H. The area from the memory space address 8B90H to 9000H is the unused area 600bb. The area from the memory space address 9000H to 9A00H is the in-use area data area 600bc where data used during game processing such as lottery processing is stored. The area from the memory space address 9A00H to 9C00H is the unused area 600bd. The area from the memory space address 9C00H to A010H is the out-of-use area program area 600be where the program used to measure the total number of game balls launched into the game area 40 including the number of bonus balls and non-winning times is stored. The area from the memory space address A010H to A200H is the unused area 600bf. The area from the memory space address A200H to A320H is the out-of-use area data area 600bg where the data used to measure the total number of game balls launched into the game area 40 including the number of bonus balls and non-winning times is stored. The area from the memory space address A320H to A780H is the unused area 600bh. The area from the memory space address A780H to A800H is composed of the vector table area 600bi.

[0044] On the other hand, when the main control board 60, that is, the main control CPU 600a receives a fraud detection signal detecting a player's fraud behavior from the fraud detection board 55, or a radio wave sensor, or a vibration sensor, it generates a fraud error command (production control command DI_CMD) and transmits it to the sub-control board 80.

[0045] <Explanation regarding the payout / firing control board> The payout and launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal to pay out game balls to the player. Furthermore, the payout and launch control board 70 performs a process of starting or stopping the operation of launching game balls in response to the player's operation based on a bonus ball count signal indicating the payout operation of the game balls and a status signal related to an abnormality in the payout operation.

[0046] On the other hand, a touch sensor is provided at the peripheral edge of the launch handle 16 shown in FIG. 1. When the player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout and launch control board 70 as shown in FIG. 3. In response to this, the payout and launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). Then, the main control board 60 (main control CPU 600a) transmits the detection signal to the sub-control board 80 as an effect control command DI_CMD. As a result, it becomes possible to transmit information on whether the player has touched the handle 16 to play the game to the sub-control board 80.

[0047] Incidentally, the payout and launch control board 70 also performs a ball lending process for the player. That is, when the ball lending button 11 shown in FIGS. 1 and 3 is pressed, a ball lending signal is transmitted to a CR unit (not shown) arranged adjacent to the pachinko game machine 1. In response to this, the CR unit transmits a ball lending request signal to the payout and launch control board 70. Then, the payout and launch control board 70 pays out game balls to the player upon receiving this signal, and transmits a ball lending completion signal to the CR unit when the payout is completed. Therefore, in this way, the payout and launch control board 70 performs a ball lending process for the player.

[0048] <Explanation regarding the sub-control board> The sub-control board 80 is equipped with a sub one-chip microcomputer 800 composed of a sub-control CPU 800a that receives the production control command DI_CMD from the main control board 60 (main control CPU 600a) and executes and controls various productions, and also controls the display image displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores a control program describing the production control procedure, etc., and a sub-control RAM 800c that functions as a work area, buffer memory, etc.

[0049] Furthermore, the sub-control board 80 includes a sound LSI 801 that generates a desired BGM, sound effects, etc., a sound RAM 802 that functions as a work area, buffer memory, etc., a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on the instructions of the sub one-chip microcomputer 800, a work area for decompressing video compression data, and a DDR2 SDRAM 804 composed of a frame buffer area that temporarily stores the image data to be displayed on the liquid crystal display device 41, and a game ROM 805 in which still image compression data, CG data of video compression data, sound data such as BGM and sound effects, etc. are stored in advance. Note that a still image is a so-called sprite image, which shows a single image such as text data like characters, background images, or special symbols. Also, a video means a collection of a plurality of (for a plurality of frames) still images that change continuously, and a smooth motion is reproduced by continuously drawing a plurality of still images on the liquid crystal display device 41.

[0050] Connected to the sub-control board 80 configured as described above is a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that exhibit a lamp lighting effect. Further connected is a push-button type effect button device 13 that allows a player to change the lighting effect by pressing it when an internally installed lamp (not shown) is lit. Also connected is a speaker 17 that emits BGM, sound effects, etc. Furthermore, connected to the sub-control board 80 is a movable accessory device 43 that performs a predetermined lighting effect operation as the game progresses, an identification lamp device 51A for notifying the player of the information on winning or losing of the special symbol 1 and the special symbol 2 while they are changing, a setting button 15 that enables various settings, and a liquid crystal display device 41.

[0051] Thus, the sub-control board 80 configured as described above receives, by the sub-control CPU 800a, an effect control command DI_CMD including basic information such as a special symbol variation pattern based on the lottery result transmitted from the main control board 60 (main control CPU 600a), the current game state, the number of starting reserved balls, and the decorative symbol to be stopped based on the lottery result. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal for instructing the execution of the determined effect pattern.

[0052] The sub-control CPU 800a transmits, to the sound LSI 801, a control signal related to sound among the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802 and outputs it to the speaker 17. As a result, BGM and sound effects corresponding to the determined effect pattern are emitted from the speaker 17.

[0053] Also, the sub-control CPU 800a transmits, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the control signals related to light to the decoration lamp board 90. As a result, the decoration lamp board 90 controls the lighting or extinguishing of decoration lamps such as full-color LED lamps that exhibit a lamp production effect, so that a lamp production corresponding to the determined production pattern is executed.

[0054] Then, the sub-control CPU 800a transmits, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the command list related to the image to the VDP 803. As a result, the VDP 803 generates image data so as to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, so that an image corresponding to the determined production pattern is displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame, but the sub-one-chip microcomputer 800 (sub-control CPU 800a) can grasp that the display operation of this one frame has ended. The VSYNC (vertical synchronization signal) shown in FIG. 3 is transmitted from the VDP 803 to the sub-control CPU 800a as an interrupt signal. As a result, the sub-control CPU 800a can grasp that the image data for one frame has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.

[0055] Furthermore, the sub-control CPU 800a transmits, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the control signals related to the movable props to the movable prop device 43. As a result, the movable prop device 43 moves corresponding to the determined production pattern.

[0056] <Explanation of the power supply board> Incidentally, the power supply to each of the substrates described above is supplied from the power supply board 130 shown in FIG. 3. This power supply board 130 includes a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. The voltage generation unit 1300 receives an AC voltage AC24V, which is an external power supply supplied from a transformer (not shown) installed in the game parlor, and generates a plurality of types of DC voltages. The generated DC voltages are supplied to each substrate (not shown).

[0057] Further, the voltage monitoring unit 1310 monitors the voltage of the AC voltage AC24V, and when a voltage abnormality is detected due to the interruption of this voltage or the occurrence of a power failure, it outputs a voltage abnormality signal ALARM to the main control board 60. Note that the voltage abnormality signal ALARM outputs a signal of "L" level during a voltage abnormality and a signal of "H" level during normal operation.

[0058] On the other hand, the system reset generation unit 1320 generates a system reset signal RST at the time of power-on, and the generated system reset signal RST is output to each substrate.

[0059] <Explanation of the suppression device (saving function)> Incidentally, the pachinko game machine 1 as described above is equipped with a suppression device (saving function) that stops the game when the player obtains a certain number of prize balls. Hereinafter, this suppression device (saving function) will be described.

[0060] <Overview explanation of the suppression device (saving function)> The suppression device (saving function) stops the game when the number of difference balls exceeds 95,000. The difference balls are defined as "the number of game balls paid out to the player" - "the number of game balls among those paid out to the player that the player launched into the game area 40 using the launch handle 16" = "the number of prize balls actually obtained by the player (the number of prize balls actually present in the player's hand)". The main control CPU 600a counts these difference balls using a difference ball counter, and the initial value is set to 0. If there are game balls launched into the game area 40 when the difference ball counter is 0, it remains 0 without going into a negative state. This results in the maximum number of difference balls actually obtained by the player, and even if the negative state continues, if the number of prize balls obtained by the player extremely increases, it becomes possible to stop the game.

[0061] Thus, as a result of counting using such a difference ball counter, when the number of difference balls exceeds 95,000, the game enters a stopped state. This game stopped state is released by pressing the RAM clear switch 620 (see Figure 3) to clear the main control RAM 600c. If the pachinko game machine 1 is powered off and then restarted without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game remains in the stopped state.

[0062] By the way, when the number of difference balls exceeds 95,000, the process until the game is stopped is different between the normal game state and the big win game state. That is, during normal games (a state where symbol variations are possible without a big win, including during probability variation states and symbol variations during time shortening), when the number of difference balls exceeds 95,000, the game is immediately stopped.

[0063] On the other hand, during a big win game, the game is stopped when that big win game ends.

[0064] The above is an overview of the suppression device (saving function).

[0065] <Explanation of the control of the suppression device (saving function)> Next, the control of the suppression device (saving function) will be described.

[0066] The control of this suppression device (saving function) provides steps according to the state of the balls remaining until the suppression device (saving function) operates. When the state changes to each state, the main control board 60 (main control CPU 600a) sends an effect control command DI_CMD to the sub-control board 80 to notify the sub-control board 80 of the state. Specifically, the following four basic states will be notified.

[0067] (1) When the suppression device (saving function) is in the non-operating state This state indicates that there is a margin until the game stops, and how much time is left until the game stops is unknown to the player.

[0068] (2) When the suppression device (saving function) is in the pre-operation notice state This state is when the number of remaining balls exceeds 90,000 and there are 5,000 or less remaining until the game stops. At this time, the main control board 60 (main control CPU 600a) sends a suppression device pre-operation notice command (effect control command DI_CMD) to the sub-control board 80.

[0069] At this time, every time the number of remaining balls increases to 91,000, 92,000, 93,000, or 94,000, accordingly, the main control board 60 (main control CPU 600a) sends the effect control command DI_CMD to the sub-control board 80. Therefore, the determination value (threshold value) for sending the effect control command DI_CMD is set every time it increases by 1,000 from 90,000. Note that when 90,000 is represented in hexadecimal, it is 015F90H, when 91,000 is represented in hexadecimal, it is 016378H, when 92,000 is represented in hexadecimal, it is 016760H, when 93,000 is represented in hexadecimal, it is 016B48H, and when 94,000 is represented in hexadecimal, it is 016F30H.

[0070] Here, when comparing the difference ball counter with the above determination value (threshold value), it is necessary to compare 3-byte values. That is, since the difference ball counter needs to count up to 95000, when 95000 is represented in hexadecimal, it is 017318H, so the size of the difference ball counter requires 3 bytes. Therefore, it is necessary to compare 3-byte values. However, since the main control CPU 600a only has instructions to compare 1-byte or 2-byte values, the processing content for attempting to compare 3-byte values becomes complicated.

[0071] Therefore, in this embodiment, instead of comparing 3-byte values, it is determined whether the third byte of the difference ball counter is 00H or 01H. That is, when the third byte of the difference ball counter is 00H, at most the difference ball counter is 65535 (00FFFFH), so it cannot reach 90000 shots. Therefore, there is no need to do anything as preparation until the suppression device (saving function) operates. On the other hand, when the third byte is 01H, if it is 65536 (010000H) or more, it can be determined whether the number is 90000 or more based on the lower 2-byte value, so only the lower 2 bytes need to be compared.

[0072] In this regard, to explain using a specific example, when the difference ball counter exceeds 90000, a suppression device operation notice command (production control command DI_CMD) is to be sent to the sub-control board 80. At this time, the above determination value (threshold value) 90000 is compared with the difference ball counter.

[0073] By the way, when this difference ball counter has a value exceeding 90000 (015F90H), the third byte has already become 01H. In other words, when the third byte is not 01H, since it is 65535 (00FFFFH) or less, there is no need to compare with the determination value (threshold value) of 90000. If the third byte of the difference ball counter is 00H, it can be determined that the number of difference balls does not exceed 90000.

[0074] By the way, when performing such comparison processing in a program, it is necessary to determine whether the "strike ball counter - determination value (threshold value)" exceeds 0. Therefore, in the above specific example, since the third byte of both the strike ball counter and the determination value (threshold value) is 01H, the result of subtraction is 00H, which has no impact on the determination. Therefore, it is sufficient to perform subtraction for the lower two bytes and determine whether the result exceeds 0. In this regard, when explaining using a specific example, when the strike ball counter is 65535 (00FFFFH), if simply compared, the calculation of 65535 (00FFFFH) - 90000 (015F90H) will be performed. However, since the third byte of the determination value (threshold value) is 01H, if the third byte of the strike ball counter is not 01H, the "strike ball counter - determination value (threshold value)" will not exceed 0. Therefore, if the third byte of the strike ball counter is not 01H, there is no need to perform comparison processing in the first place. Also, when the strike ball counter is 70000 (011170H), if simply compared, the calculation of 70000 (011170H) - 90000 (015F90H) will be performed. However, since the third byte of both the strike ball counter and the determination value (threshold value) is 01H, it is only necessary to perform subtraction for the lower two bytes. When determining whether 1170H - 5F90H exceeds 0, comparison processing can be performed using the 2 - byte registers (BC register, DE register, HL register) in the main control CPU600a.

[0075] Therefore, by performing the above - mentioned processing, the control load can be reduced. Furthermore, even if the above - mentioned processing is performed and the number of game value points obtained by the player reaches a certain level or more and the game is forcibly ended, appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games. Note that the processing content of the suppression device (saving function) using this processing will be described later.

[0076] Incidentally, the states (1) and (2) described above alternate. Therefore, every time the state transitions from (1) to (2), the main control board 60 (main control CPU 600a) sends a suppression device activation notice command (production control command DI_CMD) to the sub-control board 80.

[0077] On the other hand, when the number of difference balls decreases and the state transitions from (2) to (1), the main control board 60 (main control CPU 600a) sends a suppression device non-activation state command (production control command DI_CMD) to the sub-control board 80.

[0078] Incidentally, even if the number of difference balls changes by even one and the state alternates between (1) and (2), the main control board 60 (main control CPU 600a) sends a suppression device activation notice command (production control command DI_CMD) or a suppression device non-activation state command (production control command DI_CMD) to the sub-control board 80 according to the state. Therefore, the sub-control board 80 (sub-control CPU 800a) does not perform notification (or cancellation of notification) according to the command even if it receives a suppression device non-activation state command (production control command DI_CMD) or a suppression device activation notice command (production control command DI_CMD) within a predetermined period after receiving the suppression device activation notice command (production control command DI_CMD).

[0079] (3) In the case of the suppression device (saving function) activation warning state This state is a state before the game stop state when the number of difference balls exceeds 95,000. When the player is in a state where they can obtain a profit, such as during a big win, the game is not stopped immediately, but after the state where the player can obtain a profit, such as during a big win, ends, the game is stopped. Therefore, when transitioning to this state, the main control board 60 (main control CPU 600a) sends a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80.

[0080] Note that the transition from (2) to (3) is one-way, and there is no transition from the state of (3) to the state of (2) or (1).

[0081] (4) In the case of the operating state of the suppression device (saving function) In this state, the game is in a stopped state with more than 95,000 difference balls. When the game balls launched during the variable or variable stop state other than during the big win enter the winning holes (special symbol 1 start hole 44 shown in FIG. 2, special symbol 2 start hole 45a, upper right general winning hole 49a, upper left general winning hole 49b, middle left general winning hole 49c, lower left general winning hole 49d, big winning hole (not shown)), the number of difference balls exceeds 95,000 due to the winning balls generated, and the game is stopped, or the state where the player can obtain benefits such as during the big win ends, and it shows the state where the game is stopped after transitioning from the state of (3). Therefore, when transitioning to this state, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80.

[0082] Note that if the number of difference balls exceeds 95,000 during the variable state, it will transition from the state of (2) directly to the state of (4) without going through the state of (3).

[0083] <Explanation of the image until the operation of the suppression device (saving function)> Next, an image until the operation of the suppression device (saving function) will be explained. FIG. 5 shows the case where a suppression device operation notice command (production control command DI_CMD) is sent to the sub-control board 80 when the number of difference balls exceeds 90,000 during the variable state.

[0084] First, as shown in FIG. 5(a), on the liquid crystal display device 41, a decorative symbol has stopped (refer to image P1, shown as "767" in the illustration), and further, a resident symbol has stopped (refer to image P2, shown as "767" in the illustration).

[0085] Next, in the liquid crystal display device 41 shown in FIG. 5(b), a decorative pattern rapidly changes (see image P1), and further, a resident pattern rapidly changes (see image P2) and is displayed. At this time, when the player obtains a winning ball and exceeds 90,000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation notice command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device activation notice to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. Thus, as shown in FIG. 5(c), the liquid crystal display device 41 will display "There are 5000 - 4001 remaining until the saving function activates" (see image P3).

[0086] Next, when the variation of the decorative pattern stops and further the variation of the resident pattern stops, as shown in FIG. 5(d), the liquid crystal display device 41 displays a stop pattern of the decorative pattern (see image P1, shown as "567" in the illustration), and a stop pattern of the resident pattern (see image P2, shown as "567" in the illustration). And at this time, even if the variation of the decorative pattern stops and further the variation of the resident pattern stops, in the case of the above (2) suppression device (saving function) activation notice state, the display of "There are 5000 - 4001 remaining until the saving function activates" (see image P3) will continue. Note that, at this time, voice guidance may be carried out in parallel, or it may be notified simultaneously with the sound production by the variation production or the notice production.

[0087] Next, when the variation of the decorative pattern starts and further the variation of the resident pattern starts, as shown in FIG. 5(e), on the liquid crystal display device 41, a state where the decorative pattern varies rapidly (see image P1) and further the resident pattern varies rapidly (see image P2) is displayed. At this time, if it is the case of the above (2) suppression device (saving function) operation notice state on the liquid crystal display device 41, the display of "There are 5000 to 4001 remaining until the saving function operates" (see image P3) will continue. As described above, in order to be able to cope with the case of going back and forth between the states of the above (1) to (2), the sub-control board 80 (sub-control CPU 800a) receives the suppression device operation notice command (production control command DI_CMD), and within a predetermined period, even if it receives the suppression device non-operation state command (production control command DI_CMD) or the suppression device operation notice command (production control command DI_CMD), it erases the display of "There are 5000 to 4001 remaining until the saving function operates" (see image P3), or does not perform the display. Instead of erasing the display of "There are 5000 to 4001 remaining until the saving function operates" (see image P3) or not performing the display, the size of the display of "There are 5000 to 4001 remaining until the saving function operates" (see image P3) may be reduced or the display position may be changed. Specifically, since it is sufficiently conveyed to the player during the game that there is a possibility that the saving function will operate if notified for a predetermined period, after the predetermined period has elapsed, it may be made small enough not to interfere with the game, or the display position may be set at the corner of the liquid crystal display device 41. Further, after reducing the size or changing the display position, when the player finishes the game and enters the customer waiting state via the variation stop state, the display of "There are 5000 to 4001 remaining until the saving function operates" (see image P3) may be restored to the original size or set to the display for during the customer waiting demo. This is to prevent the player who will play the next game from overlooking that there are 5000 to 4001 remaining until the saving function operates.

[0088] FIG. 6 shows a case where, during fluctuations, a game stop command (production control command DI_CMD) is transmitted to the sub-control board 80 for more than 95,000 difference balls. In FIG. 6, it is assumed that the display content displayed on the liquid crystal display device 41 is changed as the difference balls approach 95,000. That is, every time the difference balls increase to 91,000, 92,000, 93,000, and 94,000, correspondingly, the main control board 60 (main control CPU 600a) is assumed to transmit a suppression device operation notice command (production control command DI_CMD) corresponding to the operation state status described later to the sub-control board 80.

[0089] As shown in FIG. 6(a), on the liquid crystal display device 41, a decorative pattern has stopped (see image P1, “567” in the illustration), and further, a resident pattern has stopped (see image P2, “567” in the illustration). At this time, when exceeding 94,000 difference balls, the main control board 60 (main control CPU 600a) will transmit a suppression device operation notice command (production control command DI_CMD) corresponding to its operation state status to the sub-control board 80. In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by transmitting the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 6(a), the liquid crystal display device 41 will display “There are 1000 to 1 remaining until the saving function operates” (see image P4).

[0090] Next, when the variation of the decorative symbol starts and further the variation of the resident symbol starts, as shown in FIG. 6(b), on the liquid crystal display device 41, a decorative symbol that varies at high speed (see image P1) and further a resident symbol that varies at high speed (see image P2) are displayed. And further, the display of "There are 1000 to 1 remaining until the saving function activates" (see image P4) also continues to be displayed. At this time, when the player obtains a prize ball and exceeds 95,000 difference balls, the main control board 60 (main control CPU 600a) transmits a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the liquid crystal display device 41 to display a game stop to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by transmitting the generated image (video) data to the liquid crystal display device 41, on the liquid crystal display device 41, as shown in FIG. 6(c), a display of "The saving function has activated. Today's game is over" (see image P5) is made.

[0091] By the way, when the game stops during such variation, the game is stopped without notifying the player of the lottery result. Further, no symbol variation production for stopping the variation of the decorative symbol is performed at all, and since the output ports of the main control CPU 600a that outputs signals to the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a are also cleared, the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a turn off, and thereby the display of the number of starting hold balls also becomes non-display. This is because if it is notified that the symbol variation being executed is a big win, the player may feel disadvantaged, and further, it may cause trouble with the hall (game parlor) side.

[0092] FIG. 7 shows a case where, during a big win, when a suppression device activation warning command (production control command DI_CMD) is transmitted to the sub-control board 80 after exceeding 95,000 difference balls.

[0093] As shown in FIG. 7(a), in the center of the screen of the liquid crystal display device 41, the characters "Big Hit!" (see image P6) indicating the big hit gaming state are displayed, and at the upper right end of the screen, the characters "Right Hit" (see image P7) which are small and prompt the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4) are displayed.

[0094] Next, when the big hit game is started and the big hit game progresses, and when it exceeds 94,000 balls, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (production control command DI_CMD) according to its operation status to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 7(b), the liquid crystal display device 41 will display "There are 1000 to 1 left until the saving function operates" (see image P8). At this time, as shown in FIG. 7(b), a character (see image P9) saying the line "Well done!" is displayed on the liquid crystal display device 41, and at the upper left corner of the screen of the liquid crystal display device 41, the display "Round2" (see image P10) indicating the round of the big hit game is displayed. Further, as shown in FIG. 7(b), on the liquid crystal display device 41, a series of balls obtained in the RUSH state from the big hit when the player entered the RUSH state, "Total 20150" (see image P11), is displayed on the lower right side of the screen.

[0095] Incidentally, as shown in FIG. 7(c), as the jackpot game round progresses (shown as "Round4" in the figure, refer to image P10), the player obtains prize balls. As shown in FIG. 7(c), when the number of balls put out by the player reaches "Total 21500" (refer to image P11) and exceeds 95000 balls, since the game state is a jackpot game, the main control board 60 (main control CPU 600a) sends a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a warning of the activation of the suppression device to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. Thus, as shown in FIG. 7(c), the liquid crystal display device 41 displays "It's a jackpot. Please continue the game. The saving function will be activated after the jackpot ends." (refer to image P12). At this time, in order to make the player recognize that the saving function is activated, the display "It's a jackpot. Please continue the game. The saving function will be activated after the jackpot ends." (refer to image P12) is made with a higher display priority than the production display during the round.

[0096] Therefore, while such a display as "Please continue the game during the big win. The saving function will activate after the win ends." (see Image P12) is shown, the big win game proceeds. Then, when the big win game ends, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. Upon receiving this, the sub-control CPU 800a will send a command list regarding an image (video) for displaying the game stop on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, the liquid crystal display device 41 will display "The saving function has activated. Today's game has ended." (see Image P13) as shown in Fig. 7(d).

[0097] <Explanation of the suppression device (saving function) in a game where two big wins are confirmed> By the way, during the big win game, when two big win games for this time and the next time are confirmed, and furthermore, when the RUSH state (right-handed state), which is a favorable state more advantageous to the player than the normal game state, continues, there may be a case where the two big wins are displayed together as one production. The following will explain this point.

[0098] FIG. 8 shows an example of collectively displaying two jackpot wins as one effect. FIGS. 8(a) to 8(b) show the first jackpot win, FIG. 8(c) shows the variable display of the special symbol, and FIG. 8(d) shows the second jackpot win. Specifically, as shown in FIG. 8(a), on the liquid crystal display device 41, a character (see image P14) saying the line "You did it!" is displayed, and at the upper right corner of the screen, a small character "Right Hit" (see image P15) that prompts the player to hit right (the player uses the launch handle 16 to hit a game ball to the right side of the game area 40 of the game board 4) is displayed. Further, as shown in FIG. 8(a), on the liquid crystal display device 41, at the lower right side of the screen, the balls obtained by the player, "Total 20150" (see image P16), are displayed, and on it, a display of "150 / 3000" (see image P17) is shown. This "150 / 3000" indicates that the denominator "3000" is the number of balls expected to be obtained in two jackpot wins (the display of the expected game value acquisition), and the numerator "150" indicates the number of prize balls actually obtained out of "3000". Further, as shown in FIG. 8(a), the liquid crystal display device 41 does not display the round of the jackpot game, and a display of "HYPER BONUS!" (see image P18) is shown at the upper left side of the screen.

[0099] Thus, when the jackpot game progresses, as shown in FIG. 8(b), on the liquid crystal display device 41, the balls obtained by the player change to "Total 21500" (see image P16), and the number of prize balls obtained out of "3000" changes to "1500" (see image P17). Here, since the number of balls expected to be obtained in the first jackpot win is "1500", which is half of the denominator "3000", at this point, the first jackpot win ends. In the case of such a jackpot game, the fact that the number of balls expected to be obtained in the first jackpot win is "1500", which is half of the denominator "3000", is derived from the fact that the maximum number of balls that can enter the big winning opening (not shown) is 10, and 15 prize balls can be obtained for one entry, so the number of prize balls that can be obtained in one round is 150, and one jackpot game is at most 10 rounds, so it is a well-known fact to the player.

[0100] Next, as shown in FIG. 8(c), on the liquid crystal display device 41, with the state of the big hit game screen remaining as it is, that is, with the character (see image P14), "right punch" (see image P15), the balls obtained by the player (see image P16), and "1500 / 3000" (see image P17) still displayed, the first big hit game ends, the symbol variation starts and a big hit occurs, and a decorative symbol of the same number (see image P19, shown as "777" in the illustration), and further, a resident symbol of the same number (see image P20, shown as "777" in the illustration) are displayed.

[0101] Thus, after the display as shown in FIG. 8(c) is made, the second big hit game starts. As shown in FIG. 8(d), on the liquid crystal display device 41, instead of the decorative symbol of the same number and the resident symbol of the same number, a character (see image P14) saying the phrase "You did it!" is displayed. And as shown in FIG. 8(d), the balls obtained by the player change to "Total 21650" (see image P16), and the number of prize balls obtained out of "3000" is counted up from "1500" and changes to "1650" (see image P17).

[0102] Thus, in this way, there may be a case where two big hits are collectively displayed as one effect.

[0103] By the way, in such a case, if during the first big hit game, the number of difference balls exceeds 95000, the following processing will occur.

[0104] That is, as shown in FIG. 9(a), in the liquid crystal display device 41, a character saying the line "Great!" (see image P14) is displayed, and at the upper right corner of the screen, a small character "Right Shot" (see image P15) is displayed to prompt the player to make a right shot (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). Further, as shown in FIG. 9(a), in the liquid crystal display device 41, at the lower right side of the screen, the number of balls won by the player, "Total 20150" (see image P16), is displayed, and on it, a display of "150 / 3000" (see image P17) is shown. At this time, when it exceeds 94,000 difference balls, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (production control command DI_CMD) according to its operating state status to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 9(a), a display saying "There are 1000 to 1 left until the saving function activates" (see image P21) will be shown on the liquid crystal display device 41.

[0105] Next, when the player obtains a prize ball and, as shown in FIG. 9(b), the balls put out by the player reach "Total 21500" (see image P16) and the expected number of balls to be obtained in the first jackpot game "1500" (see image P17) and the difference in balls exceeds 95000, since the main control board 60 (main control CPU 600a) is in the jackpot game state, it will send a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a warning of the activation of the suppression device to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by transmitting the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 9(b), the liquid crystal display device 41 will display "It is in the middle of a jackpot. Please continue the game. The saving function will be activated after the jackpot ends." (see image P22). At this time, in order to make the player recognize that the saving function is activated, the display "It is in the middle of a jackpot. Please continue the game. The saving function will be activated after the jackpot ends." (see image P22) is made with a higher display priority than the production display during the jackpot game.

[0106] Next, when the first jackpot game ends, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display the game stop to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by transmitting the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 9(c), the liquid crystal display device 41 will display "The saving function has been activated. Today's game is over." (see image P23).

[0107] That is, the second jackpot game as shown in FIG. 8(d) will not be executed.

[0108] Therefore, even in this case, the player can understand that the suppression device (saving function) operates during the jackpot. That is, as shown in FIG. 9(a), since the display "There are 1000 to 1 remaining until the saving function operates" (see image P21) is shown, the player can understand that the number of remaining items until the suppression device (saving function) operates is at most 1000. Further, as shown in FIG. 9(a), since it is displayed "150 / 3000" (see image P17), the player can understand that 1500 items can be obtained in the first jackpot. Therefore, as shown in FIG. 9(a), currently, since 150 out of "3000" have been obtained, the player can understand that 1350 items can be obtained in this first jackpot. Further, since this value exceeds 1000 at most, the player can understand that the suppression device (saving function) will operate after the first jackpot ends. Therefore, the player can understand that the suppression device (saving function) operates during the jackpot. That is, it can be understood that the second jackpot game is not executed.

[0109] Therefore, as shown in FIGS. 9(a) and 9(b), even if the total number of balls expected to be obtained in two jackpots is displayed as "3000", the number of remaining items until the suppression device (saving function) operates is displayed, and from each numerical information, the player can judge that only the number of items corresponding to the first jackpot can actually be obtained. Therefore, it is possible to make it easier for the player to understand that the game ends without being able to obtain all "3000", which is the total number of balls expected to be obtained in two jackpots.

[0110] Furthermore, when activating the suppression device (saving function), as shown in FIGS. 9(a) and 9(b), without changing the display of "3000" (refer to image P17), which is the number of balls expected to be won in two jackpot wins, only the number of prize balls won by the player is changed. By doing so, the same processing can be performed as when the suppression device (saving function) is not activated, thus reducing the control burden.

[0111] Therefore, by doing so, by incorporating the functions desired by the player, the game content can satisfy the player, and thereby, a gaming machine with diverse effects can be provided.

[0112] Next, in the case where two jackpot wins are collectively displayed as one effect, the situation where the number of balls exceeds 95,000 during the symbol variation display before the first jackpot game shown in FIG. 8(c) ends and the second jackpot starts will be explained.

[0113] As shown in FIG. 10(a), on the liquid crystal display device 41, a character (refer to image P14) saying the phrase "You did it!" is displayed, and at the upper right corner of the screen, the small text "Right Hit" (refer to image P15), which prompts the player to hit the ball to the right (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4), is displayed. Furthermore, as shown in FIG. 10(a), on the liquid crystal display device 41, at the lower right side of the screen, the number of balls "Total 20150" won by the player (refer to image P16) is displayed, and above it, the display "150 / 3000" (refer to image P17) is shown. And further, as shown in FIG. 10(a), on the liquid crystal display device 41, the round of the jackpot game is not displayed, and at the upper left side of the screen, the display "HYPER BONUS!" (refer to image P18) is shown.

[0114] Next, when the player obtains a prize ball, as shown in FIG. 10(b), if the balls in play obtained by the player reach "Total 21500" (see image P16) and the planned number of balls to be obtained in the first jackpot game "1500" (see image P17) and exceed 94000 balls, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (production control command DI_CMD) corresponding to its operating state status to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, the liquid crystal display device 41 will display, as shown in FIG. 10(b), "There are 1000 to 1 remaining until the saving function activates" (see image P21).

[0115] Next, when the first jackpot game ends while the display "There are 1000 to 1 remaining until the saving function activates" (see image P21) continues, as shown in FIG. 10(c), on the liquid crystal display device 41, the jackpot game screen remains in the same state, that is, with the character (see image P14), "Right hit" (see image P15), the balls obtained by the player (see image P16), and "1500 / 3000" (see image P17) displayed. The first jackpot game ends, the symbol variation starts and a jackpot is achieved, and the same-numbered decorative symbols (see image P19, shown as "777" in the illustration) and further, the same-numbered resident symbols (see image P20, shown as "777" in the illustration) are displayed. Then, during the symbol variation display before the second jackpot starts, by winning in the upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d, etc. shown in FIG. 2, prize balls are obtained. When the number of balls exceeds 95000, the main control board 60 (main control CPU 600a) sends a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for displaying the game stop on the liquid crystal display device 41 to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, on the liquid crystal display device 41, as shown in FIG. 10(d), the display "The saving function has activated. Today's game is over" (see image P23) will be shown.

[0116] That is, outside of the jackpot game, at the moment when the number of balls reaches 95000, the suppression device (saving function) activates and the game stops. Needless to say, of course, the second jackpot game as shown in FIG. 8(d) is not executed.

[0117] Therefore, in the present embodiment, as shown in FIG. 10(c), the obtained winning combination (refer to image P16) and "1500 / 3000" (refer to image P17) are displayed. Further, a decorative symbol of the same number indicating that the first jackpot game has ended (refer to image P19, shown as "777" in the illustration), and further, a resident symbol of the same number (refer to image P20, shown as "777" in the illustration) are displayed. As a result, in the state after the jackpot game, when the number of balls reaches 95,000, it becomes easier for the player to recognize that the suppression device (saving function) operates.

[0118] Therefore, by doing so, by incorporating the functions required by the player, the game content can satisfy the player, and thereby, a gaming machine with diverse effects can be provided.

[0119] <Explanation of the suppression device (saving function) in the game when it becomes a certain change state after the jackpot game> Next, in the game when it becomes a certain change state after the jackpot game, the case where the suppression device (saving function) operates will be explained.

[0120] As shown in FIG. 11(a), in the liquid crystal display device 41, a character (see image P30) saying the line "Sure win GET!" (display of the planned acquisition of game value) is displayed, and at the upper right corner of the screen, the small character "Right hit" (see image P31) prompting the player to hit the ball to the right (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4) is displayed. Further, as shown in FIG. 11(a), in the liquid crystal display device 41, the number of balls won by the player, "Total 20150" (see image P32), is displayed at the lower right side of the screen, and on it, the display "150 / 1500" (see image P33) is shown. And furthermore, as shown in FIG. 11(a), at the upper left corner of the screen of the liquid crystal display device 41, the display "Round1" (see image P34) indicating the round of the big win game is shown. At this time, when the number of balls exceeds 94000, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (production control command DI_CMD) corresponding to its operating state status to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 11(a), the display "There are 1000 - 1 left until the saving function activates" (see image P35) will be shown on the liquid crystal display device 41. Note that in "150 / 1500", the denominator "1500" indicates the number of balls planned to be acquired in this big win, and the numerator "150" indicates the number of prize balls actually acquired out of "1500".

[0121] Next, when the player obtains a prize ball and, as shown in FIG. 11(b), the balls in play obtained by the player are "Total 21500" (see image P32), and the planned number of balls to be obtained in this jackpot game is "1500" (see image P33), and the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80 because the game state is in a jackpot game. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a warning of the activation of the suppression device to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 11(b), the liquid crystal display device 41 will display "Please continue the game while in jackpot. The saving function will activate after the jackpot ends" (see image P36). At this time, in order to make the player recognize that the saving function will activate, the display "Please continue the game while in jackpot. The saving function will activate after the jackpot ends" (see image P36) is made with a higher display priority than the production display during the jackpot game.

[0122] Next, when the jackpot game ends while the display "Please continue the game during the jackpot. The saving function will activate after the jackpot ends." (see Image P36) continues to be shown, in the jackpot game shown in FIG. 11, since it becomes a probability-variable state after the jackpot game, as shown in FIG. 11(c), on the liquid crystal display device 41, instead of the display indicating the round of the jackpot game (see Image P34), "Probability-Variable Mode Continues!" (expected game value acquisition display) (see Image P37) is shown in the center of the screen. However, when the jackpot game ends, since the suppression device (saving function) activates, to make it easier for the player to recognize that they cannot play in the probability-variable state after the jackpot game, the display "Please continue the game during the jackpot. The saving function will activate after the jackpot ends." (see Image P36) is made to have a higher display priority than the display of "Probability-Variable Mode Continues!" (see Image P37). That is, to make it easier for the player to recognize that they cannot play in the probability-variable state after the jackpot game, the visibility of the display of "Probability-Variable Mode Continues!" (see Image P37) is deliberately made poor.

[0123] Thus, when the jackpot game ends in this way, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for displaying the game stop on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, on the liquid crystal display device 41, as shown in FIG. 11(d), the display "The saving function has activated. Today's game ends." (see Image P38) will be shown. At this time, as shown in FIG. 11(d), on the liquid crystal display device 41, the number of balls the player has won, "Total 21500" (see Image P32), and the display "1500 / 1500" (see Image P33) are shown.

[0124] Therefore, even in this case, it can be seen that the player cannot play the game in the probability-variable state even if the player enters the probability-variable state after a big win game. That is, as shown in Fig. 11(a), since the display "There are 1000 to 1 remaining until the saving function activates" (see image P35) is shown, the player can see that the maximum number of remaining balls until the suppression device (saving function) activates is 1000. Further, as shown in Fig. 11(a), since it is displayed as "150 / 1500" (see image P33), the player can see that 1500 balls can be obtained in this big win. Therefore, as shown in Fig. 11(a), currently, since 150 out of "1500" have been obtained, the player can see that 1350 balls can be obtained in this big win. Further, since this value exceeds the maximum of 1000, the player can see that the suppression device (saving function) will activate after this big win game ends. Therefore, by doing so, it becomes easier for the player to understand that only the balls obtained from this big win game can be obtained. Thus, it can be seen that the player cannot play the game in the probability-variable state even if the player enters the probability-variable state after a big win game.

[0125] Therefore, by incorporating the functions required by the player in this way, the game content can satisfy the player, and thereby, a gaming machine with diverse effects can be provided.

[0126] <Explanation of the suppression device (saving function) in the game when a consecutive hold performance occurs> Next, in the game when a consecutive hold performance that results in a big win occurs after a big win game, where there is a starting hold ball (the first starting hold ball or the second starting hold ball) that will result in a big win when the starting hold ball is consumed, the case where the suppression device (saving function) activates will be explained.

[0127] As shown in FIG. 12(a), on the liquid crystal display device 41, a character (see image P40) saying the line "Pending consecutive GET!" (game value acquisition scheduled display) is displayed, and at the upper right corner of the screen, a small character "Right shot" (see image P41) prompting the player to make a right shot (the player uses the firing handle 16 to hit a game ball to the right side of the game area 40 of the game board 4) is displayed. Further, as shown in FIG. 12(a), on the liquid crystal display device 41, at the lower right side of the screen, the number of balls won by the player, "Total 20150" (see image P42), is displayed, and on it, a display "150 / 1500" (see image P43) is shown. And further, as shown in FIG. 12(a), at the upper left corner of the screen of the liquid crystal display device 41, a display "Round1" (see image P44) indicating the round of the big win game is shown, and at the central position of the right end of the screen, a display "V" (see image P45) is shown. At this time, when the number of difference balls exceeds 94000, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (production control command DI_CMD) corresponding to its operating state status to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 12(a), a display "There are 1000 - 1 left until the saving function activates" (see image P46) will be shown on the liquid crystal display device 41. Note that for "150 / 1500", the denominator "1500" indicates the number of balls scheduled to be acquired in this big win, and the numerator "150" indicates the number of prize balls actually acquired out of "1500".

[0128] Next, when the player obtains a prize ball and, as shown in FIG. 12(b), the balls in play obtained by the player are "Total 21500" (see image P42), the planned number of balls to be obtained in this jackpot game is "1500" (see image P43), and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80 because the game state is in a jackpot game. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a warning of the activation of the suppression device to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 12(b), the liquid crystal display device 41 will display "It is a jackpot. Please continue the game. The saving function will activate after the jackpot ends" (see image P47). At this time, in order to make the player recognize that the saving function will activate, the display "It is a jackpot. Please continue the game. The saving function will activate after the jackpot ends" (see image P47) is made with a higher display priority than the production display during the jackpot game.

[0129] Next, when the jackpot game ends while the display "Please continue the game during the jackpot. The saving function will activate after the jackpot ends." (see Image P47) continues, in the jackpot game shown in FIG. 12, as shown in FIG. 12(c), on the liquid crystal display device 41, instead of the display indicating the round of the jackpot game (see Image P44), since a reserved continuous effect is occurring in the center of the screen, "Probability Variation Mode Continues!" (expected display of game value acquisition) (see Image P48) displayed in rainbow-colored characters is shown. However, when the jackpot game ends, since the suppression device (saving function) activates, in order to make it easier for the player to recognize that they cannot obtain another jackpot game after the jackpot game, the display "Please continue the game during the jackpot. The saving function will activate after the jackpot ends." (see Image P47) is made to have a higher display priority than the display of "Probability Variation Mode Continues!" (see Image P48). That is, in order to make it easier for the player to recognize that they cannot obtain another jackpot game after the jackpot game, the visibility of the display of "Probability Variation Mode Continues!" (see Image P48) is deliberately worsened.

[0130] Thus, when the jackpot game ends in this way, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for displaying the game stop on the liquid crystal display device 41 to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, on the liquid crystal display device 41, as shown in FIG. 12(d), the display "The saving function has activated. Today's game is over." (see Image P49) will be shown. At this time, as shown in FIG. 12(d), on the liquid crystal display device 41, the number of balls obtained by the player, "Total 21500" (see Image P42), and the display "1500 / 1500" (see Image P43) are shown.

[0131] Therefore, even in this case, it can be understood that even if a reserved continuous effect occurs, the player cannot obtain a jackpot game again after a jackpot game. That is, as shown in Fig. 12(a), since the display "There are 1000 to 1 remaining until the saving function activates" (see image P46) is shown, the player can understand that the maximum number of counts until the suppression device (saving function) activates is 1000. Furthermore, as shown in Fig. 12(a), since it is displayed "150 / 1500" (see image P43), the player can understand that 1500 counts can be obtained in this jackpot. Therefore, as shown in Fig. 12(a), currently, since "150" out of "1500" have been obtained, the player can understand that 1350 counts can be obtained in this jackpot. Moreover, since this value exceeds the maximum of 1000 counts, the player can understand that the suppression device (saving function) will activate after this jackpot ends. Therefore, by doing so, it becomes easier for the player to understand that only the balls from this jackpot game can be obtained, so it can be understood that even if a reserved continuous effect occurs, the player cannot obtain a jackpot game again after a jackpot game.

[0132] Therefore, by doing so, by incorporating the functions required by the player, the game content that can satisfy the player can be achieved, and thereby, a gaming machine with diverse effects can be provided.

[0133] Incidentally, in the present embodiment, as shown in FIGS. 9(c) and 10(d), when displaying "Please continue the game during the big win. The saving function will activate after the win ends." on the liquid crystal display device 41, since the number of balls to be acquired and the actual number of winning balls are different, the liquid crystal display device 41 does not display (erases or makes non-display) the balls obtained by the player (see image P16) and "1500 / 3000" (see image P17). On the other hand, as shown in FIGS. 11(d) and 12(d), when the number of balls to be acquired and the actual number of winning balls are the same, when displaying "Please continue the game during the big win. The saving function will activate after the win ends." on the liquid crystal display device 41, the balls obtained by the player (see images P32 and P42) and "1500 / 1500" (see images P33 and P43) are displayed. By doing so, it is possible to avoid giving unnecessary misunderstandings to novice players. However, in the cases of FIGS. 9(c) and 10(d), it may also be displayed as shown in FIGS. 11(d) and 12(d). Also, in the cases of FIGS. 11(d) and 12(d), it may not be displayed as shown in FIGS. 9(c) and 10(d).

[0134] On the other hand, in the case of an enclosed pachinko machine (managed gaming machine) that circulates the enclosed game balls internally, the balls held by the player managed by the gaming machine are displayed on the front operation panel 7 shown in FIG. 1 using a display device such as a plurality of 7-segment LEDs (not shown). Therefore, even if the suppression device (saving function) activates and the number of winning balls is not displayed on the liquid crystal display device 41, the player can confirm the balls held, including the balls obtained during the big win.

[0135] <Explanation of error display when the suppression device (saving function) activates> Next, an explanation will be given regarding the error display when the suppression device (saving function) activates.

[0136] As shown in FIG. 13(a), when displaying on the liquid crystal display device 41, the layer L2 for error display is above the layer L1 for the normal game screen, that is, it has a higher priority. Further, the layer L3 for the operation display of the suppression device (saving function) has a higher priority than the layer L2 for error display.

[0137] Therefore, when the illegal act of the player is detected by the illegal detection board 55 shown in FIG. 3, as shown in FIGS. 13(b-1) and (b-2), the error content is displayed on the liquid crystal display device 41. In this regard, specifically described, as shown in FIG. 13(b-1), on the layer L1 of the normal game screen, a character (see image P14) saying the line "Well done!" is drawn, and at the upper right corner of the screen, a small character "Right Shot" (see image P15) prompting the player to make a right shot (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4) is drawn. Further, as shown in FIG. 13(b-1), on the liquid crystal display device 41, at the lower right side of the screen, the number of game balls "Total 20150" obtained by the player (see image P16) is drawn, and on it, a display of "150 / 3000" (see image P17) is drawn. And further, as shown in FIG. 13(b-1), at the upper left side of the screen, a drawing of "HYPER BONUS!" (see image P18) is drawn. At this time, when, for example, magnetism is detected by the illegal detection board 55 shown in FIG. 3, as shown in FIG. 13(b-1), the error display layer L2 with the drawing of "Magnetism detected" (see image P50) is superimposed from above. As a result, as shown in FIG. 13(b-2), it will be displayed on the liquid crystal display device 41 in a state where the priority of the display of "Magnetism detected" (see image P50) is high.

[0138] Therefore, when the suppression device (saving function) operates in such a case, as shown in FIG. 13(c-1), the layer L3 of the suppression device (saving function) operation display on which "The saving function has operated. Today's game ends." (see image P51) is drawn is superimposed from above. At this time, since the layer L3 of the suppression device (saving function) operation display is displayed on the entire screen of the liquid crystal display device 41, as shown in FIG. 13(c-2), only "The saving function has operated. Today's game ends." (see image P51) is displayed on the liquid crystal display device 41, and the error display of "Magnetism detected." (see image P50) shown in FIG. 13(c-1) becomes invisible.

[0139] However, since specific errors such as "Magnetism detected." need to be recognized by the hall side even when the suppression device (saving function) operates, it is desired to continue to be displayed on the liquid crystal display device 41.

[0140] Therefore, in the present embodiment, when a specific error such as "Magnetism detected." occurs and the suppression device (saving function) operates, the following processing is performed. That is, as shown in FIG. 14(a-1), when a specific error occurs, the error display layer L2 is not drawn with "Magnetism detected." (see image P50), and the suppression device (saving function) operation display layer L3 is drawn with "The saving function has operated. Today's game ends." (see image P51) and also with "Magnetism detected." (see image P50). As a result, as shown in FIG. 14(b), on the liquid crystal display device 41, the error display of "Magnetism detected." (see image P50) is displayed together with the display of "The saving function has operated. Today's game ends." (see image P51).

[0141] On the one hand, as shown in FIG. 14(a-2), when a specific error occurs, a new error display layer L4 with a higher priority than the suppression device (saving function) operation display layer L3 is newly provided, and "Magnet detected" (see image P50) may be drawn on the error display layer L4. As a result, as shown in FIG. 14(b), on the liquid crystal display device 41, an error display of "Magnet detected" (see image P50) is displayed together with the display of "Saving function activated. Today's game ends" (see image P51).

[0142] Therefore, in this way, specific errors such as detecting magnetism can continue to be displayed on the liquid crystal display device 41 even if the suppression device (saving function) is activated.

[0143] By the way, as specific errors, an error that occurs when magnetism is detected by a magnetic sensor mounted on the illegal detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Magnet detected"), an error that occurs when radio waves are detected by a radio wave sensor mounted on the illegal detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Radio wave detected"), an error that occurs when vibration is detected by a vibration sensor mounted on the illegal detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Vibration detected"), an error that occurs when it is detected that the front frame 3 or the glass door frame 5 shown in FIG. 1 is opened (the liquid crystal display device 41 displays "The door is open"), an error that occurs when there is an excessive winning (more than a predetermined number of winnings per unit time such as detecting 10 winnings in 1 second) in the big winning opening (not shown) or the special symbol start opening 45a (the liquid crystal display device 41 displays "Winning abnormality detected"), and a ball extraction error for instructing a ball extraction operation when the number of game balls stored in the upper tray 8 and / or the lower tray 9 exceeds a certain amount (the liquid crystal display device 41 displays "Please extract the balls") are exemplified.

[0144] On the other hand, as errors other than specific errors, for example, an error is exemplified when a firing direction not corresponding to the current gaming state is detected with respect to the direction in which the gaming ball is fired (right-handed / left-handed warning notification), or when a disconnection of the special symbol 1 start opening switch 44a (see FIG. 3), special symbol 2 start opening switch 45a1 (see FIG. 3), normal symbol start opening switch 48a (see FIG. 3), upper right general winning opening switch 49a1 (see FIG. 3), upper left general winning opening switch 49b1 (see FIG. 3), middle left general winning opening switch 49c1 (see FIG. 3), lower left general winning opening switch 49d1 (see FIG. 3), out opening switch 50a (see FIG. 3), or big winning opening switch 46c (see FIG. 3) is detected (disconnection detection error).

[0145] By the way, when an error other than such a specific error occurs, the processes shown in FIGS. 14(a-1) and 14(a-2) described above are not performed.

[0146] On the other hand, in the case of an enclosed pachinko machine (managed gaming machine) that circulates the enclosed gaming balls inside, the gaming balls held by the player managed by the gaming machine are transmitted to a dedicated unit outside the gaming machine and the held ball information is counted on a card. Therefore, forgetting to take the card after the counting is completed causes a great loss to the player, so the card forgetting display is information that must be surely conveyed to the player. Therefore, in the present embodiment, as shown in FIG. 14(c), the display of "The saving function has operated. Today's game will end" (see image P51) indicating that the suppression device (saving function) has operated is given a lower priority, and "The counting is completed. Please be careful not to forget the card" (see image P52) is displayed on the liquid crystal display device 41. By doing so, it is possible to surely alert the player so as not to forget the card.

[0147] <Explanation of command reception and its processing after the suppression device (saving function) operates> Next, the command reception and its processing after the suppression device (saving function) operates will be described.

[0148] In this embodiment, after the suppression device (saving function) operates, the main control board 60 (main control CPU 600a) stops sending commands related to games such as variable patterns and jackpots (production control command DI_CMD) to the sub-control board 80. However, after receiving a game stop command (production control command DI_CMD), the sub-control CPU 800a may receive the same command data as commands related to games such as variable patterns and jackpots (production control command DI_CMD) due to noise or the like.

[0149] Therefore, in this embodiment, after receiving a game stop command (production control command DI_CMD), the sub-control CPU 800a invalidates the command data even if it receives the same command data as commands related to games such as variable patterns and jackpots (production control command DI_CMD) due to noise or the like. As a result, symbol variations corresponding to variable patterns and jackpot productions corresponding to jackpot-related commands will not be executed.

[0150] By the way, as described above, when a game stop command (production control command DI_CMD) is received, the liquid crystal display device 41 is displayed as shown in Fig. 14(b). That is, the drawing content of the layer L1 of the normal game screen (see Fig. 13(a)) becomes invisible. Therefore, it seems that there is no problem in displaying according to the command. However, when symbol variations corresponding to variable patterns and jackpot productions corresponding to jackpot-related commands are executed, not only the display on the liquid crystal display device 41 but also sounds are emitted from the speaker 17, the decorative lamp lights up, and the movable accessory device 43 operates. Therefore, in this embodiment, after receiving a game stop command (production control command DI_CMD), the sub-control CPU 800a invalidates the command data even if it receives the same command data as commands related to games such as variable patterns and jackpots (production control command DI_CMD) due to noise or the like.

[0151] However, as shown in FIG. 14(b), for specific errors, in order to display them on the liquid crystal display device 41, after receiving a game stop command (production control command DI_CMD), when the sub-control CPU 800a receives a specific error command (production control command DI_CMD), it does not invalidate it and executes a process of performing an error display on the liquid crystal display device 41. When an error command other than a specific error is received, the error command is invalidated and the process of performing an error display is not executed.

[0152] <Explanation of the main control process when the number of difference balls reaches 95,000 during a big win game> Next, the main control process when the number of difference balls reaches 95,000 during a big win game will be explained.

[0153] In the present embodiment, during a big win game, when the number of difference balls reaches 95,000, the counting of the difference ball counter is not performed. That is, if such a process is not performed, the difference ball counter reaches 95,000, and then, when the player uses the firing handle 16 to fire a game ball into the game area 40, the difference ball counter performs a subtraction count for that firing. Then, since the difference ball counter becomes less than 95,000, the operation of the suppression device (saving function) is released. After that, when the player obtains a prize ball and the difference ball counter reaches 95,000, the suppression device (saving function) will operate again.

[0154] However, when such a situation occurs, the player will be very confused. Therefore, in order to avoid such a situation, in the present embodiment, during a big win game, when the number of difference balls reaches 95,000, the counting of the difference ball counter is not performed. Specifically, when the difference ball counter reaches 95,000, 5AH is set in the suppression device operation flag, that is, the suppression device operation flag is turned ON, and the counting of the difference ball counter is not performed hereafter.

[0155] Therefore, by incorporating the functions desired by the player in this way, the game content can satisfy the player, and thus a gaming machine with diverse effects can be provided.

[0156] <Explanation of the processing of the start-hold balls when the suppression device (saving function) after a big win game is activated> Next, the processing of the start-hold balls when the suppression device (saving function) after a big win game is activated will be explained.

[0157] During a big win game, when the number of difference balls reaches 95,000, the same processing as before the number of difference balls reaches 95,000 is performed. That is, even if the suppression device (saving function) is activated after the big win game, the prize balls due to the winning of the game balls into the special symbol 1 start port 44 and the special symbol 2 start port 45a shown in FIG. 2 will be paid out. Therefore, the random number update process by the random number circuit, the process of obtaining the random number, and the update of the number of start-hold balls also perform the same processing as before the number of difference balls reaches 95,000. As a result, it is not necessary to separate the processing when the number of difference balls reaches 95,000 and when it does not reach 95,000 during the big win game, so the processing burden can be reduced.

[0158] On the other hand, when the suppression device (saving function) after the big win game is activated, the variation for the winning start-hold balls is not executed, and the display of the number of start-hold balls is also made non-display. Thereby, the player can be made to recognize that what has been held in variation has become invalid.

[0159] Incidentally, as described above, the display of the number of balls on hold at start is controlled by the main control board 60 (main control CPU 600a) and is shown on the segment display device 53a shown in FIG. 15. In addition, as shown in FIG. 15, a device 56 for displaying the number of balls on hold at start can be provided on the right side of the liquid crystal display device 41 in the figure. As shown in FIG. 15, this device 56 for displaying the number of balls on hold at start is provided with four round LED lamps 56a. By combining the lighting and flashing of two round LED lamps 56a (in FIG. 15(a), two round LED lamps 56a are lit), the number of balls on hold corresponding to the special symbols 1 and 2 is displayed. Also, as shown in FIG. 15, the device 56 for displaying the number of balls on hold at start is provided with a star-shaped LED lamp 56b, which lights up to indicate a big win (FIG. 15(a) shows an example of it being lit). Note that this device 56 for displaying the number of balls on hold at start is controlled by the sub-control board 80 (sub-control CPU 800a).

[0160] Therefore, as shown in FIG. 15(a), the liquid crystal display device 41 displays "The game is in progress during a big win. Please continue the game. The saving function will activate after the win ends" (see image P36). Then, as shown in FIG. 15(b), the liquid crystal display device 41 displays "The saving function has been activated. Today's game will end" (see image P38). When the suppression device (saving function) activates, as shown in FIG. 15(b), all the LED lamps (round LED lamps 56a and star-shaped LED lamp 56b) of the device 56 for displaying the number of balls on hold at start are turned off. Also, accordingly, the segment display device 53a shown in FIG. 15 is also turned off.

[0161] Note that, in this embodiment, an example in which both the start hold ball display device 56 and the segment display device 53a are turned off has been shown, but the present invention is not limited thereto, and only one of them may be turned off. Further, in this embodiment, only an example in which the segment display device 53a is turned off has been shown, but the present invention is not limited thereto, and in accordance with the turning off of the segment display device 53a, all of the special symbol display device 51, the normal symbol display device 52, the round lamp 53b, and the right hit notification lamp 53c may be turned off. Further, since the random number update process by the random number circuit is executed by the hardware random number circuit built in the main control CPU 600a shown in FIG. 3, there is a case where the main control CPU 600a determines that the random number circuit is in an error state by stopping the update process. Therefore, the random number update process by the random number circuit may be continued without stopping even after the suppression device (saving function) is activated.

[0162] <Explanation of the case of changing the number of balls to be acquired> Next, the case of changing the number of balls to be acquired will be described.

[0163] As shown in FIG. 16(a), a character (see image P60) saying the line "Sure Win GET!" is displayed on the liquid crystal display device 41, and a small character "Right Hit" (see image P61) prompting the player to hit the ball to the right (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4) is displayed at the upper right corner of the screen. Further, as shown in FIG. 16(a), on the lower right side of the screen of the liquid crystal display device 41, the number of balls won by the player, "Total 20015" (see image P62), is displayed, and on top of it, a display of "15 / 1500" (see image P63) is shown. And further, as shown in FIG. 16(a), at the upper left corner of the screen of the liquid crystal display device 41, a display of "Round1" (see image P64) indicating the round of the big win game is shown. At this time, when the number of balls exceeds 94,000, the main control board 60 (main control CPU 600a) sends a suppression device operation notice command (production control command DI_CMD) according to its operating state status to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, a display of "There are 1000 - 1 left until the saving function activates" (see image P65) is shown on the liquid crystal display device 41 as shown in FIG. 16(a). Note that for "15 / 1500", the denominator "1500" indicates the number of balls that can be obtained in this big win, and the numerator "15" indicates the number of prize balls actually obtained out of "1500".

[0164] Incidentally, the "1500" which is the number of balls expected to be obtained is based on the following relationship. That is, when one game ball enters the big winning opening (not shown), 15 prize balls are awarded, and the upper limit per round is restricted to 10 balls that can enter. And since there are 10 rounds in this big win game, 1 ball × 15 balls × 10 balls × 10 rounds = 1500 balls becomes the number of balls expected to be obtained.

[0165] However, even if the upper limit per round of 10 is reached, when the winning opening (not shown) is closed by the opening / closing door 46a shown in FIG. 2, there may be a case where one extra game ball enters the winning opening (not shown) before the closing. In such a case, since 15 balls for one extra ball will be awarded, the number of balls expected to be obtained will be 1,515 balls.

[0166] Therefore, in the present embodiment, as shown in FIG. 16(b), the number of balls expected to be obtained displayed on the liquid crystal display device 41 is changed to "1,515" (see image P63). Then, the jackpot game continues, and in the same manner even after the second round, when one extra game ball enters the winning opening (not shown) and 11 balls enter, as shown in FIG. 16(d), the number of balls expected to be obtained displayed on the liquid crystal display device 41 is changed to "1,530" (see image P63). At this time, as shown in FIG. 16(c), even if the display "Please continue the game during the jackpot. The saving function will operate after the jackpot ends" (see image P66) is shown on the liquid crystal display device 41 when the number of balls exceeds 95,000 during the jackpot game, when one extra game ball enters the winning opening (not shown) and 11 balls enter, as shown in FIG. 16(d), the number of balls expected to be obtained displayed on the liquid crystal display device 41 is changed to "1,530" (see image P63).

[0167] Therefore, in this way, the player can grasp the accurate number of balls expected to be obtained. However, after the sub-control CPU 800a receives the game stop command (production control command DI_CMD), the number of balls expected to be obtained displayed on the liquid crystal display device 41 is set not to change.

[0168] <Explanation of unique patterns and gold displays indicating a high reliability of hitting the jackpot in the preview performance> Next, the unique patterns and gold displays indicating a high reliability of hitting the jackpot in the preview performance will be explained.

[0169] <Explanation about normal variation> First, the normal variation will be described. During the normal variation, which is a variation state such as before the decorative pattern starts to vary from the stopped state and before it stops again or enters the reach state, there are many preview effects indicating the appearance of the unique pattern, and there are also multiple timings at which they are displayed on the liquid crystal display device 41. Hereinafter, three specific examples will be shown.

[0170] Figs. 17(a-1) to (e-1) show screen examples where the caption preview effect occurs. Specifically, as shown in Fig. 17(a-1), on the liquid crystal display device 41, decorative patterns (refer to image P70, stopped at "545" in the illustration) where the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c are stopped are displayed, and resident patterns (left resident pattern, middle resident pattern, right resident pattern) (refer to image P71) stopped with the same number as the decorative pattern (refer to image P70) (in the illustration, "545") are also displayed. Further, as shown in Fig. 17(a-1), on the liquid crystal display device 41, at the lower left corner of the screen, a second hold image (refer to image P72) indicating that 2 start hold balls are held is displayed.

[0171] Next, when the symbol variation for the first starting hold ball among the second hold images shown in FIG. 17(a-1) (see image P72) starts and the dialogue preview effect occurs, a screen as shown in FIG. 17(b-1) is displayed on the liquid crystal display device 41. That is, as shown in FIG. 17(b-1), on the liquid crystal display device 41, a video of a rapidly varying decorative symbol (see image P70) is displayed, and at the same time, a video in which the resident symbols (left resident symbol, middle resident symbol, right resident symbol) (see image P71) are rapidly varying is displayed. Further, among the second hold images shown in FIG. 17(a-1) (see image P72), the first starting hold ball is changed to a variation icon (see image P72a) indicating that it is currently varying, and is displayed on the liquid crystal display device 41 shown in FIG. 17(b-1). To its side, a first hold image (see image P72b) indicating that one starting hold ball is held is displayed. And further, as shown in FIG. 17(b-1), on the liquid crystal display device 41, a character (see image P73) saying the line "It's super intense!" is displayed, and this line "It's super intense!" (see image P73a) is a unique pattern consisting of horizontal stripes. In this embodiment, at this time, the appearance time of the unique pattern is 3 seconds.

[0172] Next, as shown in FIG. 17(c-1), a state in which the left decorative symbol P70a among the rapidly varying decorative symbols (see image P70) changes from rapid variation to slow variation is displayed on the liquid crystal display device 41. And then, from the state where the left decorative symbol P70a is slowly varying, as shown in FIG. 17(d-1), a state where it has stopped (shown as "3" in the illustration) is displayed on the liquid crystal display device 41. Further, a state where the right decorative symbol P70c is slowly varying is displayed on the liquid crystal display device 41.

[0173] Next, as shown in FIG. 17(e-1), from the state where the right decorative pattern P70c is fluctuating at a low speed, a state where it has changed to a stopped state (in the drawing, stopped at "3") is displayed on the liquid crystal display device 41, and the left decorative pattern P70a and the right decorative pattern P70c stop with the same pattern, and a reach (tempai) state where the middle decorative pattern P70b is fluctuating is displayed. Further, as shown in FIG. 17(e-1), on the liquid crystal display device 41, the characters "REACH" (refer to image P74) are displayed slightly below the center of the screen.

[0174] Thus, in the subtitle preview effect in this embodiment, as described above, a unique pattern appears.

[0175] FIGS. 17(a-2) to (e-2) show examples of screens where the treasure box button preview effect occurs. Specifically, as shown in FIG. 17(a-2), on the liquid crystal display device 41, a decorative pattern (refer to image P70, stopped at "545" in the drawing) in which the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c are stopped is displayed, and the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (refer to image P71) stop with the same number as the decorative pattern (refer to image P70) (in the drawing, "545"). Further, as shown in FIG. 17(a-2), on the liquid crystal display device 41, at the lower left corner of the screen, a second hold image (refer to image P72) indicating that 2 start hold balls are held is displayed.

[0176] Next, when the symbol variation for the first starting hold ball among the second hold images shown in FIG. 17(a-2) (see image P72) starts and the treasure box button preview effect occurs, a screen as shown in FIG. 17(b-2) is displayed on the liquid crystal display device 41. That is, as shown in FIG. 17(b-2), on the liquid crystal display device 41, a video of a rapidly changing decorative symbol (see image P70) is displayed, and at the same time, videos of the stationary symbols (left stationary symbol, middle stationary symbol, right stationary symbol) (see image P71) rapidly changing are displayed. Further, among the second hold images shown in FIG. 17(a-2) (see image P72), the first starting hold ball is changed to a variation icon (see image P72a) indicating that it is currently changing, and is displayed on the liquid crystal display device 41 shown in FIG. 17(b-2). To its side, a first hold image (see image P72b) indicating that one starting hold ball is held is displayed. And further, as shown in FIG. 17(b-2), on the liquid crystal display device 41, in the center of the screen, a treasure box (see image P75) and, below the treasure box (see image P75), a button (see image P76) with "PUSH" written thereon to prompt the player to press the effect button device 13 shown in FIG. 1 are displayed.

[0177] Next, among the rapidly changing decorative symbols (see image P70), as shown in FIG. 17(c-2), a state where the left decorative symbol P70a has changed from rapid variation to slow variation is displayed on the liquid crystal display device 41. Further, as shown in FIG. 17(c-2), in the center of the screen of the liquid crystal display device 41, the treasure box (see image P75) opens, and from inside it, what appears with the characters "Super Hot!" (see image P75a) is displayed. These characters "Super Hot!" (see image P75a) form a unique pattern consisting of horizontal stripes, and the appearance time of this unique pattern is 2.5 seconds in this embodiment.

[0178] Next, a state where the left decorative symbol P70a has changed from a state of slow variation to a stopped state (stopped at "3" in the illustration) as shown in FIG. 17(d-2) is displayed on the liquid crystal display device 41, and further, a state where the right decorative symbol P70c is in slow variation is displayed on the liquid crystal display device 41.

[0179] Next, from the state where the right decorative pattern P70c is fluctuating at a low speed, as shown in FIG. 17(e-2), what has changed to a stopped state (shown as "3" in the drawing) is displayed on the liquid crystal display device 41, and the left decorative pattern P70a and the right decorative pattern P70c stop with the same pattern, and what is in the reach (tempai) state where the middle decorative pattern P70b is fluctuating is displayed. Further, as shown in FIG. 17(e-2), on the liquid crystal display device 41, the character "REACH" (refer to image P74) is displayed slightly below the center of the screen.

[0180] Thus, in the treasure box button preview effect in this embodiment, as described above, unique patterns appear.

[0181] FIGS. 17(a-3) to (e-3) show examples of screens where the step-up preview effect occurs. Specifically, as shown in FIG. 17(a-3), on the liquid crystal display device 41, a decorative pattern (refer to image P70, shown as "545" in the drawing) where the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c are stopped is displayed, and what stops with the same number (shown as "545" in the drawing) as the decorative pattern (refer to image P70) for the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (refer to image P71) is displayed. Further, as shown in FIG. 17(a-3), on the liquid crystal display device 41, at the lower left corner of the screen, a second hold image (refer to image P72) indicating that 2 start hold balls are held is displayed.

[0182] Next, when the symbol variation for the first starting hold ball among the second hold images shown in FIG. 17(a-3) (see image P72) starts and a step-up preview effect occurs, a screen as shown in FIG. 17(b-3) is displayed on the liquid crystal display device 41. That is, as shown in FIG. 17(b-3), on the liquid crystal display device 41, a video of a rapidly changing decorative symbol (see image P70) is displayed, and at the same time, a video of the stationary symbols (left stationary symbol, middle stationary symbol, right stationary symbol) (see image P71) rapidly changing is displayed. Further, among the second hold images shown in FIG. 17(a-3) (see image P72), the first starting hold ball is changed to a variation icon (see image P72a) indicating that it is currently changing, and is displayed on the liquid crystal display device 41 shown in FIG. 17(b-3). To its side, a first hold image (see image P72b) indicating that one starting hold ball is held is displayed. And further, as shown in FIG. 17(b-3), in the center of the screen of the liquid crystal display device 41, a character (see image P77, in the illustration, the color of the character's clothes is "blue") indicating the first step-up preview effect is displayed.

[0183] Next, as shown in FIG. 17(c-3), among the rapidly changing decorative symbols (see image P70), a state where the left decorative symbol P70a has changed from rapid change to slow change is displayed on the liquid crystal display device 41. Further, as shown in FIG. 17(c-3), in the center of the screen of the liquid crystal display device 41, a character (see image P78, in the illustration, the color of the character's clothes is "blue" and the color of the crest on the helmet is "white") indicating the transition to the second step-up preview effect is displayed. Note that the character shown in FIG. 17(c-3) (see image P78) is displayed larger than the character shown in FIG. 17(b-3) (see image P77).

[0184] Next, as shown in FIG. 17(d-3), from the state where the left decorative pattern P70a is slowly fluctuating, a state where it has changed to a stopped state (shown as "3" in the figure) is displayed on the liquid crystal display device 41. Further, a state where the right decorative pattern P70c is slowly fluctuating is displayed on the liquid crystal display device 41. Further, as shown in FIG. 17(d-3), in the center of the screen of the liquid crystal display device 41, a character (refer to image P79, in the figure, the color of the character's clothes is "yellow", the color of the crest on the helmet is "yellow", the color of the frame of the shield is "white", and the background color is a unique pattern consisting of horizontal stripes) indicating the transition to the third step-up preview effect is displayed. Note that the character (refer to image P79) shown in FIG. 17(d-3) is displayed larger than the character (refer to image P78) shown in FIG. 17(c-3). Also at this time, the appearance time of this unique pattern is 2.5 seconds in this embodiment.

[0185] Next, as shown in FIG. 17(e-3), from the state where the right decorative pattern P70c is slowly fluctuating, a state where it has changed to a stopped state (shown as "3" in the figure) is displayed on the liquid crystal display device 41. A reach (tempai) state is displayed where the left decorative pattern P70a and the right decorative pattern P70c stop with the same pattern and the middle decorative pattern P70b is fluctuating. Further, as shown in FIG. 17(e-3), the characters "CHANCE" (refer to image P80) are displayed slightly below the center of the screen of the liquid crystal display device 41.

[0186] Thus, in the step-up preview in this embodiment, as described above, a unique pattern appears.

[0187] Therefore, in this way, during normal fluctuations, there are many preview effects in which a unique pattern appears, and there are also multiple timings for being displayed on the liquid crystal display device 41.

[0188] <Explanation about after reach> Next, the state after the reach will be described. After the reach, the timing at which the preview effect appears is less than that during the normal variation described above. Therefore, the timing at which the unique pattern appears is also reduced. Hereinafter, three specific examples will be shown.

[0189] FIG. 18(a-1) is what is displayed when in the reach (tempai) state. That is, when in the reach (tempai) state, as shown in FIGS. 17(e-1) and (e-2), the characters "REACH" (see image P74) are displayed, and as shown in FIG. 17(e-3), the characters "CHANCE" (see image P80) are displayed. Instead, as shown in FIG. 18(a-1), a unique pattern (see image P85) consisting of horizontal stripes with the characters "Extremely Hot!" displayed in the center may be displayed across the entire screen. At this time, in the present embodiment, the display time of the unique pattern is 3 seconds, and the display area on the liquid crystal display device 41 is larger than that of the unique patterns that appear during normal variation (for example, the unique pattern of the caption characters "Extremely Hot!" shown in FIG. 17(b-1) (see image P73a), the unique pattern of the characters "Extremely Hot!" shown in FIG. 17(c-2) (see image P75a), the unique pattern of the background color of the character (see image P79) indicating the transition to the third step-up preview effect).

[0190] Figs. 18(a-2) to (c-3) are screen examples showing a development fluttering effect and a title preview effect when it develops into a strong SP reach. That is, on the liquid crystal display device 41, a reduced left decorative pattern P70a is displayed in the upper left corner of the screen, and a reduced right decorative pattern P70c is displayed in the upper right corner of the screen. Further, in the lower right corner of the screen, a state in which the resident pattern (see image P71) is changing is displayed, and a change icon (see image P72a) indicating that it is currently changing is displayed. At this time, as shown in Fig. 18(a-2), on the liquid crystal display device 41, a left-slanted boundary line (see image P86) is thinly displayed in the center of the screen, and on the right side thereof, a character (see image P87) wearing a helmet and holding a shield and a sword is displayed. Further, on the left side of the character (see image P87), a development pattern (see image P88) and a deviation pattern (see image P89, "6" is displayed in the illustration) are displayed, and a development fluttering effect indicating which one will occur is executed.

[0191] Next, when the development pattern (see image P88) is selected, as shown in Fig. 18(b-2), the development pattern (see image P88) is displayed in the center of the screen of the liquid crystal display device 41, and behind it, the content indicating that the character (see image P87) has gone to the fortress (see image P90) is displayed. As a result, as shown in Fig. 18(c-2), on the liquid crystal display device 41, instead of the character (see image P87), the fortress (see image P90), and the development pattern (see image P88), the characters "Final Battle Reach" (see image P91) are displayed, and a title preview effect developing into a strong SP reach is executed. Thus, in this way, it develops into a strong SP reach effect.

[0192] Incidentally, at this time, instead of the "Final Showdown Reach" shown in Fig. 18(c-2) (see image P91), as shown in Fig. 18(c-3), it is also possible to display the text of the "Final Showdown Reach" with a unique pattern consisting of horizontal stripes as the background color (see image P92). At this time, in this embodiment, the display time of the unique pattern is 5 seconds, which is longer than the display time of the unique patterns that usually appear during normal fluctuations (for example, the unique pattern of the serif text "So exciting!" shown in Fig. 17(b-1) (see image P73a), the unique pattern of the text "So exciting!" shown in Fig. 17(c-2) (see image P75a), and the unique pattern of the background color of the character indicating the transition to the third step-up preview effect (see image P79)). Furthermore, the display area on the liquid crystal display device 41 is larger than that of the unique patterns that usually appear during normal fluctuations (for example, the unique pattern of the serif text "So exciting!" shown in Fig. 17(b-1) (see image P73a), the unique pattern of the text "So exciting!" shown in Fig. 17(c-2) (see image P75a), and the unique pattern of the background color of the character indicating the transition to the third step-up preview effect (see image P79)).

[0193] Figs. 19(a-1) to (d-2) are examples of screens showing the cut-in preview effect of the strong SP reach. That is, on the liquid crystal display device 41, a reduced left decorative pattern P70a is displayed in the upper left corner of the screen, and a reduced right decorative pattern P70c is displayed in the upper right corner of the screen. Furthermore, in the lower right corner of the screen, a state in which the resident pattern (see image P71) is fluctuating is displayed, and a fluctuation icon (see image P72a) indicating that it is currently fluctuating is displayed. And at this time, as shown in Fig. 19(a-1), on the liquid crystal display device 41, a character (see image P95) wearing a helmet and holding a shield and a sword is displayed in the center of the screen, and an effect of challenging an enemy character (see image P96) to a battle while shouting "Showdown!" is displayed.

[0194] Next, a cut-in preview of a strong SP reach occurs, and as shown in Figure 19 (b-1), a cut-in preview (see image P97) is displayed in the center of the screen of the liquid crystal display device 41, showing half of a character wearing a helmet and holding a shield and sword shouting "Yaaa!", along with the background being shown with green diagonal lines.

[0195] Next, if the battle is lost, as shown in Figure 19 (c-1), an image of the character (see image P98) being defeated by the enemy character (see image P96) is displayed on the liquid crystal display device 41, with the character (see image P98) yelling "I lost!", and then, as shown in Figure 19 (d-1), the liquid crystal display device 41 displays in the center of the screen the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c all stopping at a losing pattern (in the figure, "767").

[0196] On the other hand, when a cut-in notice performance of a strong SP reach occurs, as shown in Fig. 19(b-2), a cut-in notice with a unique pattern (see image P99) with a background of horizontal stripes may be displayed in the center of the screen of the liquid crystal display device 41 together with a character wearing a helmet and holding a shield and sword shouting "I got it!" In this case, in this embodiment, the display time of the unique pattern is 6 seconds, which is longer than the display time of the unique pattern that appears during normal fluctuation (for example, the unique pattern of the dialogue characters "It's super hot!" (see image P73a) shown in Fig. 17(b-1), the unique pattern of the characters "It's super hot!" (see image P75a) shown in Fig. 17(c-2), and the unique pattern of the background color of the character (see image P79) indicating that the transition to the third step-up notice performance has occurred). Furthermore, the display area on the liquid crystal display device 41 is larger than the unique pattern that appears during normal fluctuations (for example, the unique pattern of the dialogue characters "It's super hot!" (see image P73a) shown in Figure 17 (b-1), the unique pattern of the characters "It's super hot!" (see image P75a) shown in Figure 17 (c-2), and the unique pattern of the background color of the character (see image P79) indicating that the transition to the third step-up preview performance has begun).

[0197] Next, if the player wins the battle, as shown in FIG. 19(c-2), an effect of the character (see image P100) shouting "Win!" and defeating the enemy character (see image P101) is displayed on the liquid crystal display device 41. After that, as shown in FIG. 19(d-2), on the liquid crystal display device 41, at the center of the screen, the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c stop at the winning pattern (in the illustration, "777"), and an image indicating that the jackpot has been won, where the resident pattern (see image P71) also stops at the same number, is displayed.

[0198] Therefore, after reaching the reach state, the timing at which the preview effect appears is less than that during the normal variation described above. For this reason, the timing at which the unique pattern appears is also reduced.

[0199] By the way, the unique pattern described above indicates that the reliability of hitting the jackpot in the preview effect is high. Therefore, in this embodiment, in the case of a miss, even if a unique pattern appears during the normal variation shown in FIG. 17, in the latter half of the variation such as an SP reach, a preview with a low reliability of hitting the jackpot (for example, a cut-in preview (see image P97) where the background is displayed with green diagonal lines together with the character shown in FIG. 19(b-1) wearing a helmet and shouting "Yaa!" and holding a shield and a sword) is made to appear to suppress the player's expectation of hitting the jackpot.

[0200] However, the unique pattern (for example, a cut-in preview of the unique pattern (see image P99) with a horizontal stripe background together with the character shown in FIG. 19(b-2) wearing a helmet and shouting "Got it!" and holding a shield and a sword) that appears in the cut-in preview of the reach rush (for example, the cut-in preview effect of the strong SP reach shown in FIG. 19) is for the final preview effect of whether or not it will be a jackpot, and therefore, the expectation of hitting the jackpot cannot be lowered thereafter.

[0201] Therefore, in the present embodiment, during the first half of the symbol variation such as normal variation, the reliability of a jackpot for a unique symbol decreases, but the appearance rate is increased. As it approaches the second half such as SP reach, the reliability of a jackpot for a unique symbol increases, but the appearance rate is decreased. Details of this point will be described later.

[0202] Also, during normal variation, the reliability of a jackpot for a unique symbol is lower than that in the second half such as SP reach. Therefore, in the present embodiment, as shown in FIGS. 17 to 19, the display area of the unique symbol on the liquid crystal display device 41 is made smaller than the display area of the unique symbol in the second half such as SP reach.

[0203] Also, during normal variation, there are many types of pre-announcement effects, and many of them have variations of unique symbols. Therefore, in the present embodiment, the timing at which unique symbols appear is increased.

[0204] Also, during normal variation, the execution timing of the pre-announcement effect is increased, and the timing at which the unique symbol is displayed is also increased. Therefore, in the present embodiment, as described with reference to FIGS. 17 to 19, the display time of the unique symbol on the liquid crystal display device 41 is made shorter than the display time of the unique symbol in the second half such as SP reach.

[0205] Therefore, by doing so, by incorporating the functions required by the player, the game content that can satisfy the player can be obtained, and thereby, a gaming machine with diverse effects can be provided.

[0206] By the way, in the example shown in FIG. 19, since it is a preview effect in the normal gaming state (the state of low probability and no short time in the left hitting state), even if a cut-in preview (see image P99) with a unique pattern consisting of horizontal stripes as the background is displayed on the liquid crystal display device 41 together with the character wearing a helmet shouting "Got it!" and showing a torso holding a shield and a sword as shown in FIG. 19(b-2), there is a possibility of a miss. However, in the RUSH state (probability-variable state or time-saving state), which is a favorable state more advantageous to the player than the normal gaming state, the symbol variation time is short and the expectation of a big win is also higher than in the normal gaming state. Therefore, in this embodiment, a big win is determined when the unique pattern appears. That is, in the variation effect during the RUSH state, the reliability of a big win for the unique pattern is the same whether it is during normal variation or during reach. This point will be described in detail below.

[0207] <Explanation of the RUSH state> In the variation effect during the RUSH state (probability-variable state or time-saving state), which is a favorable state more advantageous to the player than the normal gaming state, a big win is determined when the unique pattern appears. That is, in the variation effect during the RUSH state, the reliability of a big win for the unique pattern is the same whether it is during normal variation or during reach. Hereinafter, three specific examples will be shown.

[0208] In FIGS. 20(a-1) to (d-1), screen examples are shown when a unique pattern appears in the preview effect during normal variation. As shown in FIG. 20(a-1), on the liquid crystal display device 41, an image of a decorative symbol (see image P70) that is rapidly changing is displayed, and at the same time, an image of the resident symbols (left resident symbol, middle resident symbol, right resident symbol) (see image P71) that is rapidly changing is displayed. Further, as shown in FIG. 20(a-1), on the liquid crystal display device 41, a variation icon (see image P72a) is displayed, and at the same time, a first hold image (see image P72b) indicating that one start hold ball is held is displayed.

[0209] Next, as shown in FIG. 20(b-1), on the liquid crystal display device 41, a left decorative pattern P70a that has changed to a stopped state (stopped at "3" in the figure) is displayed, and a character (see image P110) saying the line "It's extremely hot!" is displayed. This line "It's extremely hot!" (see image P110a) is a unique pattern consisting of horizontal stripes. Therefore, since the unique pattern has appeared, it is determined that there is a big win.

[0210] Next, as shown in FIG. 20(c-1), on the liquid crystal display device 41, when the right decorative pattern P70c is about to stop fluctuating, an image with a lightning effect (see image P111) added to the right decorative pattern P70c is displayed.

[0211] Next, as shown in FIG. 20(d-1), on the liquid crystal display device 41, an image in a reach (tenpai) state is displayed where the left decorative pattern P70a and the right decorative pattern P70c stop at the same pattern and the middle decorative pattern P70b is fluctuating. And then, an image indicating that the player has won the big prize will be displayed.

[0212] FIGS. 20(a-2) to (c-2) show screen examples when a unique pattern appears in the title preview effect of the SP reach. As shown in FIG. 20(a-2), on the liquid crystal display device 41, an image in a reach (tenpai) state is displayed where the left decorative pattern P70a and the right decorative pattern P70c stop at the same pattern and the middle decorative pattern P70b is fluctuating, and a video in which the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see image P71) are fluctuating at high speed is displayed. Further, as shown in FIG. 20(a-2), on the liquid crystal display device 41, a variable icon (see image P72a) is displayed, and a first hold image (see image P72b) indicating that one start hold ball is held is displayed.

[0213] Next, a title preview effect for SP reach occurs. As shown in FIG. 20(b-2), on the liquid crystal display device 41, a reduced left decorative pattern P70a is displayed in the upper left corner of the screen, and a reduced right decorative pattern P70c is displayed in the upper right corner of the screen. Further, characters "Treasure Chest Reach" (refer to image P112) with a unique pattern consisting of horizontal stripes as the background color are displayed almost across the entire screen. At this time, since the unique pattern appears, a big win is determined.

[0214] Next, as shown in FIG. 20(c-2), instead of the characters "Treasure Chest Reach" (refer to image P112) with a unique pattern consisting of horizontal stripes as the background color, on the liquid crystal display device 41, a character (refer to image P113) wearing a helmet and holding a shield and a sword, shouting "There's a treasure chest!" is displayed, and a treasure chest (refer to image P114) is displayed to the left of the character (refer to image P113). Then, an image indicating winning a big prize will be displayed.

[0215] FIGS. 20(a-3) to (e-3) show screen examples when a unique pattern appears in the cut-in preview effect during SP reach. As shown in FIG. 20(a-3), on the liquid crystal display device 41, a reduced left decorative pattern P70a is displayed in the upper left corner of the screen, and a reduced right decorative pattern P70c is displayed in the upper right corner of the screen. Further, a video in which the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (refer to image P71) are rapidly changing is displayed. Further, as shown in FIG. 20(a-3), on the liquid crystal display device 41, a character (refer to image P113) wearing a helmet and holding a shield and a sword, shouting "There's a treasure chest!" is displayed in the center of the screen, and a treasure chest (refer to image P114) is displayed to the left of the character (refer to image P113).

[0216] Next, a cut-in preview effect of a strong SP reach occurs, and as shown in FIG. 20(b-3), at the center of the screen of the liquid crystal display device 41, a cut-in preview (see image P115) with a unique pattern consisting of horizontal stripes as the background is displayed together with a character wearing a helmet shouting "There's treasure inside!" and holding a shield and a sword. At this time, since the unique pattern appears, a big win is determined. At this time, as shown in FIG. 20(b-3), a variable icon (see image P72a) is displayed on the liquid crystal display device 41.

[0217] Next, as shown in FIG. 20(c-3), an image (see image P116) indicating whether there is treasure in the treasure box and whether the reach effect is successful is displayed on the liquid crystal display device 41. And when the reach effect is successful, as shown in FIG. 20(d-3), a success effect (see image P117) in which red characters saying "Treasure discovered!" are displayed in a state overlapping the image of the treasure coming out of the treasure box is displayed on the liquid crystal display device 41. Then afterwards, as shown in FIG. 20(e-3), on the liquid crystal display device 41, at the center of the screen, the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c stop at the winning pattern (in the illustration, "777"), and the resident pattern (see image P71) also stops at the same number, and an image indicating winning a big win is displayed.

[0218] Thus, in this embodiment, as described above, in the variable effect during the RUSH state (probability-variable state or time-saving state), which is a favorable state more advantageous to the player than the normal gaming state, a big win is determined when the unique pattern appears. That is, in the variable effect during the RUSH state, the reliability of winning a big win for the unique pattern is the same whether it is during normal variation or during reach.

[0219] Therefore, by doing so, by incorporating the functions required by the player, the game content can satisfy the player, and thereby, a gaming machine with diverse effects can be provided.

[0220] <Explanation of the appearance of the unique pattern during a weak SP reach in the normal gaming state> By the way, in the weak SP reach, at that point, it is almost impossible to win, and the production of whether it develops into a strong SP reach or not plays a major role. Therefore, in this embodiment, in the weak SP reach production, a unique pattern does not appear. This will be specifically described with reference to FIG. 21.

[0221] FIG. 21(a) shows a timing chart when developing from the weak SP reach production to the strong SP reach production and winning, and FIG. 21(b) shows a timing chart when developing from the weak SP reach production to the strong SP reach production and failing. As shown in FIGS. 21(a) and 21(b), during the period from timing T1 to timing T2, the normal variation production is executed. And during the period from timing T2 to timing T3, the normal reach production is executed. Incidentally, during this period from timing T1 to T3, a preview production including a unique pattern composed of horizontal stripes as described above appears.

[0222] On the other hand, as shown in FIGS. 21(a) and 21(b), during the period from timing T3 to timing T4, the weak SP reach production is executed. And during the period from timing T4 to timing T5, the development undulation production is executed, and during the period from timing T5 to timing T6, the development success production is executed. Incidentally, during this period from timing T3 to T6, the preview production itself appears, but a preview production including a unique pattern composed of horizontal stripes as described above does not appear.

[0223] On the other hand, as shown in FIGS. 21(a) and 21(b), during the period from timing T6 to timing T7, the strong SP reach production is executed. And at the transition to timing T7, in FIG. 21(a), the winning production is executed, and in FIG. 21(b), the losing production is executed. Incidentally, during this period from timing T6 to T7, a preview production including a unique pattern composed of horizontal stripes as described above appears.

[0224] Therefore, in this way, in this embodiment, in the weak SP reach production, although the preview production itself appears, a unique pattern does not appear.

[0225] <Explanation of Changes in Unique Patterns in Variable Icons> Incidentally, the variable icon described above (see Image P72a) may change to a unique pattern. The variable icon may change to a unique pattern at various timings such as during normal variation, during tempai (reach), during weak SP reach, and during strong SP reach. However, in the present embodiment, regardless of the timing at which the variable icon changes to a unique pattern, the reliability of a jackpot for that unique pattern is the same. This is because if the reliability of a jackpot differs when the unique pattern changes early, the reliability of a jackpot would differ only due to the difference in timing for the same effect of the variable icon, which could cause confusion for the player. Therefore, in the present embodiment, regardless of the timing at which the variable icon changes to a unique pattern, the reliability of a jackpot for that unique pattern is the same. Three specific examples will be shown below.

[0226] Figures 22(a-1) to (c-1) show screen examples when the variable icon changes to a unique pattern during normal variation. As shown in Figure 22(a-1), on the liquid crystal display device 41, decorative patterns (see Image P70, stopped at "545" in the illustration) where the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c have stopped are displayed, and resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see Image P71) that have stopped with the same number (in the illustration, "545") as the decorative pattern (see Image P70) are also displayed. Further, as shown in Figure 22(a-1), on the liquid crystal display device 41, a second hold image (see Image P72) indicating that 2 start hold balls are held is displayed in the lower left corner of the screen.

[0227] Next, when the symbol variation starts for the first starting hold ball among the second hold images shown in FIG. 22(a-1) (see image P72) and a step-up preview effect occurs, a screen as shown in FIG. 22(b-1) is displayed on the liquid crystal display device 41. That is, as shown in FIG. 22(b-1), on the liquid crystal display device 41, a video of a rapidly changing decorative symbol (see image P70) is displayed, and at the same time, a video of the stationary symbols (left stationary symbol, middle stationary symbol, right stationary symbol) (see image P71) rapidly changing is displayed. Further, among the second hold images shown in FIG. 22(a-1) (see image P72), the first starting hold ball is changed to a variation icon indicating that it is currently changing, and is changed to a state covered with smoke (see image P72aA), and is displayed on the liquid crystal display device 41 shown in FIG. 22(b-1). To its side, a first hold image (see image P72b) indicating that one starting hold ball is held is displayed. And further, as shown in FIG. 22(b-1), on the liquid crystal display device 41, a character (see image P77, in the illustration, the color of the character's clothes is "blue") indicating the first step-up preview effect is displayed in the center of the screen.

[0228] Next, among the rapidly changing decorative symbols (see image P70), as shown in FIG. 22(c-1), a state where the left decorative symbol P70a has changed from rapid change to slow change is displayed on the liquid crystal display device 41. Further, as shown in FIG. 22(c-1), a character (see image P78, in the illustration, the color of the character's clothes is "blue" and the color of the crest on the helmet is "white") indicating that the second step-up preview effect has been entered is displayed in the center of the screen of the liquid crystal display device 41. Further, as shown in FIG. 22(c-1), a variation icon (see image P72aA) that has changed to a unique pattern consisting of horizontal stripes is displayed on the liquid crystal display device 41.

[0229] Thus, in this way, during normal variation, the variation icon will change to a unique pattern.

[0230] Figures 22(a-2) to (c-2) show screen examples when the variable icon changes to a unique pattern during the tempai (reach). As shown in Figure 22(a-2), on the liquid crystal display device 41, what has changed to a state where the left decorative pattern P70a has stopped (stopped at "3" in the illustration) is displayed. Further, a state where the middle decorative pattern P70b is fluctuating rapidly and the right decorative pattern P70c is fluctuating slowly is displayed on the liquid crystal display device 41. Further, as shown in Figure 22(a-2), on the liquid crystal display device 41, a variable icon (see image P72a) indicating that it is currently fluctuating is displayed, and at the same time, a first hold image (see image P72b) indicating that one start hold ball is being held is displayed.

[0231] Next, as shown in Figure 22(b-2), what has changed from a state where the right decorative pattern P70c is fluctuating slowly to a stopped state (stopped at "3" in the illustration) is displayed on the liquid crystal display device 41, and a reach state where the left decorative pattern P70a and the right decorative pattern P70c stop at the same pattern and the middle decorative pattern P70b is fluctuating is displayed. Further, as shown in Figure 22(b-2), on the liquid crystal display device 41, the characters "REACH" (see image P74) are displayed slightly below the center of the screen. And further, as shown in Figure 22(b-2), on the liquid crystal display device 41, the variable icon is changed and displayed in a state covered with smoke (see image P72aA). And then, as shown in Figure 22(c-2), on the liquid crystal display device 41, a variable icon (see image P72aA) that has changed to a unique pattern consisting of horizontal stripes is displayed.

[0232] Thus, in this way, the variable icon changes to a unique pattern during the tempai (reach).

[0233] In FIGS. 22(a-3) to (c-3), screen examples are shown in which the variable icon changes to a unique pattern during title display when the strong SP reach develops. As shown in FIG. 22(a-3), on the liquid crystal display device 41, a reduced left decorative pattern P70a is displayed in the upper left corner of the screen, and a reduced right decorative pattern P70c is displayed in the upper right corner of the screen. Further, in the lower right corner of the screen, a state in which the resident pattern (see image P71) is changing is displayed, and a variable icon (see image P72a) indicating that it is currently changing is displayed. At this time, as shown in FIG. 22(a-3), a development pattern (see image P88) is displayed in the center of the screen of the liquid crystal display device 41, and behind it, the content indicating that the character (see image P87) has gone to the fort (see image P90) is displayed. As a result, as shown in FIG. 22(b-3), on the liquid crystal display device 41, instead of the character (see image P87), the fort (see image P90), and the development pattern (see image P88), the characters "Final Battle Reach" (see image P91) are displayed, and a title preview effect for developing into a strong SP reach is executed. At this time, as shown in FIG. 22(b-3), the liquid crystal display device 41 is displayed in a state where the variable icon is covered with smoke (see image P72aA). Then, after that, as shown in FIG. 22(c-3), on the liquid crystal display device 41, a variable icon (see image P72aA) that has changed to a unique pattern consisting of horizontal stripes is displayed.

[0234] Thus, in this way, the variable icon changes to a unique pattern during title display when the strong SP reach develops.

[0235] Therefore, in this way, the variable icon changes to a unique pattern at various timings. However, in the present embodiment, regardless of the timing at which the variable icon changes to a unique pattern, the reliability of hitting the jackpot for the unique pattern is the same.

[0236] Note that in this embodiment, with reference to FIG. 21, in the weak SP reach effect, it was explained that no unique pattern appears. However, this only shows what appears during the weak SP reach effect. That is, it does not apply to what is displayed on the liquid crystal display device 41 before the weak SP reach effect such as the variable icons described above.

[0237] <Explanation of the gold display indicating a high probability of a big win in the preview effect> By the way, in this embodiment, only the unique pattern indicating a high probability of a big win in the preview effect has been explained. However, instead of the unique pattern, gold may be displayed. Three specific examples thereof will be shown below.

[0238] FIG. 23(a) shows a dialogue preview effect. On the liquid crystal display device 41, a video of a rapidly changing decorative pattern (see image P70) is displayed, and videos of the stationary patterns (left stationary pattern, middle stationary pattern, right stationary pattern) (see image P71) that are rapidly changing are also displayed. Further, as shown in FIG. 23(a), on the liquid crystal display device 41, a variable icon (see image P72a) indicating that it is currently changing is displayed, and to its side, a first hold image (see image P72b) indicating that one start hold ball is held is displayed. And further, as shown in FIG. 23(a), on the liquid crystal display device 41, a character (see image P120) saying the line "Big chance!" is displayed, and the character of the line "Big chance!" (see image P120a) is made to represent gold by adding a color like gold, a highlight expression, and an effect.

[0239] Figure 23(b) shows a step-up preview effect. On the liquid crystal display device 41, a video of a fast-changing decorative pattern (see image P70) is displayed, and at the same time, a video of the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see image P71) changing rapidly is also displayed. Further, as shown in Figure 23(b), in the center of the screen of the liquid crystal display device 41, a character indicating the transition to the third step-up preview effect is displayed (see image P121; in the illustration, the color of the character's clothes, the color of the crest on the helmet, the color of the shield frame, and the background color are all expressed as gold by adding a highlight expression and an effect similar to gold).

[0240] Figure 23(c) shows a cut-in preview effect during reach. On the liquid crystal display device 41, a reduced left decorative pattern P70a is displayed in the upper left corner of the screen, and a reduced right decorative pattern P70c is displayed in the upper right corner of the screen. Further, a video of the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see image P71) changing rapidly is also displayed. Additionally, as shown in Figure 23(c), in the center of the screen of the liquid crystal display device 41, a character wearing a helmet shouting "Got it!" and holding a shield and a sword is displayed, along with a cut-in preview (see image P122) where the background is expressed as gold by adding a highlight expression and an effect similar to gold.

[0241] In this way, it is possible to display gold instead of the unique pattern. Therefore, even in this way, the same effect as that of the unique pattern can be achieved. In the above description, an example of adding a highlight expression and an effect to express gold was shown, but it is not limited to this, and gold can also be expressed by adding either a color similar to gold, a highlight expression, or an effect.

[0242] <Explanation regarding the appearance of a unique pattern or gold indicating a high reliability of a big win in a pseudo-series> Incidentally, in this embodiment, in the pseudo continuous variation (pseudo continuous) that makes it appear as if multiple variation effects (pseudo variations) are executed within the same hold during normal variation, unique patterns or gold colors are more likely to appear in the latter half of the pseudo continuous (the second and third variation effects of the pseudo continuous). Therefore, when comparing only within the pseudo continuous, the appearance rate of unique patterns and gold colors is lower in the first half of the pseudo continuous, but the reliability of hitting the jackpot is higher. This is because in pseudo continuous variation, the player expects the reliability of the preview effect hitting the jackpot to increase each time the pseudo variation is executed. Therefore, in the latter half of the pseudo continuous, unique patterns and gold colors are made to appear easily to sustain the player's sense of expectation, while in the first half of the pseudo continuous, when unique patterns and gold colors appear, the appearance rate is lowered and the reliability of hitting the jackpot is increased to sustain the player's sense of expectation until the end of the variation.

[0243] <Explanation of the case where a unique pattern or gold color appears twice within one variation> Incidentally, in this embodiment, when a unique pattern or gold color appears twice within one variation, it is determined as a winning. Therefore, if a preview effect with a high expectation of winning appears multiple times and results in a loss, it significantly damages the player's sense of expectation. So, in this embodiment, in the case of a loss, the following measures are taken to prevent the unique pattern or gold color from appearing twice.

[0244] That is, in the preview lottery in case of a loss, if a variation of a unique pattern or gold color is selected, in a subsequent separate preview lottery, a lottery is conducted using a distribution table where the unique pattern or gold color is not selected.

[0245] Also, in the preview lottery in case of a loss, if a variation of a unique pattern or gold color is selected, even if the unique pattern or gold color is selected in a subsequent separate preview lottery, it is changed to a predetermined variation.

[0246] Therefore, by doing so, in the case of a loss, the unique pattern or gold color will not appear twice.

[0247] <Explanation of a lottery method that presents unique patterns or gold colors indicating a high probability of a big win in a preview performance> Here, specifically explain the lottery method for determining whether to present the unique patterns or gold colors indicating a high probability of a big win in the preview performance described above.

[0248] First, when the special pattern starts to change, the main control CPU 600a conducts a lottery with the big win probability shown in Fig. 24(a), and according to the lottery result, refers to the pattern allocation table M_ZF_TBL shown in Fig. 24(b) to conduct a pattern lottery for the special pattern. Specifically, when the lottery result is a loss, it wins either a loss A or a loss B with the illustrated probability. Also, in the case of a win, it wins either a small payout (e.g., 450 balls are paid out in 3 rounds) or a large payout (e.g., 1500 balls are paid out in 10 rounds) with the illustrated probability.

[0249] On the other hand, during normal gaming, according to the above lottery result, refer to the normal variation pattern allocation table M_THP_TBL shown in Fig. 24(c) to conduct a lottery for the variation pattern of the special pattern. Specifically, when "loss A" is selected by the above-described lottery and there are 0 starting hold balls, it wins either a normal variation of 12 seconds (loss) or a normal reach (loss) with the illustrated probability. Also, when "loss A" is selected by the above-described lottery and there is 1 starting hold ball, it wins either a normal variation of 8 seconds (loss) or a normal reach (loss) with the illustrated probability. Furthermore, when "loss A" is selected by the above-described lottery and there are 2 to 3 starting hold balls, it wins either a normal variation of 5 seconds (loss) or a normal reach (loss) with the illustrated probability. On the other hand, when "loss B" is selected by the above-described lottery, it wins either a normal reach (loss), a weak SP reach (loss), or a weak SP reach ⇒ strong SP reach (loss) with the illustrated probability.

[0250] On the other hand, when "small winning ball" is selected by the lottery described above, it is designed to win one of normal reach (hit), weak SP reach (hit), or weak SP reach ⇒ strong SP reach (hit) with the probabilities shown in the figure. On the other hand, when "big winning ball" is selected by the lottery described above, it is designed to win one of normal reach (hit), weak SP reach (hit), or weak SP reach ⇒ strong SP reach (hit) with the probabilities shown in the figure.

[0251] On the other hand, according to the lottery result, at the time of RUSH, a lottery for the variation pattern of the special symbol is performed with reference to the RUSH-time variation pattern distribution table M_RHP_TBL shown in FIG. 25. Specifically, when "miss A" is selected by the lottery described above and there are 0 starting hold balls remaining, it is designed to win one of the normal variation 8-second variation (miss) and tempai upward bias (miss) with the probabilities shown in the figure. Also, when "miss A" is selected by the lottery described above and there are 1 to 3 starting hold balls remaining, it is designed to win one of the normal variation 3-second variation (miss) and tempai upward bias (miss) with the probabilities shown in the figure. On the other hand, when "miss B" is selected by the lottery described above, it is designed to win one of tempai upward bias (miss) and SP reach (miss) with the probabilities shown in the figure.

[0252] On the other hand, when "small winning ball" is selected by the lottery described above, SP reach (hit) is selected. On the other hand, when "big winning ball" is selected by the lottery described above, it is designed to win one of SP reach (hit) and sudden hit (hit) with the probabilities shown in the figure.

[0253] Thus, the main control CPU 600a transmits the lottery result selected in this way to the sub-control board 80 (sub-control CPU 800a) as an effect control command DI_CMD. Note that the symbol distribution table M_ZF_TBL, the normal-time variation pattern distribution table M_THP_TBL, and the RUSH-time variation pattern distribution table M_RHP_TBL are stored in the main control ROM 600b (see FIG. 3).

[0254] Next, the sub-control CPU 800a refers to the normal variation in-advance main selection table SB_YK_TBL shown in FIG. 26 and performs a lottery to determine which advance performance to display. Specifically, the items arranged vertically in the normal variation in-advance main selection table SB_YK_TBL shown in FIG. 26 indicate the lottery results during normal gaming transmitted from the main control CPU 600a. The normal variation in-advance main selection table SB_YK_TBL is stored in the sub-control ROM 800b (see FIG. 3).

[0255] Thus, the sub-control CPU 800a refers to the normal variation in-advance main selection table SB_YK_TBL shown in FIG. 26 and conducts a lottery as follows.

[0256] That is, as shown in FIG. 26, when it is a normal variation (miss), normal reach (miss), the sub-control CPU 800a conducts a lottery so as to win any one of no advance performance, dialogue advance performance, treasure box button advance performance, step-up advance performance, conversation advance performance, and button rapid-fire advance performance with the allocated values (probabilities) shown in the figure.

[0257] Also, as shown in FIG. 26, when it is a weak SP reach (miss), weak SP reach ⇒ strong SP reach (miss), normal reach (hit), weak SP reach (hit), weak SP reach ⇒ strong SP reach (hit), the sub-control CPU 800a conducts a lottery so as to win any one of dialogue advance performance, treasure box button advance performance, step-up advance performance, conversation advance performance, and button rapid-fire advance performance with the allocated values (probabilities) shown in the figure.

[0258] Thus, in this way, the sub-control CPU 800a refers to the normal variation preview main selection table SB_YK_TBL shown in FIG. 26 and conducts a lottery to determine which preview effect to present. Note that for the dialogue preview effect, the effects shown in FIGS. 17(a-1) to (e-1) are executed; for the treasure chest button preview effect, the effects shown in FIGS. 17(a-2) to (e-2) are executed; for the step-up preview effect, the effects shown in FIGS. 17(a-3) to (e-3) are executed. Also, for the conversation preview effect, although no specific example is illustrated, it is a preview effect where two characters appear and have a conversation. Furthermore, for the rapid button pressing preview effect, although no specific example is illustrated, it is a preview effect of opening a treasure chest by rapid button pressing.

[0259] In the present embodiment, the lottery results during normal gaming have been described. Of course, for the lottery results during RUSH, although not illustrated, the sub-control CPU 800a uses a table different from the normal variation preview main selection table SB_YK_TBL shown in FIG. 26 to conduct a lottery to determine which preview effect to present.

[0260] Next, the sub-control CPU 800a refers to the normal variation preview trunk selection table SB_YK_TBL shown in FIG. 26, conducts a lottery on which preview performance to display, and then conducts a lottery on which variation to display in that preview performance, that is, whether to display a unique pattern or gold color indicating a high probability of a big win. Specifically, when winning the dialogue preview performance, the sub-control CPU 800a refers to the dialogue preview lottery table SUB_SRY_TBL shown in FIG. 27(a) and conducts a lottery on which variation to display, that is, whether to display a unique pattern as exemplified in FIG. 17(b-1). Also, when winning the treasure box button preview performance, the sub-control CPU 800a refers to the treasure box button preview lottery table SUB_TBY_TBL shown in FIG. 27(b) and conducts a lottery on which variation to display, that is, whether to display a unique pattern as exemplified in FIG. 17(c-2). Furthermore, when winning the step-up preview performance, the sub-control CPU 800a refers to the step-up preview lottery table SUB_SUY_TBL shown in FIG. 27(c) and conducts a lottery on which variation to display, that is, whether to display a unique pattern as exemplified in FIG. 17(d-3). Note that the items arranged vertically in the dialogue preview lottery table SUB_SRY_TBL shown in FIG. 27(a), the treasure box button preview lottery table SUB_TBY_TBL shown in FIG. 27(b), and the step-up preview lottery table SUB_SUY_TBL shown in FIG. 27(c) indicate the lottery results during normal gaming transmitted from the main control CPU 600a. Also, the dialogue preview lottery table SUB_SRY_TBL shown in FIG. 27(a), the treasure box button preview lottery table SUB_TBY_TBL shown in FIG. 27(b), and the step-up preview lottery table SUB_SUY_TBL shown in FIG. 27(c) are stored in the sub-control ROM 800b (see FIG. 3).

[0261] Thus, the sub-control CPU 800a uses a table corresponding to the lottery result obtained by referring to the normal variation preview trunk selection table SB_YK_TBL shown in FIG. 26 to conduct a lottery on which variation to present, that is, whether to present a unique pattern or gold color indicating a high probability of a jackpot.

[0262] That is, when winning the catchphrase preview effect, as shown in FIG. 27(a), in the case of normal variation (miss), the sub-control CPU 800a conducts a lottery to win either no catchphrase preview effect or the normal one with the illustrated allocation value (probability). In the case of no catchphrase preview effect, the catchphrase preview effect as illustrated in FIG. 17(b-1) does not appear. In the normal case, the catchphrase text "It's so hot!" (refer to image P73a) as illustrated in FIG. 17(b-1) becomes white with the text "Do your best!".

[0263] On the other hand, as shown in FIG. 27(a), in the case of normal reach (miss), the sub-control CPU 800a conducts a lottery to win either no catchphrase preview effect or the normal or blue one with the illustrated allocation value (probability). In the case of blue, the catchphrase text "It's so hot!" (refer to image P73a) as illustrated in FIG. 17(b-1) becomes blue with the text "Chance".

[0264] On the other hand, as shown in FIG. 27(a), in the case of weak SP reach (miss), the sub-control CPU 800a conducts a lottery to win either blue or red with the illustrated allocation value (probability). In the case of red, the catchphrase text "It's so hot!" (refer to image P73a) as illustrated in FIG. 17(b-1) becomes red with the text "It's hot!".

[0265] On the other hand, as shown in FIG. 27(a), in the case of weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a conducts a lottery to win either blue, red, gold, or a unique pattern with the illustrated allocation value (probability). In the case of gold, it becomes the display illustrated in FIG. 23(a), and in the case of a unique pattern, it becomes the display illustrated in FIG. 17(b-1).

[0266] On the other hand, as shown in Fig. 27(a), in the case of a normal reach (win), the sub-control CPU 800a performs a lottery so as to select one of the following: no dialogue preview effect, and usually one of blue, red, gold, unique pattern, and rainbow color, with the illustrated allocation values (probabilities). In the case of the rainbow color, the dialogue text "So exciting!" exemplified in Fig. 17(b-1) (see image P73a) becomes the rainbow color indicating that the jackpot has been determined.

[0267] On the other hand, as shown in Fig. 27(a), in the case of a weak SP reach (win), the sub-control CPU 800a performs a lottery so as to select one of blue, red, gold, unique pattern, and rainbow color, with the illustrated allocation values (probabilities).

[0268] On the other hand, as shown in Fig. 27(a), in the case of a weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a performs a lottery so as to select one of blue, red, gold, unique pattern, and rainbow color, with the illustrated allocation values (probabilities).

[0269] Thus, when winning the dialogue preview effect, the sub-control CPU 800a refers to the dialogue preview lottery table SUB_SRY_TBL shown in Fig. 27(a) and conducts a lottery to determine which variation to display, that is, whether to display a unique pattern or gold, which indicates a high probability of hitting the jackpot.

[0270] On the other hand, when winning the treasure chest button preview effect, as shown in Fig. 27(b), in the case of normal variation (loss), the sub-control CPU 800a performs a lottery so as to select one of no treasure chest button preview effect and normal, with the illustrated allocation values (probabilities). In the case of no treasure chest button preview effect, the treasure chest button preview effects exemplified in Figs. 17(b-2) and (c-2) do not appear. In the case of normal, the text "So exciting!" exemplified in Fig. 17(c-2) (see image P75a) becomes white with the text "Do your best!".

[0271] On the other hand, as shown in Fig. 27(b), in the case of a normal reach (miss), the sub-control CPU 800a draws a lottery to win either no treasure button preview performance, normal, or blue, based on the allocation value (probability) shown in the figure. In the case of blue, the dialogue text "Super hot!" (see image P75a) shown in Fig. 17(c-2) becomes blue, meaning "Chance."

[0272] On the other hand, as shown in Fig. 27(b), in the case of a weak SP reach (miss), the sub-control CPU 800a draws for either the normal, blue, or red winning color based on the allocation value (probability) shown in the figure. In the case of red, the dialogue text "Super hot!" (see image P75a) shown in Fig. 17(c-2) becomes "Hot!" in red.

[0273] On the other hand, as shown in Fig. 27(b), when weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a draws for a winning blue, red, gold, or unique pattern based on the allocation value (probability) shown. In the case of gold, the dialogue text "Super hot!" (see image P75a) shown in Fig. 17(c-2) becomes "Great chance!" in gold, with a gold-like color, highlighting, and effects. In the case of a unique pattern, the display shown in Fig. 17(c-2) is displayed.

[0274] On the other hand, as shown in Fig. 27(b), in the case of a normal reach (win), the sub-control CPU 800a draws for the following winning combinations based on the allocation value (probability) shown in the figure: no treasure box button preview, normal, blue, red, gold, unique pattern, or rainbow. In the case of rainbow, the dialogue text "Super hot!" (see image P75a) shown in Fig. 17(c-2) will be rainbow-colored, indicating that a jackpot has been confirmed.

[0275] On the other hand, as shown in FIG. 27(b), in the case of a weak SP reach (hit), the sub-control CPU 800a performs a lottery to determine whether the winning color will be normal, blue, red, gold, unique pattern, or rainbow color, based on the allocation value (probability) shown.

[0276] On the other hand, as shown in Fig. 27(b), when it comes to the case of weak SP reach ⇒ strong SP reach (hit), the sub-control CPU 800a performs a lottery so as to select any one of blue, red, gold, unique pattern, and rainbow color with the illustrated allocation value (probability).

[0277] Thus, when winning the treasure box button preview effect in this way, the sub-control CPU 800a refers to the treasure box button preview lottery table SUB_TBY_TBL shown in Fig. 27(b) and conducts a lottery to determine which variation will appear, that is, whether to make a unique pattern or gold that indicates a high probability of a big win appear or not.

[0278] On the other hand, when winning the step-up preview effect, as shown in Fig. 27(c), in the case of normal variation (miss), normal reach (miss), the sub-control CPU 800a performs a lottery so as to select any one of no step-up preview effect, normal (first step-up), and normal (second step-up) with the illustrated allocation value (probability). In the case of no step-up preview effect, the step-up preview effect as exemplified in Figs. 17(b-3) and (c-3) does not appear. In the case of normal (first step-up), the second step-up preview effect as exemplified in Fig. 17(c-3) does not appear, and the first step-up preview effect as exemplified in Fig. 17(b-3) appears. In the case of normal (second step-up), the step-up preview effect as exemplified in Figs. 17(b-3) and (c-3) appears.

[0279] On the one hand, as shown in Fig. 27(c), when there is a weak SP reach (miss), the sub-control CPU 800a conducts a lottery to select one of the following with the illustrated allocation values (probabilities): normal (first step-up), normal (second step-up), normal (third step-up), and red (third step-up). In the case of normal (third step-up), instead of the character indicating the transition to the third step-up preview effect illustrated in Fig. 17(d-3) (refer to image P79, in the illustration, the color of the character's clothes is "yellow", the color of the crest on the helmet is "yellow", the color of the shield frame is "white", and the background color is a unique pattern consisting of horizontal stripes), a character indicating the transition to the third step-up preview effect with the color of the character's clothes being "yellow", the color of the crest on the helmet being "white", the color of the shield frame being "white", and the background color being a black frame is displayed. In the case of red (third step-up), instead of the character indicating the transition to the third step-up preview effect illustrated in Fig. 17(d-3) (refer to image P79, in the illustration, the color of the character's clothes is "yellow", the color of the crest on the helmet is "yellow", the color of the shield frame is "white", and the background color is a unique pattern consisting of horizontal stripes), a character indicating the transition to the third step-up preview effect with the color of the character's clothes being "red", the color of the crest on the helmet being "red", the color of the shield frame being "red", and the background color being a red frame is displayed.

[0280] On the other hand, as shown in Fig. 27(c), when there is a weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a conducts a lottery to select one of the following with the illustrated allocation values (probabilities): normal (second step-up), normal (third step-up), red (third step-up), gold (third step-up), and unique pattern (third step-up). In the case of gold (third step-up), the display illustrated in Fig. 23(b) is shown. In the case of the unique pattern, the display illustrated in Fig. 17(d-3) is shown.

[0281] On the other hand, as shown in Fig. 27(c), in the case of a normal reach (win), the sub-control CPU 800a performs a lottery to select one of the following with the illustrated allocation values (probabilities): no step-up preview effect, normal (first step-up), normal (second step-up), normal (third step-up), red (third step-up), gold (third step-up), unique pattern (third step-up), or rainbow (third step-up). In the case of rainbow, a character (refer to image P79, in the illustration, the color of the character's clothes is "yellow", the color of the crest on the helmet is "yellow", the color of the shield frame is "white", and the background color is a unique pattern consisting of horizontal stripes) indicating that the third step-up preview effect illustrated in Fig. 17(d-3) has been transitioned to becomes rainbow, indicating that a big win has been determined.

[0282] On the other hand, as shown in Fig. 27(c), in the case of a weak SP reach (win), the sub-control CPU 800a performs a lottery to select one of the following with the illustrated allocation values (probabilities): normal (second step-up), normal (third step-up), red (third step-up), gold (third step-up), unique pattern (third step-up), or rainbow (third step-up).

[0283] On the other hand, as shown in Fig. 27(c), in the case of a weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a performs a lottery to select one of the following with the illustrated allocation values (probabilities): normal (third step-up), red (third step-up), gold (third step-up), unique pattern (third step-up), or rainbow (third step-up).

[0284] Thus, when winning the step-up preview effect in this way, the sub-control CPU 800a refers to the step-up preview lottery table SUB_SUY_TBL shown in Fig. 27(c) to conduct a lottery on which variation to display, that is, whether to display a unique pattern or gold indicating a high probability of a big win.

[0285] In addition, in this embodiment, although the lottery tables for the conversation preview effect and the rapid button presses preview effect described above are not shown, similar to the lottery table shown in FIG. 27, it has variations of none, normal, blue, red, gold, unique pattern, and rainbow color.

[0286] Also, in this embodiment, for the dialogue preview lottery table SUB_SRY_TBL shown in FIG. 27(a), the treasure box button preview lottery table SUB_TBY_TBL shown in FIG. 27(b), and the step-up preview lottery table SUB_SUY_TBL shown in FIG. 27(c), in the preview effects that develop into strong SP reaches (weak SP reach ⇒ strong SP reach), the illustrated allocation values (probabilities) are increased so that unique patterns and gold are likely to appear. By doing so, although the reliability of hitting the jackpot for unique patterns and gold decreases, the player can understand that it develops to a strong SP reach and maintain the player's sense of expectation for it. Therefore, in the preview effects during normal fluctuations, the appearance rates of unique patterns and gold are increased.

[0287] Next, as shown in FIGS. 17(e-1) to (e-3) and FIG. 18(a-1), the lottery table when becoming a tempai (reach) will be described. As this lottery table, in the present embodiment, as shown in FIG. 28(a), a first tempai-time notice lottery table SUB_TPY1_TBL and, as shown in FIG. 28(b), a second tempai-time notice lottery table SUB_TPY2_TBL are prepared. This is because, in the variation pattern of the deviation during normal variation, when a unique pattern is selected in the lottery table illustrated in FIG. 27, two lottery tables are prepared so that the unique pattern is not selected thereafter. This point will be specifically described below. The items arranged on the vertical axis of the first tempai-time notice lottery table SUB_TPY1_TBL shown in FIG. 28(a) and the second tempai-time notice lottery table SUB_TPY2_TBL shown in FIG. 28(b) indicate the lottery results during normal gaming transmitted from the main control CPU 600a. Also, the first tempai-time notice lottery table SUB_TPY1_TBL shown in FIG. 28(a) and the second tempai-time notice lottery table SUB_TPY2_TBL shown in FIG. 28(b) are stored in the sub-control ROM 800b (see FIG. 3).

[0288] In the case where a unique pattern is not selected (won) in the lottery table illustrated in FIG. 27 in the variation pattern of the deviation during normal variation, the sub-control CPU 800a refers to the first tempai-time notice lottery table SUB_TPY1_TBL shown in FIG. 28(a) and conducts a tempai-time notice lottery. Specifically, as shown in FIG. 28(a), in the case of normal variation (deviation), the sub-control CPU 800a selects no tempai-time notice. Note that in the case of no tempai-time notice performance, a tempai-time notice performance as illustrated in FIGS. 17(e-1) to (e-3) and FIG. 18(a-1) does not appear.

[0289] On the other hand, as shown in FIG. 28(a), in the case of normal reach (deviation), the sub-control CPU 800a selects REACH. Note that in the case of REACH, the display as illustrated in FIGS. 17(e-1) and (e-2) appears.

[0290] On the other hand, as shown in Fig. 28(a), when there is a weak SP reach (miss), the sub-control CPU 800a performs a lottery to select either REACH or CHANCE with the illustrated allocation value (probability). In the case of CHANCE, the display exemplified in Fig. 17(e-3) is shown.

[0291] On the other hand, as shown in Fig. 28(a), in the cases of weak SP reach ⇒ strong SP reach (miss), normal reach (hit), weak SP reach (hit), and weak SP reach ⇒ strong SP reach (hit), the sub-control CPU 800a performs a lottery to select either REACH, CHANCE, or a unique pattern with the illustrated allocation value (probability). In the case of the unique pattern, the display exemplified in Fig. 18(a-1) is shown.

[0292] Thus, when the unique pattern is not selected (elected) in the lottery table exemplified in Fig. 27 with the miss variation pattern during normal variation, as described above, the first tempai-time preview lottery table SUB_TPY1_TBL shown in Fig. 28(a) is referred to, and the tempai-time preview lottery is performed.

[0293] On the other hand, when the unique pattern is selected (elected) in the lottery table exemplified in Fig. 27 with the miss variation pattern during normal variation, the second tempai-time preview lottery table SUB_TPY2_TBL shown in Fig. 28(b) is referred to, and the tempai-time preview lottery is performed. Specifically, as shown in Fig. 28(a), the sub-control CPU 800a selects no tempai-time preview in the case of normal variation (miss).

[0294] On the other hand, as shown in Fig. 28(b), in the case of normal reach (miss), the sub-control CPU 800a selects REACH.

[0295] On the other hand, as shown in Fig. 28(b), when it comes to weak SP reach (miss), weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a performs a lottery so as to select either REACH or CHANCE with the illustrated allocation value (probability). As a result, when a unique pattern is selected (wins) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, the unique pattern will not necessarily be selected.

[0296] On the other hand, as shown in Fig. 28(b), when it comes to normal reach (hit), weak SP reach (hit), weak SP reach ⇒ strong SP reach (hit), the sub-control CPU 800a performs a lottery so as to select either REACH, CHANCE, or a unique pattern with the illustrated allocation value (probability).

[0297] Thus, when a unique pattern is selected (wins) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, as described above, a pre-draw lottery at the second tempai time is performed with reference to the second pre-draw lottery table SUB_TPY2_TBL shown in Fig. 28(b).

[0298] Note that even when a unique pattern is selected (wins) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, it is also possible to prepare only the first pre-draw lottery table SUB_TPY1_TBL for the lottery, and when a unique pattern is selected (wins), perform a process such as rewriting the selected content to REACH.

[0299] Also, in the present embodiment, when a unique pattern is selected (wins) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, as described above, a lottery is performed with reference to the second pre-draw lottery table SUB_TPY2_TBL shown in Fig. 28(b), and by selecting (winning) REACH or CHANCE with a lower reliability than the unique pattern, the expectation level of the player for a big win is suppressed.

[0300] Therefore, as described above, it is possible to prevent the player's expectation from being significantly damaged by the appearance of a plurality of preview effects with a high expectation of a big win and then resulting in a loss. In the present embodiment, when a unique symbol is selected (winning) in the lottery table illustrated in FIG. 27 with a deviation variation pattern during normal variation, an example of referring to the second tenpai time preview lottery table SUB_TPY2_TBL shown in FIG. 28(b) is shown. However, in the case of a winning variation pattern during normal variation, even if the first tenpai time preview lottery table SUB_TPY1_TBL shown in FIG. 28(a) is not referred to, it may be possible to refer to the second tenpai time preview lottery table SUB_TPY2_TBL shown in FIG. 28(b).

[0301] Next, although not shown in the drawings, a lottery table will be described for the case where the title characters "SP Reach" are displayed in the center of the screen of the liquid crystal display device 41 when a weak SP reach is executed. As this lottery table, in the present embodiment, as shown in FIG. 29, a weak SP reach title preview lottery table SUB_ZSRT_TBL is used. The items arranged on the vertical axis of the weak SP reach title preview lottery table SUB_ZSRT_TBL shown in FIG. 29 indicate the lottery results during normal gaming transmitted from the main control CPU 600a. Further, the weak SP reach title preview lottery table SUB_ZSRT_TBL shown in FIG. 29 is stored in the sub-control ROM 800b (see FIG. 3).

[0302] When a weak SP reach is executed, the sub-control CPU 800a refers to the weak SP reach title preview lottery table SUB_ZSRT_TBL shown in FIG. 29 and conducts a lottery for the weak SP reach title preview effect. Specifically, as shown in FIG. 29, the sub-control CPU 800a selects no weak SP reach title preview effect in the case of normal variation (loss), normal reach (loss), and normal reach (win). In the case of no weak SP reach title preview effect, the title characters "SP Reach" do not appear on the liquid crystal display device 41.

[0303] On the one hand, as shown in FIG. 29, in the case of a weak SP reach (miss), the sub-control CPU 800a performs a lottery to select one of the normal blue titles with the illustrated allocation value (probability). In the normal case, the title character "SP reach" is black. In the case of a blue title, the title character "SP reach" is blue.

[0304] On the other hand, as shown in FIG. 29, in the cases of weak SP reach ⇒ strong SP reach (miss), weak SP reach (hit), and weak SP reach ⇒ strong SP reach (hit), the sub-control CPU 800a performs a lottery to select one of the normal blue titles and red titles with the illustrated allocation value (probability). In the case of red, the title character "SP reach" is red.

[0305] Thus, when the weak SP reach is executed in this way, a lottery for the weak SP reach title preview effect is performed with reference to the weak SP reach title preview lottery table SUB_ZSRT_TBL shown in FIG. 29.

[0306] Referring to FIG. 21, it was explained that no unique pattern appears in the weak SP reach effect. Therefore, the weak SP reach title preview lottery table SUB_ZSRT_TBL shown in FIG. 29 does not have a unique pattern as a variation.

[0307] Next, a lottery table for determining whether a strong SP reach title preview effect as shown in FIGS. 18(c-2) and (c-3) appears will be described. In this embodiment, as shown in FIG. 30(a), a first strong SP reach title preview lottery table SUB_KSRT1_TBL and, as shown in FIG. 30(b), a second strong SP reach title preview lottery table SUB_KSRT2_TBL are prepared as this lottery table. This is because, in the variation pattern of the deviation during normal variation, when a unique pattern is selected in the lottery table illustrated in FIG. 27, two lottery tables are prepared so that the unique pattern is not selected thereafter. This point will be specifically described below. The items arranged on the vertical axis of the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in FIG. 30(a) and the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b) indicate the lottery results during normal gaming transmitted from the main control CPU 600a. Also, the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in FIG. 30(a) and the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b) are stored in the sub-control ROM 800b (see FIG. 3).

[0308] In the case where a unique pattern is not selected (winning) in the lottery table illustrated in FIG. 27 in the variation pattern of the deviation during normal variation, the sub-control CPU 800a refers to the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in FIG. 30(a) and conducts a lottery for the strong SP reach title preview effect. Specifically, as shown in FIG. 30(a), the sub-control CPU 800a selects no strong SP reach title preview effect in the cases of normal variation (deviation), normal reach (deviation), weak SP reach (deviation), normal reach (win), and weak SP reach (win). Note that in the case of no strong SP reach title preview effect, a strong SP reach title preview effect as illustrated in FIGS. 18(c-2) and (c-3) does not appear.

[0309] On the other hand, as shown in Fig. 30(a), when it is a weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a performs a lottery to select one of normal, green, red, gold, and unique pattern with the illustrated allocation values (probabilities). In the normal case, the display illustrated in Fig. 18(c-2) is shown. In the case of green, instead of the "Final Showdown Reach" (see image P91) illustrated in Fig. 18(c-2), the characters "Final Showdown Reach" with a green background color are displayed. In the case of red, instead of the "Final Showdown Reach" (see image P91) illustrated in Fig. 18(c-2), the characters "Final Showdown Reach" with a red background color are displayed. Further, in the case of gold, instead of the "Final Showdown Reach" (see image P91) illustrated in Fig. 18(c-2), the characters "Final Showdown Reach" are displayed with a color like gold with a highlight expression and an effect added to represent gold. And further, in the case of a unique pattern, the display illustrated in Fig. 18(c-3) is shown.

[0310] On the other hand, as shown in Fig. 30(a), when it is a weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a performs a lottery to select one of normal, green, red, gold, unique pattern, and rainbow with the illustrated allocation values (probabilities). In the case of rainbow, instead of the "Final Showdown Reach" (see image P91) illustrated in Fig. 18(c-2), the characters "Final Showdown Reach" with a rainbow color indicating that the big win has been determined are displayed.

[0311] Thus, when the unique pattern is not selected (elected) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, as described above, the lottery for the strong SP reach title preview effect is performed with reference to the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in Fig. 30(a).

[0312] On the other hand, when a unique pattern is selected (won) in the lottery table illustrated in FIG. 27 with a deviation variation pattern during normal variation, a lottery for the SP reach title preview production is conducted with reference to the second strongest SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b). Specifically, as shown in FIG. 30(b), the sub-control CPU 800a selects no strong SP reach title preview production when it is normal variation (deviation), normal reach (deviation), weak SP reach (deviation), normal reach (win), or weak SP reach (win).

[0313] On the other hand, as shown in FIG. 30(b), when it is weak SP reach ⇒ strong SP reach (deviation), the sub-control CPU 800a conducts a lottery so as to win one of normal, green, red, or gold with the illustrated allocation values (probabilities).

[0314] On the other hand, as shown in FIG. 30(b), when it is weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a conducts a lottery so as to win one of normal, green, red, gold, unique pattern, or rainbow with the illustrated allocation values (probabilities).

[0315] Thus, when a unique pattern is selected (won) in the lottery table illustrated in FIG. 27 with a deviation variation pattern during normal variation, as described above, a lottery for the strong SP reach title preview production is conducted with reference to the second strongest SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b).

[0316] Note that even when a unique pattern is selected (won) in the lottery table illustrated in FIG. 27 with a deviation variation pattern during normal variation, it is also possible to prepare only the first strongest SP reach title preview lottery table SUB_KSRT1_TBL and conduct a lottery, and when a unique pattern is selected (won), perform a process of rewriting the selected (won) content to "normal".

[0317] Also, in this embodiment, when a unique pattern is selected (wins) in the lottery table illustrated in FIG. 27 with a deviation variation pattern during normal variation, as described above, a lottery is conducted with reference to the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b), and by making it possible to select (win) normal, green, and red, which have a lower reliability than the unique pattern, the expectation level of the player for a big win is suppressed.

[0318] Therefore, as described above, it is possible to prevent a situation where a unique pattern appears multiple times. Also, in this embodiment, for ease of understanding, an example where gold may be displayed multiple times is shown with a focus only on the unique pattern. However, similarly for gold, a lottery table may be prepared so that gold does not appear multiple times, or it may be rewritten to something other than gold such as normal.

[0319] Therefore, by doing so, it is possible to prevent a situation where preview effects with a high expectation level for a big win appear multiple times and result in a loss, thus significantly damaging the player's sense of expectation. Note that in this embodiment, an example is shown where when a unique pattern is selected (wins) in the lottery table illustrated in FIG. 27 with a deviation variation pattern during normal variation, the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b) is referred to. However, in the case of a hit variation pattern during normal variation, even if the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in FIG. 30(a) is not referred to, the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b) may be referred to.

[0320] Also, in the present embodiment, in the preview effect during the strong SP reach in the deviation variation (weak SP reach ⇒ strong SP reach (deviation)) that is supposed to develop into a strong SP reach, the appearance rate of unique patterns and gold is lower compared to the appearance rate of unique patterns and gold in the preview effect that appears during normal variation.

[0321] Also, in the present embodiment, the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in FIG. 30(a) and the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in FIG. 30(b) also have a lower appearance rate of unique patterns and gold in the preview effect during the strong SP reach in the hit variation (weak SP reach ⇒ strong SP reach (hit)) that develops into a strong SP reach, compared to the appearance rate of unique patterns and gold in the preview effect that appears during normal variation. However, the appearance rate of unique patterns and gold in the hit variation (weak SP reach ⇒ strong SP reach (hit)) for the combined appearance rate of unique patterns and gold in the deviation variation (weak SP reach ⇒ strong SP reach (deviation)) and the hit variation (weak SP reach ⇒ strong SP reach (hit)) is higher. Therefore, accordingly, the reliability of a big win for unique patterns and gold is improved. This is because in the case of a hit, if the appearance rate of unique patterns and gold is increased, relatively, the appearance rate of red in the case of a hit will decrease, and the appearance rate of red in the case of a deviation will increase. If we consider this, when red appears, the player will judge that the possibility of a big win is low, and this may greatly damage the player's sense of expectation. Therefore, in the present embodiment, in order to reduce such a situation, even in the preview effect during the strong SP reach in the hit variation (weak SP reach ⇒ strong SP reach (hit)) that develops into a strong SP reach, the appearance rate of unique patterns and gold is made lower compared to the appearance rate of unique patterns and gold in the preview effect that appears during normal variation.

[0322] Next, a lottery table for determining whether a strong SP reach cut-in preview effect as shown in FIGS. 19(b-1), (b-2), and 23(c) appears will be described. In this embodiment, as shown in FIG. 31(a), there are two lottery tables: the first strong SP reach cut-in preview lottery table SUB_KSRC1_TBL and the second strong SP reach cut-in preview lottery table SUB_KSRC2_TBL as shown in FIG. 31(b). This is because, in the variation pattern of the deviation during normal variation, when a unique pattern is selected in the lottery table illustrated in FIG. 27, two lottery tables are prepared so that the unique pattern is not selected thereafter. This point will be specifically described below. The items arranged on the vertical axis of the first strong SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in FIG. 31(a) and the second strong SP reach cut-in preview lottery table SUB_KSRC2_TBL shown in FIG. 31(b) indicate the lottery results during normal gaming transmitted from the main control CPU 600a. Also, the first strong SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in FIG. 31(a) and the second strong SP reach cut-in preview lottery table SUB_KSRC2_TBL shown in FIG. 31(b) are stored in the sub-control ROM 800b (see FIG. 3).

[0323] When the unique pattern is not selected (winning) in the lottery table illustrated in FIG. 27 in the variation pattern of the deviation during normal variation, the sub-control CPU 800a refers to the first strong SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in FIG. 31(a) and conducts a lottery for the strong SP reach cut-in preview effect. Specifically, as shown in FIG. 31(a), when it is normal variation (deviation), normal reach (deviation), weak SP reach (deviation), normal reach (hit), or weak SP reach (hit), the sub-control CPU 800a selects no strong SP reach cut-in preview effect. In the case of no strong SP reach cut-in preview effect, a strong SP reach cut-in preview effect as illustrated in FIGS. 19(b-1), (b-2), and 23(c) does not appear.

[0324] On the one hand, when the sub-control CPU 800a is in the case of weak SP reach ⇒ strong SP reach (miss), it draws lots so as to win one of green, red, gold, and unique pattern with the illustrated allocation value (probability). In the case of green, the display illustrated in Fig. 19(b-1) will be shown. Also, in the case of red, the cut-in preview (refer to image P97) with the background illustrated in Fig. 19(b-1) shown in green hatching will be in red. And in the case of gold, the display illustrated in Fig. 23(c) will be shown. Further, in the case of the unique pattern, the display illustrated in Fig. 19(b-2) will be shown.

[0325] On the other hand, as shown in Fig. 31(a), when the sub-control CPU 800a is in the case of weak SP reach ⇒ strong SP reach (hit), it draws lots so as to win one of green, red, gold, unique pattern, and rainbow color with the illustrated allocation value (probability). In the case of the rainbow color, the background illustrated in Fig. 19(b-2) will be the rainbow color indicating that the big hit has been determined.

[0326] Thus, when the unique pattern is not selected (won) in the lottery table illustrated in Fig. 27 with the miss variation pattern during normal variation, as described above, the lottery for the strong SP reach cut-in preview effect is performed with reference to the first strong SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in Fig. 31(a).

[0327] On the one hand, when the unique pattern is selected (won) in the lottery table illustrated in Fig. 27 with the miss variation pattern during normal variation, the lottery for the SP reach cut-in preview effect is performed with reference to the second strong SP reach cut-in preview lottery table SUB_KSRC2_TBL shown in Fig. 31(b). Specifically, as shown in Fig. 31(b), the sub-control CPU 800a selects no strong SP reach cut-in preview effect in the cases of normal variation (miss), normal reach (miss), weak SP reach (miss), normal reach (hit), and weak SP reach (hit).

[0328] On the one hand, as shown in Fig. 31(b), when it is a weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a performs a lottery so as to select one of green, red, and gold with the illustrated allocation value (probability).

[0329] On the other hand, as shown in Fig. 31(b), when it is a weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a performs a lottery so as to select one of green, red, gold, unique pattern, and rainbow with the illustrated allocation value (probability).

[0330] Thus, when a unique pattern is selected (wins) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, as described above, a lottery for the strong SP reach cut-in notice effect is performed with reference to the second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL shown in Fig. 31(b).

[0331] Note that even when a unique pattern is selected (wins) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, only the first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL may be prepared for the lottery, and when a unique pattern is selected (wins), a process may be performed to rewrite the selected content to "green".

[0332] Also, in the present embodiment, when a unique pattern is selected (wins) in the lottery table illustrated in Fig. 27 with a miss variation pattern during normal variation, as described above, a lottery is performed with reference to the second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL shown in Fig. 31(b), and by selecting (winning) green or red with a lower reliability than the unique pattern, the expectation level of the player for a big win is suppressed.

[0333] Therefore, as described above, it is possible to prevent a situation where a unique pattern appears multiple times. Also, in this embodiment, for ease of understanding, an example where only the unique pattern is focused on and there is a possibility that gold is displayed multiple times is shown. However, for gold as well, a lottery table can be prepared so that gold does not appear multiple times.

[0334] Therefore, by doing so, it is possible to prevent a situation where a preview effect with a high expectation of a big win appears multiple times and disappoints the player due to a miss. In this embodiment, when a unique pattern is selected (won) in the lottery table illustrated in FIG. 27 with a losing variation pattern during normal variation, an example of referring to the second-strongest SP reach cut preview lottery table SUB_KSRC2_TBL shown in FIG. 31(b) is shown. However, in the case of a winning variation pattern during normal variation, even if the first-strongest SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in FIG. 31(a) is not referred to, it may be possible to refer to the second-strongest SP reach cut-in preview lottery table SUB_KSRC2_TBL shown in FIG. 31(b). Also, in this embodiment, as shown in the first-strongest SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in FIG. 31(a) and the second-strongest SP reach cut preview lottery table SUB_KSRC2_TBL shown in FIG. 31(b), as a variation, "normal" does not exist, and at least a "green" variation is selected.

[0335] On the other hand, in this embodiment, in the preview effect during the strong SP reach in a losing variation (weak SP reach ⇒ strong SP reach (losing)) that develops into a strong SP reach, the appearance rate of the unique pattern and gold in the first-strongest SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in FIG. 31(a) is lower than the appearance rate of the unique pattern and gold in the preview effect that appears during normal variation.

[0336] Also, in the present embodiment, in the preview production during the strong SP reach in the variation (weak SP reach ⇒ strong SP reach (win)) that develops into a strong SP reach, for the first strong SP reach-in preview lottery table SUB_KSRC1_TBL shown in FIG. 31(a) and the second strong SP reach-in preview lottery table SUB_KSRC2_TBL shown in FIG. 31(b), the appearance rate of unique patterns and gold is lower compared to the appearance rate of unique patterns and gold in the preview production that appears during normal variation. However, the appearance rate of unique patterns and gold in the variation (weak SP reach ⇒ strong SP reach (win)) for the combined appearance rate of unique patterns and gold in the deviation variation (weak SP reach ⇒ strong SP reach (miss)) and the win variation (weak SP reach ⇒ strong SP reach (win)) that develops into a strong SP reach is higher. Therefore, the reliability of a big win for unique patterns and gold is improved accordingly. This is because when the appearance rate of unique patterns and gold is increased in the case of a win, relatively, the appearance rate of red in the case of a win decreases, and the appearance rate of red in the case of a miss increases. If we consider this, when red appears, the player will judge that the possibility of a big win is low, and this may greatly damage the player's sense of expectation. Therefore, in the present embodiment, in order to reduce such a situation, even in the preview production during the strong SP reach in the win variation (weak SP reach ⇒ strong SP reach (win)) that develops into a strong SP reach, the appearance rate of unique patterns and gold is made lower compared to the appearance rate of unique patterns and gold in the preview production that appears during normal variation.

[0337] Next, the lottery table for the preview performance during RUSH will be explained. That is, the sub-control CPU 800a conducts a lottery on which preview performance to display based on the lottery result during RUSH. After that, in that preview performance, a lottery is conducted on which variation to display. That is, during RUSH, as described above, when a unique pattern or gold color appears, a big win is determined. Therefore, a lottery is conducted on whether to display that unique pattern or gold color. Specifically, when winning the dialogue preview performance, the sub-control CPU 800a refers to the RUSH dialogue preview lottery table SUB_RUSR_TBL shown in Fig. 32(a) to conduct a lottery on which variation to display, that is, whether to display a unique pattern as exemplified in Fig. 20(b-1). Also, when winning the SP reach title preview performance, the sub-control CPU 800a refers to the RUSH SP reach title preview performance lottery table SUB_RUST_TBL shown in Fig. 32(b) to conduct a lottery on which variation to display, that is, whether to display a unique pattern as exemplified in Fig. 20(b-2). Furthermore, when winning the SP reach cut-in preview performance, the sub-control CPU 800a refers to the RUSH SP reach cut-in preview lottery table SUB_RUSC_TBL shown in Fig. 32(c) to conduct a lottery on which variation to display, that is, whether to display a unique pattern as exemplified in Fig. 20(b-3). Note that the items arranged vertically in the RUSH dialogue preview lottery table SUB_RUSR_TBL shown in Fig. 32(a), the RUSH SP reach title preview performance lottery table SUB_RUST_TBL shown in Fig. 32(b), and the RUSH SP reach cut-in preview lottery table SUB_RUSC_TBL shown in Fig. 32(c) indicate the lottery results during RUSH transmitted from the main control CPU 600a. Also, the RUSH dialogue preview lottery table SUB_RUSR_TBL shown in Fig. 32(a), the RUSH SP reach title preview performance lottery table SUB_RUST_TBL shown in Fig. 32(b), and the RUSH SP reach cut-in preview lottery table SUB_RUSC_TBL shown in Fig. 32(c) are stored in the sub-control ROM 800b (see Fig. 3).

[0338] Thus, the sub-control CPU 800a, based on the lottery results during RUSH, performs a lottery to determine which preview performance will be displayed, and then performs a lottery to determine which variation will be displayed in that preview performance, i.e., whether or not a unique pattern or gold color that guarantees a jackpot will be displayed during RUSH.

[0339] That is, when the line preview performance is won, the sub-control CPU800a performs a lottery to win either no line preview performance, normal, or blue, in the case of normal variation (miss) and Tenpai Aori Gase (miss), as shown in Fig. 32(a), with the allocation value (probability) shown. Note that, when there is no line preview performance, the line preview performance as exemplified in Fig. 20(b-1) does not appear, and in the normal case, the line text "It's super hot!" (see image P110a) exemplified in Fig. 20(b-1) becomes white and reads "Ganbare." Also, in the case of blue, the line text "It's super hot!" (see image P110a) exemplified in Fig. 20(b-1) becomes blue and reads "Chance."

[0340] On the other hand, as shown in Fig. 32(a), in the case of SP reach (miss), the sub-control CPU800a draws for either normal, blue or red based on the allocation value (probability) shown in the figure. In the case of red, the dialogue text "It's super hot!" (see image P110a) shown in Fig. 20(b-1) becomes "It's hot!" in red.

[0341] On the other hand, as shown in Fig. 32(a), in the case of SP reach (miss), the sub-control CPU 800a draws for either normal, blue, red, gold, unique pattern, or rainbow color based on the allocation value (probability) shown. In the case of gold, the display shown in Fig. 23(a) will be displayed, and in the case of unique pattern, the display shown in Fig. 20(b-1) will be displayed. In the case of rainbow color, the dialogue text "It's super hot!" shown in Fig. 20(b-1) (see image P110a) will be displayed in rainbow colors, indicating that a jackpot has been confirmed.

[0342] On the other hand, as shown in Fig. 32(a), when it comes to a sudden hit (a hit), the sub-control CPU 800a selects no dialogue preview effect.

[0343] Therefore, as shown in Fig. 32(a), except for a hit, no unique patterns or gold colors appear.

[0344] Thus, when winning the dialogue preview effect during RUSH in this way, the sub-control CPU 800a refers to the RUSH dialogue preview lottery table SUB_RUSR_TBL shown in Fig. 32(a) to conduct a lottery on which variation to display, that is, whether to display a unique pattern or gold color that determines a big win during RUSH.

[0345] On the other hand, when winning the SP reach title preview effect, the sub-control CPU 800a selects no SP reach title preview effect for the cases of normal variation (a miss), tempai blue gassho (a miss), and sudden hit (a hit), as shown in Fig. 32(b). Note that in the case of no SP reach title preview effect, the SP reach title preview effect as exemplified in Fig. 20(b-2) does not appear.

[0346] On the other hand, as shown in Fig. 32(b), when it comes to SP reach (a miss), the sub-control CPU 800a conducts a lottery to usually win one of the normal red titles according to the illustrated allocation values (probabilities). Note that in the normal case, instead of the unique pattern "treasure reach" consisting of horizontal stripes exemplified in Fig. 20(b-2) (see image P112), the background color is white and "treasure reach" is black. Also, in the case of red, instead of the unique pattern "treasure reach" consisting of horizontal stripes exemplified in Fig. 20(b-2) (see image P112), the background color is red and "treasure reach" is white.

[0347] On the other hand, as shown in Fig. 32(b), when it comes to SP reach (a hit), the sub-control CPU 800a conducts a lottery to usually win one of the normal red titles or a unique pattern according to the illustrated allocation values (probabilities). Note that in the case of a unique pattern, it is displayed as exemplified in Fig. 20(b-2).

[0348] Therefore, as shown in FIG. 32(b), except for hits, no unique patterns or gold colors appear.

[0349] Thus, when winning the SP reach title preview effect during RUSH in this way, the sub-control CPU 800a refers to the RUSH SP reach title preview effect lottery table SUB_RUST_TBL shown in FIG. 32(b) to conduct a lottery on which variation to appear, that is, whether to appear a unique pattern or gold color where a big win is determined during RUSH.

[0350] On the other hand, when winning the SP reach cut-in preview effect, as shown in FIG. 32(c), the sub-control CPU 800a selects no SP reach cut-in preview effect in the cases of normal variation (miss), tempai blue streak (miss), and sudden hit (hit). Note that in the case of no SP reach cut-in preview effect, no SP reach cut-in preview effect as exemplified in FIG. 20(b-3) appears.

[0351] On the other hand, as shown in FIG. 32(c), when it is a SP reach (miss), the sub-control CPU 800a conducts a lottery to win either green or red with the illustrated allocation values (probabilities). Note that in the case of green, there is no treasure box but the display is as exemplified in FIG. 19(b-1). Also, in the case of red, there is no treasure box but a cut-in preview (refer to image P97) with the background as exemplified in FIG. 19(b-1) displayed with green diagonal lines becomes red.

[0352] On the other hand, as shown in FIG. 32(c), when it is a SP reach (hit), the sub-control CPU 800a conducts a lottery to win either green, red, gold, unique pattern, or rainbow with the illustrated allocation values (probabilities). Note that in the case of gold, the display is as exemplified in FIG. 23(c). Also, in the case of a unique pattern, the display is as exemplified in FIG. 20(b-3). Furthermore, in the case of rainbow, the background exemplified in FIG. 20(b-3) becomes rainbow color indicating that a big win has been determined.

[0353] Therefore, as shown in FIG. 32(c), except for hits, no unique patterns or gold colors appear.

[0354] Thus, when winning the SP reach cut-in preview effect during RUSH in this way, the sub-control CPU 800a refers to the RUSH SP reach cut-in preview lottery table SUB_RUSC_TBL shown in FIG. 32(c) to conduct a lottery on which variation to display, that is, whether to display unique patterns or gold colors where a big win is determined during RUSH.

[0355] <Main control: Program description> Here, the processing methods of the above-described various contents will be described in detail below. First, the outline of the program stored in the main control ROM 600b (see FIG. 3) processed by the main control board 60 will be described in detail by referring to FIGS. 33 to 52.

[0356] When the pachinko gaming machine 1 is powered on, a power-on signal indicating that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see FIG. 3) is input to each control board is sent. In response to this signal, the main control CPU 600a (see FIG. 3) reads the program stored in the program area 600ba within the used area of the main control ROM 600b shown in FIG. 4(b) and performs the main control main process shown in FIG. 33. At this time, the main control CPU 600a first sets itself to the interrupt prohibition state (step S1).

[0357] Next, the main control CPU 600a performs a stack pointer setting process of setting the value of the stack pointer inside the main control CPU 600a corresponding to the final address of the stack area 600cc within the used area of the main control RAM 600c shown in FIG. 4(a) (step S2).

[0358] Next, the main control CPU 600a clears the watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3) and clears the output port for outputting the launch control signal (step S4).

[0359] Subsequently, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears a watchdog timer (WDT) (not shown) (step S7).

[0360] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8). If it has not become "0" (step S8: ≠ 0), the process returns to the process of step S7. If it has become "0" (step S8: = 0), the process proceeds to the process of step S9.

[0361] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) twice, checks whether the levels of the voltage abnormality signals ALARM acquired twice match, and stores them in an internal register of the main control CPU 600a (not shown), and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is at the "L" level (step S10: YES), the process returns to the process of step S9. If the level of the voltage abnormality signal ALARM is at the "H" level (step S10: NO), the process proceeds to the process of step S11. That is, the main control CPU 600a repeats the same process (steps S9 to S10) until the voltage abnormality signal ALARM changes to the normal level (i.e., the "H" level). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0362] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11), and initializes the working area of the RAM area 600ca (see FIG. 4(a)) within the used area of the main control RAM 600c (step S12). Specifically, 00H is set in the power supply abnormality confirmation counter, and 01H is set in the system operation status.

[0363] Next, the main control CPU 600a transmits a processing command (production control command DI_CMD) for causing the sub-control board 80 to display a standby screen on the liquid crystal display device 41 (step S13).

[0364] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14), and checks whether a signal (power-on signal) indicating that power has been turned on has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to the process of step S14. If the power-on signal has been received (step S15: ON), the process proceeds to the process of step S16.

[0365] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves it in the RAM area 600ca (see Fig. 4(a)) within the used area of the main control RAM 600c (step S16).

[0366] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open, a signal of the RAM clear switch 620 saved in the RAM area 600ca (see Fig. 4(a)) within the used area of the main control RAM 600c, and a signal of the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all of them are ON (step S18: YES), the main control CPU 600a performs a setting switching process (step S19).

[0367] <Main control: Main process: Explanation regarding setting switching process> Here, this setting switching process will be specifically described with reference to Fig. 35.

[0368] First, the main control CPU 600a transmits a setting switch start command (production control command DI_CMD) indicating that setting is in progress to the sub-control board 80 (step S60).

[0369] Next, the main control CPU 600a clears the backup flag (step S61). Note that this backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power failure or the like is detected in the power failure check process shown in FIG. 36. Also, the reason for clearing this backup flag is to detect, in step S21 shown in FIG. 34 described later, a case where a power cut occurs for some reason during the setting switching process and the main control RAM 600c is not normally backed up.

[0370] Next, the main control CPU 600a sets 02H in the system operation status (step S62), acquires the set value of the probability of generating a special game state advantageous to the player stored in the in-RAM area 600ca (see FIG. 4(a)) within the used area of the main control RAM 600c, and sets it in the W register (step S63). Specifically, when the set value is, for example, from "1" to "6", in the program, the set values "1" to "6" are made to correspond to the values "00H" to "05H" and set in the W register.

[0371] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S64). Then, if the value set in the W register is greater than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S65: YES), it is determined that the value is an abnormal value, and 00H is set in the W register (step S66).

[0372] On the other hand, if the value set in the W register is smaller than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S65: NO), it is determined that the value is a normal value, and the process proceeds to the process of step S67.

[0373] Next, the main control CPU 600a sets the security signal output to a hall computer (not shown) used for hall (game hall) game island management to ON via an external terminal (not shown), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S67).

[0374] Next, the main control CPU 600a sets 00H to the LED common port (step S68).

[0375] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S69).

[0376] Next, the main control CPU 600a sets the LED common port for displaying the set value to ON (step S70).

[0377] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so that a 4 ms wait is imposed, and performs a countdown process (step S71). Note that this process is for confirming that the change in the level data of the RAM clear switch 620 (see FIG. 3) and the setting key switch 630 (see FIG. 3) is not due to irregularities such as noise by allowing at least 4 ms from the acquisition of the previous switch level. Furthermore, this is also a process for confirming that the "L" level of the voltage abnormality signal is not level data due to irregularities such as noise when confirming the change in the voltage abnormality signal in the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter by allowing 4 ms.

[0378] Next, the main control CPU 600a performs a power supply abnormality check process (step S72). The power supply abnormality check process will be specifically described with reference to FIG. 36.

[0379] <Explanation regarding the main control: main process: power supply abnormality check process> As shown in FIG. 36, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) twice (step S80), and checks whether the levels of the voltage abnormality signals ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), it returns to the process of step S80.

[0380] Next, if the level of the voltage abnormality signal ALARM is at the "H" level (step S82: OFF), the main control CPU 600a clears the power supply abnormality confirmation counter (step S83) and ends the power supply abnormality check process.

[0381] On the other hand, if the level of the voltage abnormality signal ALARM is at the "L" level (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.

[0382] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or more (step S85: YES), the main control CPU 600a sends a power-off command (production control command DI_CMD) indicating that the power supply to the sub-control board 80 has been cut off (step S86).

[0383] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), the backup flag is not set to ON, and the process proceeds to step S89. In this way, in the case where the power is cut off for some reason during the setting switching process and the main control RAM 600c is not normally backed up, it can be detected in step S21 shown in FIG. 34 described later.

[0384] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0385] Next, the main control CPU 600a sets the data writing to the main control RAM 600c to the prohibited state (step S89), clears the output data of all output ports (step S90), prohibits the timer interrupt (step S91), and repeats the infinite loop process to wait for the voltage to drop.

[0386] <Explanation of the main control: main process: setting switching process> Thus, after completing the power supply abnormality check process (step S72) through the above-described process, the main control CPU 600a creates the switch edge data of the RAM clear switch 620 signal and the switch edge data of the setting key switch 630 signal from the level data of the RAM clear switch 620 and the level data of the setting key switch 630 for the previous time and this time (step S73). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c.

[0387] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c. If the setting key switch 630 is ON (step S74: NO), the process proceeds to step S75. If the setting key switch 630 is OFF (step S74: YES), the process proceeds to step S77.

[0388] Next, if the RAM clear switch 620 is ON (step S75: YES), the main control CPU 600a increments the value of the W register (+1) (step S76) and returns to the process of step S64.

[0389] On the other hand, if the RAM clear switch 620 is OFF (step S75: NO), the process returns to the process of step S77.

[0390] Thus, the above process is repeated until the setting key switch 630 is turned off. When the setting key switch 630 is turned off, the main control CPU 600a overwrites the value in the W register with the set value of the probability (e.g., the set values of "00H" to "05H" corresponding to "1" to "6") for generating a special game state advantageous to the player stored in the RAM area 600ca (see FIG. 4(a)) within the used area of the main control RAM 600c and stores it (step S77).

[0391] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S78).

[0392] Next, the main control CPU 600a transmits a setting switchover end command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S79).

[0393] <Explanation of main control: Main process> Thus, after going through the above process and finishing the setting switchover process (step S19) shown in FIG. 33, the main control CPU 600a proceeds to the process of step S26 shown in FIG. 34.

[0394] On the other hand, the main control CPU 600a checks whether the signals of the RAM clear switch 620 and the setting key switch 630 are all ON (step S18). If they are not all ON (step S18: NO), the main control CPU 600a performs the process of step S20 shown in FIG. 34.

[0395] That is, the main control CPU 600a obtains the set value of the probability (e.g., the set values of "00H" to "05H" corresponding to "1" to "6") for generating a special game state advantageous to the player stored in the RAM area 600ca (see FIG. 4(a)) within the used area of the main control RAM 600c, and checks whether it is less than or equal to the set maximum value (e.g., "05H" corresponding to "6") (step S20). If it is less than or equal to the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0396] <Main control: Explanation regarding main processing: RAM error processing> If it is not less than the set maximum value (Step S20: NO), or if the backup flag is not set to ON (Step S21: NO), the main control CPU 600a transmits a RAM error command (production control command DI_CMD) indicating a RAM error to the sub-control board 80 (Step S22).

[0397] Next, the main control CPU 600a outputs an error display to the LED data port (Step S23).

[0398] Next, the main control CPU 600a performs a power failure check process (Step S24), returns to the process of Step S23, and repeats the process. Note that this power failure check process is the same process as the power failure check process shown in FIG. 36.

[0399] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (Step S21: YES), the signal of the RAM clear switch 620 is checked (Step S25).

[0400] <Main control: Explanation regarding main processing: RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process shown in FIG. 33 (step S19) is performed, the main control CPU 600a does not clear the external RAM area 600cf (see FIG. 4(a)) outside the used area of the main control RAM 600c and the external stack area 600cg (see FIG. 4(a)) outside the used area of the main control RAM 600c, but clears the internal RAM area 600ca (see FIG. 4(a)) within the used area of the main control RAM 600c and the internal stack area 600cc (see FIG. 4(a)) within the used area (step S26). Since the internal RAM area 600ca (see FIG. 4(a)) and the internal stack area 600cc (see FIG. 4(a)) within the used area of the main control RAM 600c are cleared, the game state becomes the normal game state. Therefore, at this time, since the game stop flag indicating the game stop due to the operation of the suppression device (saving function) is cleared, the game stop state is released. Also, when the game is stopped due to an illegal error, the illegal game stop flag is also cleared.

[0401] Next, the main control CPU 600a executes a save process of saving the contents of the register group in the main control CPU 600a to the internal stack area 600cc (see FIG. 4(a)) within the used area of the main control RAM 600c (step S27).

[0402] Next, the main control CPU 600a reads the program stored in the external program area 600be of the main control ROM 600b shown in FIG. 4(b) and executes an external area process during RAM clear (step S28).

[0403] <Explanation of the external area process during RAM clear in the main control> Here, the external area process during RAM clear will be described in detail with reference to FIG. 37. As shown in FIG. 37, the main control CPU 600a saves the stack pointer in the used area (during normal processing) to the internal RAM area 600ca (see FIG. 4(a)) within the used area of the main control RAM 600c, and sets the stack pointer address outside the used area to the stack pointer inside the main control CPU 600a (step S100).

[0404] Next, the main control CPU 600a sets (clears) 0 to the suppression device operation flag stored in the RAM area 600ce outside the used area of the main control RAM 600c (step S101), and restores the stack pointer during normal processing that has been saved to the stack area 600cg outside the used area of the main control RAM 600c (see Fig. 4(a)) (step S102). Then, the main control CPU 600a finishes the processing outside the used area during RAM clearing. Note that the suppression device operation flag is a flag indicating whether the suppression device (saving function) has operated.

[0405] <Main control: Explanation of main processing> After thus finishing the processing outside the used area during RAM clearing, the main control CPU 600a reads out the program stored in the program area 600ba within the used area of the main control ROM 600b shown in Fig. 4(b), and at step S27 shown in Fig. 34, restores the contents of the register group in the main control CPU 600a that has been saved to the stack area 600cc within the used area of the main control RAM 600c (see Fig. 4(a)) (step S29). Then, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S30), and sets the timer for outputting the security signal output to a hall computer (not shown) used for hall game island management in the hall (game arcade) via an external terminal (not shown) to 30 seconds (30s) (step S31).

[0406] Next, the main control CPU 600a performs initial value setting on a part of the main control RAM 600c (step S32), and proceeds to the processing of step S44.

[0407] <Main control: Explanation of main processing> On the other hand, if the signal of the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires the door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open and the signal of the setting key switch 630 (step S33), and checks whether all of them are ON (step S34). If not all of them are ON (step S34: NO), the process proceeds to step S43.

[0408] <Explanation regarding the main control: main process: setting confirmation process> On the other hand, if all of them are ON (step S34: YES), the main control CPU 600a transmits a set value command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S35).

[0409] Next, the main control CPU 600a sets a timer for 30 seconds (30 s) to output a security signal that is output to a hall computer (not shown) used for managing game islands in the hall (game arcade) via an external terminal (not shown). (step S36).

[0410] Next, the main control CPU 600a sets the security signal output to the hall computer (not shown) used for managing game islands in the hall (game arcade) to ON via an external terminal (not shown), and outputs the security signal to the hall computer (not shown) for 30 seconds (30 s) set by the above timer via an external terminal (not shown). (step S37).

[0411] Next, the main control CPU 600a outputs the set value to the LED data port (step S38).

[0412] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so as to take a 4 ms wait, and performs a countdown process (step S39).

[0413] Next, the main control CPU 600a performs a power failure check process (step S40). Note that this power failure check process is the same process as the power failure check process shown in FIG. 36.

[0414] Next, the main control CPU 600a creates switch edge data of the setting key switch 630 signal from the level data of the setting key switch 630 for the previous time and this time (step S41). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).

[0415] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S42). If the setting key switch 630 is ON (step S42: NO), the process returns to the process of step S38.

[0416] <Explanation of the main control: main process> On the other hand, if the setting key switch 630 is OFF (step S42: YES), initial values such as a backup flag and an error detection timer are set in a part of the main control RAM 600c (step S43). Note that at this time, when the game is stopped due to an illegal error, the initial value is set (cleared) in the illegal game stop flag. Therefore, even if the pachinko game machine 1 is powered off and restored without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game stop state due to the illegal error is resolved.

[0417] Thus, in this embodiment, by clearing the main control RAM 600c due to backup abnormality or performing a setting change process for the setting content of the probability of generating a game state advantageous to the player as an abnormality of the main control RAM 600c, the main control RAM 600c is cleared and the game program is started. As a result, even if the value related to the prize balls stored in the main control RAM 600c has been rewritten due to the influence of an illegal error, the situation where the hall (game arcade) side suffers disadvantages can be reduced, and thereby, appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.

[0418] Next, the main control CPU 600a transmits a command (production control command DI_CMD) indicating whether it is a power-off recovery by RAM clearing or a power-off recovery by backup to the sub-control board 80 (step S44).

[0419] Next, the main control CPU 600a performs a game state notification information update process for updating the game state notification information (step S45).

[0420] Next, the main control CPU 600a executes a save process for saving the contents of the register group in the main control CPU 600a to the stack area 600cc (see FIG. 4(a)) within the used area of the main control RAM 600c (step S46).

[0421] Next, the main control CPU 600a reads out the program stored in the program area 600be outside the used area of the main control ROM 600b shown in FIG. 4(b) and executes an outside-used area game start setting (step S47).

[0422] <Explanation of the outside-used area game start setting of the main control> Here, regarding the start setting of the out-of-use area game, a detailed explanation will be given with reference to FIG. 38. As shown in FIG. 38, the main control CPU 600a saves the stack pointer in the in-use area (during normal processing) to the in-RAM area 600ca (see FIG. 4(a)) of the main control RAM 600c, and sets the stack pointer address outside the use area to the stack pointer inside the main control CPU 600a (step S110).

[0423] Next, the main control CPU 600a sets 0 (clears) to the difference ball counter stored in the out-of-use area RAM area 600ce of the main control RAM 600c (step S111), and sets 0 (clears) to the operation status status stored in the out-of-use area RAM area 600ce of the main control RAM 600c (step S112).

[0424] Next, the main control CPU 600a restores the stack pointer during normal processing saved to the out-of-use area stack area 600cg (see FIG. 4(a)) of the main control RAM 600c (step S113). Then, the main control CPU 600a finishes the start setting of the out-of-use area game.

[0425] By the way, this operation status status is a status for managing the status up to 95000 when the suppression device (saving function) operates. Specifically, if the value of the difference ball counter is 0 to 89999, the operation status status is "0", if the value of the difference ball counter is 90000 to 90999, the operation status status is "1", if the value of the difference ball counter is 91000 to 91999, the operation status status is "2", if the value of the difference ball counter is 92000 to 92999, the operation status status is "3", if the value of the difference ball counter is 93000 to 93999, the operation status status is "4", and if the value of the difference ball counter is 94000 to 94999, the operation status status is "5".

[0426] <Explanation of the main control: Main processing> Thus, after finishing such out-of-use-area game start settings, the main control CPU 600a reads out the program stored in the in-use-area program area 600ba of the main control ROM 600b shown in FIG. 4(b), and at step S46 shown in FIG. 34, restores the contents of the register group in the main control CPU 600a that had been saved in the stack area 600cc (see FIG. 4(a)) within the use area of the main control RAM 600c (step S48).

[0427] Therefore, if such processing is performed, if the RAM clear switch 620 is pressed, at step S28, the suppression device operation flag is cleared, and at step S47, the difference ball counter and the operation status status are cleared. Therefore, as described above, when the RAM clear switch 620 is pressed, the content related to the suppression device (saving function) in the out-of-use-area RAM area 600ce is cleared.

[0428] On the other hand, when the RAM clear switch 620 is not pressed and the backup restoration process is executed, step S28 is not executed, and only step S47 is executed. Therefore, during the backup restoration process, the difference ball counter and the operation status status are cleared. Therefore, as described above, during backup restoration, a part of the out-of-use-area RAM area 600ce related to the suppression device (saving function) is cleared.

[0429] Thus, as shown in FIG. 34, after executing the process of step S48, the main control CPU 600a acquires the game stop flag stored in the in-use-area RAM area 600ca and checks the value (step S49). If 5AH is not set in the game stop flag (step S49: ≠ 5AH), the main control CPU 600a determines that the game was not stopped before the power-off and proceeds to the process of step S51.

[0430] On the other hand, if 5AH is set in the game stop flag (step S49 := 5AH), the main control CPU 600a determines that the game has already stopped before power-off, and sends a game stop command (production control command DI_CMD) to the sub-control board 80 (step S50). In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the game stop to be displayed on the liquid crystal display device 41 to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, on the liquid crystal display device 41, as shown in FIGS. 6(c), 7(d), 9(c), 10(d), 11(d), 12(d), 13(c-2), 14(b), (c), 15(b), a display saying "The saving function has been activated. Today's game has ended" is displayed.

[0431] Next, the main control CPU 600a acquires the suppression device operation flag stored in the off-use area RAM area 600ce and checks the value (step S51). If 5AH is not set in the suppression device operation flag (step S51 ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not operating, and proceeds to the process of step S54.

[0432] On the other hand, if 5AH is set in the suppression device operation flag (step S51 := 5AH), the main control CPU 600a determines that the suppression device (saving function) is operating, and acquires the special symbol big win operation flag and the special symbol small win operation flag stored in the in-use area RAM area 600ca and checks the values (step S52). If 5AH is not set in either the special symbol big win operation flag or the special symbol small win operation flag (step S52: NO), the main control CPU 600a determines that it is not during a big win game or a small win game, and even if 5AH is set in the suppression device operation flag, it does not perform the process of step S53 described later and proceeds to the process of step S54.

[0433] On the other hand, if 5AH is set in either the special symbol big win activation flag or the special symbol small win activation flag (step S52: YES), the main control CPU 600a determines that it is during a big win game or a small win game, and sends a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80 (step S53). That is, when 5AH is set in the suppression device activation flag and it is during a big win game or a small win game, the main control CPU 600a sends a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display game stop to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays, as shown in FIGS. 7(c), 9(b), 11(b)-(c), 12(b)-(c), 15(a), a message such as "It is during a big win. Please continue the game. The saving function will be activated after the win ends." In the case of a small win, it is during a small win.

[0434] After thus finishing such processing, the main control CPU 600a sets the internal function register (step S54). Specifically, it sets the emission control signal to ON and sends it to the payout / emission control board 70. As a result, the payout / emission control board 70 controls to start the operation of emitting a game ball. Also, it sets a CTC (Counter Timer Circuit) having functions such as a function of creating a pulse output at a fixed period provided inside the main control CPU 600a and a time measurement function. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4 ms.

[0435] Next, the main control CPU 600a reads the program stored in the program area 600be outside the usage area of the main control ROM 600b shown in FIG. 4(b) with the interrupt to itself set to the prohibited state (step S55), and performs the process of the bonus ball winning count management process 1 for calculating performance such as the total number of game balls launched into the game area 40 including the number of bonus balls and the number of non-winning times (step S56). Then, the main control CPU 600a updates various random number counters based on the program stored in the program area 600ba within the usage area of the main control ROM 600b shown in FIG. 4(b) (step S57), then returns to the interrupt enabled state (step S58), returns to step S55, and performs a loop process of repeatedly performing the processes of steps S55 to S58.

[0436] <Main control: Explanation of the bonus ball winning count management process 1> Here, referring to FIGS. 39 to 40, the bonus ball winning count management process 1 will be described in detail.

[0437] As shown in FIG. 39, the bonus ball winning count management process 1 first executes a save process of saving the contents of the register group in the main control CPU 600a to the stack area 600cg outside the usage area of the main control RAM 600c (see FIG. 4(a)) (step S120).

[0438] Next, the main control CPU 600a initializes the RAM area 600ce outside the usage area of the main control RAM 600c (see FIG. 4(a)) (step S121).

[0439] <Main control: Explanation of the initialization of the RAM area outside the usage area> Regarding this point, explaining in more detail with reference to FIG. 40, as shown in FIG. 40, first, the main control CPU 600a (see FIG. 4) checks the RAM error flag (step S130). If the RAM error flag is set to ON, it is determined that it does not indicate any value from "1" to "6" (step S130: YES), and an abnormality has occurred in the main control RAM 600c (RAM error), and the processes of steps S131 and S132 are not performed, and the process proceeds to step S133.

[0440] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that it indicates any value from "1" to "6" (step S130: NO), and acquires the value of the initialized flag (step S131). Next, the main control CPU 600a checks whether the acquired value of the initialized flag is 5AH (step S132). If it is not 5AH (step S132: NO), it sets 5AH in the initialized flag (step S133), initializes (clears) the RAM area 600ce outside the used area (see Fig. 4(a)) (step S134), and ends the initial setting process of the RAM area outside the used area. On the other hand, if it is 5AH (step S132: YES), it determines that the RAM area 600ce outside the used area has already been initialized, and ends the initial setting process of the RAM area outside the used area.

[0441] Therefore, in this way, when the acquired set value does not indicate any value from "1" to "6", there is a possibility that the measurement (described later) according to the current set value is not performed normally. Therefore, even if it has been initialized, the RAM area 600ce outside the used area of the main control RAM 600c (see Fig. 4(a)) may be cleared.

[0442] <Explanation of the main control: Prize ball winning number management process 1> Thus, as shown in Fig. 39, after the main control CPU 600a initializes the RAM area 600ce outside the used area of the main control RAM 600c (step S121), it executes a counting process (step S122) and a counting process (step S123). Then, the main control CPU 600a restores the content of the register saved in the stack area 600cg outside the used area of the main control RAM 600c (see Fig. 4(a)) (step S124), and ends the prize ball winning number management process 1.

[0443] <Explanation of the main control: Timer interrupt process> Next, referring to Fig. 41, the above-described main process is interrupted, and a timer interrupt program that starts every 4 ms will be described.

[0444] When this timer interrupt occurs, a save process is executed to save the contents of the register group in the main control CPU 600a to the stack area 600cc (see Fig. 4(a)) within the used area of the main control RAM 600c (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same as the power supply abnormality check process shown in Fig. 36.

[0445] Next, the main control CPU 600a acquires the game stop flag stored in the RAM area 600ca within the used area and checks its value (step S202). If 5AH is set in the game stop flag (step S202 := 5AH), the main control CPU 600a determines that the game is stopped and proceeds to the process of step S208.

[0446] On the other hand, if 5AH is not set in the game stop flag (step S202 ≠ 5AH), the main control CPU 600a acquires the suppression device activation flag stored in the RAM area 600ce outside the used area and checks its value (step S203). If 5AH is not set in the suppression device activation flag (step S203 ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated and proceeds to the process of step S211.

[0447] On the other hand, if 5AH is set in the suppression device activation flag (step S203 := 5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, acquires the special symbol big win activation flag and the special symbol small win activation flag stored in the RAM area 600ca within the used area, and checks their values (step S204). If 5AH is not set in either the special symbol big win activation flag or the special symbol small win activation flag (step S204: NO), the main control CPU 600a determines that it is not during a big win game or a small win game, and sets 5AH in the game stop flag stored in the RAM area 600ca within the used area (step S205).

[0448] On the other hand, if 5AH is not set in either the special symbol big win activation flag or the special symbol small win activation flag (step S204: YES), the main control CPU 600a determines that it is during a big win game or a small win game, and proceeds to the process of step S211.

[0449] Thus, after the main control CPU 600a executes the process of step S205, it sets the external output information (security information) (step S206), and transmits a game stop command (production control command DI_CMD) to the sub-control board 80 (step S207). In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the game stop to be displayed on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays "The saving function has been activated. Today's game is over" as shown in FIGS. 6(c), 7(d), 9(c), 10(d), 11(d), 12(d), 13(c-2), 14(b), (c), 15(b).

[0450] Next, the main control CPU 600a turns off the solenoid port (step S208) and turns off the LED common port (step S209). As a result, as described with reference to FIG. 15, the variation for the winning start hold ball is not executed, and the display of the number of start hold balls can also be made non-displayed. Thereby, the player can be made to recognize that what was on hold for variation has become invalid. When detecting an illegal act, even when the game is stopped, the main control CPU 600a is made to check the illegal game stop flag used when detecting the illegal act, and if 5AH is set, the main control CPU 600a may be made to perform the same process.

[0451] Next, the main control CPU 600a transmits a command to stop the launch of the game balls to the payout / launch control board 70 (step S210), and proceeds to the process of step S221.

[0452] On the other hand, if 5AH is not set in the suppression device operation flag (step S203: ≠ 5AH), or if 5AH is not set in either the special symbol big win operation flag or the special symbol small win operation flag (step S204: YES), the main control CPU 600a receives the ON / OFF signals of various switches including the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), the upper right general winning port switch 49a1 (see FIG. 3), the upper left general winning port switch 49b1 (see FIG. 3), the middle left general winning port switch 49c1 (see FIG. 3), the lower left general winning port switch 49d1 (see FIG. 3), the out port switch 50a (see FIG. 3), and the big winning port switch 46c (see FIG. 3). The ON / OFF signal levels and their rising states are stored in the RAM area 600ca (see FIG. 4(a)) within the used area of the main control RAM 600c (step S211). Note that, as shown in FIG. 41, this process is not executed when 5AH is set in the game stop flag (step S202: = 5AH). Therefore, if a game ball launched into the game area 40 using the launch handle 16 before the game stop still exists in the game area 40 after the game stop, even if the game ball enters the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, or the lower left general winning port switch 49d1, the game ball will not be detected. This is because if the ON / OFF state of the switch is affected by fraud such as radio wave interference and a bonus ball is generated, if this switch management process is executed even after the game stop, there is a possibility of illegally obtaining a bonus ball during the game stop. Therefore, by doing so, the risk of causing damage to the hall (game arcade) side can be reduced.

[0453] Next, the main control CPU 600a performs a timer subtraction process on various timers (such as a normal symbol variation timer and a normal symbol accessory timer) that manage the time of each game operation (step S212).

[0454] Next, the main control CPU 600a performs a random number management process (step S213). Specifically, it performs a process of updating random numbers such as normal symbols and special symbols used for win / loss lottery.

[0455] Next, the main control CPU 600a executes a normal symbol process (step S214). This normal symbol process executes a win / loss lottery for the normal symbol and determines the variation pattern and stop display state of the normal symbol based on the lottery result. The details of this process will be described later.

[0456] Next, the main control CPU 600a executes a normal electric accessory management process (step S215). Based on the lottery result of the normal symbol process (step S214), this normal electric accessory management process generates a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 3) necessary for the occurrence of a normal electric accessory release game.

[0457] Next, the main control CPU 600a executes a special symbol process (step S216). In this special symbol process, a win / loss lottery for the special symbol is executed, and the variation pattern and stop display mode of the special symbol are determined based on the lottery result. The details of this process will be described later.

[0458] Next, the main control CPU 600a executes a special electric accessory management process (step S217). In this special electric accessory management process, mainly when the jackpot lottery result is "jackpot" or "minor win", setting processes necessary for executing and controlling the corresponding winning game are performed. At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 3) is also generated.

[0459] Next, the main control CPU 600a performs right-handed notification information management processing (step S218). In this right-handed notification information management processing, when the opening / closing member (not shown) of the pachinko machine (ordinary electric accessory) is in an open state and the guiding member (not shown) is in an extended guiding state, or when the opening / closing door 46a is opened and the big winning opening (not shown) is opened, etc., processing is performed to present a "launch position guidance effect (right-handed notification effect)" that performs right-handed instruction notification in a situation where right-handed is advantageous. When the right-handed notification effect is performed, in this right-handed notification information management processing, a command (effect control command DI_CMD) regarding the right-handed notification effect is transmitted to the sub-control board 80 (sub-control CPU 800a). In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the determined stop symbol (ordinary symbol stop symbol) to be displayed on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, on the liquid crystal display device 41, as shown in FIGS. 7(a) to (c), FIGS. 8(a) to (d), FIGS. 9(a) to (b), FIGS. 10(a) to (c), FIGS. 11(a) to (c), FIGS. 12(a) to (c), FIGS. 13(b-1), (b-2), (c-1), FIGS. 14(a-1), (a-2), FIG. 15(a), FIGS. 16(a) to (d), it will be displayed as "right-handed".

[0460] Next, the main control CPU 600a executes LED management processing (step S219).

[0461] Next, the main control CPU 600a performs solenoid management processing (step S222). At this time, the main control CPU 600a checks the signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 3) generated in the normal electric accessory management processing (step S215), and also checks the signal related to the control of the special electric accessory solenoid 46b (see FIG. 3) generated in the special electric accessory management processing (step S217). Then, based on this signal, the operation / stop of the normal electric accessory solenoid 45b2 or the special electric accessory solenoid 46b is controlled, and the time during which the opening / closing member (not shown) of the electric chute (normal electric accessory) is in the open state and the guiding member (not shown) is in the guiding state is in the extended state / non-extended state, or the opening / closing door 46a (see FIG. 2) operates so that the large winning opening (not shown) opens or closes.

[0462] Next, the main control CPU 600a performs error management processing (step S221). The error management processing determines whether there is an abnormality inside the device, such as when the supply of game balls stops, or when the game balls jam, or when there is a disconnection in the special symbol 1 start port switch 44a (see FIG. 3), special symbol 2 start port switch 45a1 (see FIG. 3), normal symbol start port switch 48a (see FIG. 3), upper right general winning port switch 49a1 (see FIG. 3), upper left general winning port switch 49b1 (see FIG. 3), middle left general winning port switch 49c1 (see FIG. 3), lower left general winning port switch 49d1 (see FIG. 3), out port switch 50a (see FIG. 3), big winning port switch 46c (see FIG. 3). When any error occurs (this error includes the case where the cheating behavior of the player is detected by the cheating detection board 55), a command (production control command DI_CMD) corresponding to the error is transmitted to the sub-control board 80. In response to this, the sub-control CPU 800a transmits a command list regarding the image (video) for error display to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, and thus an error display as described with reference to FIG. 14 is displayed on the liquid crystal display device 41. When other errors are cleared except for the case where the cheating behavior of the player is detected by the cheating detection board 55, the main control CPU 600a transmits a command (production control command DI_CMD) corresponding to the error clearance to the sub-control board 80.

[0463] By the way, as shown in FIG. 41, this error management processing will be executed even if 5AH is set in the game stop flag (step S202 := 5AH). This is because even if the game is in a stopped state, specific errors as described with reference to FIG. 14 must be notified, so the error management processing is executed.

[0464] Next, the main control CPU 600a executes a prize ball management process (step S222). In this prize ball management process, a payout control command PAY_CMD for causing the payout control board 70 (see FIG. 3) to perform a payout operation is output. Further, in this prize ball management process, the main control CPU 600a transmits an expected number of acquired balls command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the liquid crystal display device 41 to display the expected number of acquired balls to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. Thus, on the liquid crystal display device 41, the expected number of acquired balls as shown in FIGS. 8(a) to (d), FIGS. 9(a) to (b), FIGS. 10(a) to (c), FIGS. 11(a) to (d), FIGS. 12(a) to (d), FIGS. 13(b-1), (b-2), (c-1), FIG. 15(a), FIGS. 16(a) to (d) will be displayed.

[0465] Incidentally, as shown in FIG. 41, this prize ball management process will be processed even if 5AH is set in the game stop flag (step S202 := 5AH). Therefore, even if the game is in a stopped state, the payout / firing control board 70 will execute the payout of game balls regarding prize balls for which the payout has not yet been completed. Thus, in this way, it is possible to eliminate the situation where game balls that should originally be paid out are not paid out due to the game stop, so that appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games. Further, in this way, the random number update process by the random number circuit, the random number acquisition process, and the update of the number of balls on hold at start can be performed in the same manner as before the difference balls reach 95,000. As a result, it is not necessary to separate the processing when the difference balls reach 95,000 and when they do not reach 95,000 during the jackpot game, so the processing load can be reduced.

[0466] Next, the main control CPU 600a executes external terminal management processing (step S223). In this external terminal management processing, predetermined game information such as the number of winning occurrences, the number of fluctuations of special symbols, winning ball detection information for the winning port, time shortening game state information, and security information during a winning game is output from an external terminal (not shown) to a hall computer (...

Claims

1. An out number detection means for detecting a game ball that is launched into the game area or discharged from the game area to outside the game area, A winning number detection means for detecting a game ball that has passed through a winning port, A counting counter that counts according to the out number based on the detection result of the out number detection means and the game value number based on the detection result of the winning number detection means, A game operation stop means for stopping the game operation when the counting counter exceeds a predetermined value, A prior notification means for notifying game stop prior information regarding the game stop state when exceeding a specific value which is a stage before the counting counter exceeds a predetermined value, And a display means for performing a win number display that changes according to the game value number obtained during the winning game, The game operation stop means, During the winning game, when the counting counter exceeds a predetermined value, while stopping the game operation when the winning game ends, during the winning game, the player can obtain game values, The display means, During the winning game, performs a game value acquisition planned display representing the number of game values that the player can obtain, The game operation stop means, In a state where the display means displays that the number of game values represented by the game value acquisition planned display displayed on the display means is more than the number of game values until the game stop state represented by the game stop prior information, the game operation can be shifted to a state of stopping before the player obtains all of the game values represented by the game value acquisition planned display, A gaming machine that, after stopping the game operation, erases or makes non - display the game value acquisition planned display displayed on the display means.

2. An out number detection means for detecting a game ball that is launched into the game area or discharged from the game area to outside the game area, A winning number detection means for detecting a game ball that has passed through a winning port, A counting counter that counts according to the number of outs based on the detection result of the out number detection means and the number of game values based on the detection result of the winning number detection means; Game operation stop means for stopping the game operation when the counting counter exceeds a predetermined value; Notification means for notifying game stop pre-information regarding the game stop state when a specific value that is a stage before the counting counter exceeds a predetermined value is exceeded; During the winning game, it has display means for performing a win count display that changes according to the number of game values obtained; The game operation stop means is as follows: During the winning game, when the counting counter exceeds a predetermined value, while stopping the game operation when the winning game ends, during the winning game, the player can acquire game values; The display means is as follows: During the winning game, after the winning game ends, it is possible to perform a game value acquisition scheduled display indicating that there is a high possibility that the winning game will be executed again; The game operation stop means is as follows: When the number of game values represented by the win count display displayed on the display means becomes more than the number of game values up to the game stop state represented by the game stop pre-information, there may be a transition to a state where the game operation is stopped. At this time, before the player acquires the game values represented by the game value acquisition scheduled display, it is possible to transition to a state where the game operation is stopped; A gaming machine that, after stopping the game operation, erases or makes non-display the game value acquisition scheduled display displayed on the display means.

3. During the winning game, when the counting counter exceeds a predetermined value, it further has stop notification means for notifying that the game operation is stopped when the winning game ends; The display means is as follows: The gaming machine according to claim 1, wherein even when it is notified by the stop notification means that the game operation is stopped, the game value acquisition scheduled display is not changed, and the win count display obtained by the player is changed.

4. During the hit game, when the counting counter exceeds a predetermined value, there is further provided a stop notification means for notifying that the game operation is stopped when the hit game ends. The display means The gaming machine according to claim 2, wherein even if the stop notification means notifies that the game operation is stopped, after the end of the hit game, the display of the planned acquisition of game value indicating that there is a high possibility that the hit game will be executed again is not changed, and the display of the number of acquisitions obtained by the player is changed.

Citation Information

Patent Citations

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