Game machine

The gaming machine addresses the lack of engagement in conventional gaming machines by implementing a dynamic system that varies gaming states based on winning lotteries, enhancing player interest through special games and symbol displays.

JP2025092648AActive Publication Date: 2025-06-19KYORAKU IND CO LTD
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Patent Information

Application Number
JP2025056463
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-06-19
Estimated Expiration
2041-06-14

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to significantly enhance player interest through dynamic and engaging game effects on liquid crystal screens.

Method used

A gaming machine that determines a winning lottery based on the establishment of a start condition, allowing for the execution of a special game (big win game) when a predetermined special result is achieved, and varying the display of symbols to create different gaming states with varying probabilities and time durations.

Benefits of technology

The proposed solution enhances player interest by creating varied and dynamic gaming states with different probabilities and time durations, making the game more engaging and exciting.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: A game machine 1 performs determination on the basis of satisfaction of a start condition in which game balls enter a first start pocket 45 or a second start pocket 47, and can execute a special game advantageous to a player when a variation display of a pattern executed based on the determination becomes a predetermined, special result. The game machine 1 performs a game by shifting among multiple kinds of game states such as a game state executable after execution of a special game and a game state executable on the basis of satisfaction of a predetermined condition for displaying a predetermined losing pattern.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] In conventional gaming machines, based on determination information obtained based on winning of a game medium in a start area, it is determined whether to execute a big win game advantageous to the player, and a game effect corresponding to the result of the determination is generally executed (see, for example, Patent Document 1).

[0003] Some of such gaming machines include a main control board that controls the progress of the game, and a sub-control board that controls the game effect based on a signal (command) from the main control board.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] It is required that a gaming machine improves the interest of the game by an effect executed on a liquid crystal screen.

[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the interest of the game.

Means for Solving the Problems

[0007] In order to solve the above problems, according to the gaming machine (1) of the present invention, a determination (winning lottery) is performed based on the establishment of a start condition (winning of a game ball into the first start port 45 or the second winning port 47), and when the variable display of the symbol to be executed based on the determination becomes a predetermined special result (winning symbol), a special game (big win game) advantageous to the player can be executed. There is a predetermined losing display different from the special result. The predetermined losing display includes a first losing display and a second losing display. A first low-probability gaming state (normal gaming state, low-probability non-time shortening) and a second low-probability gaming state (third advantageous gaming state B (micro time shortening)) more advantageous to the player based on the establishment of a predetermined condition in which the second losing display is displayed. An advantageous gaming state (first advantageous gaming state, a time shortening, second advantageous gaming state, b time shortening, third advantageous gaming state A (c time shortening), third advantageous gaming state B (micro time shortening)) more advantageous to the player than the first low-probability gaming state (normal gaming state, low-probability non-time shortening) and the second low-probability gaming state (third advantageous gaming state B (micro time shortening)). In the second low-probability gaming state (third advantageous gaming state B (micro time shortening)), variable display can be executed with a first variable number of times or a second variable number of times greater than the first variable number of times. When the variable display of the determined variable number of times is executed in the second low-probability gaming state (third advantageous gaming state B (micro time shortening)), it shifts to the first low-probability gaming state (normal gaming state, low-probability non-time shortening). In the second low-probability gaming state (third advantageous gaming state B (micro time shortening)) determined by the second variable number of times, a predetermined effect (such as excitement) can be executed with the first variable number of times or the variable display a predetermined number of times before the first variable number of times.

Effect of the Invention

[0008] According to the present invention, the interest of the player can be improved.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] (First Embodiment) Hereinafter, the first embodiment of the present invention will be specifically described with reference to the drawings.

[0011] (Configuration of the Gaming Machine) First, the configuration of the gaming machine 1 will be described with reference to FIG. 1. FIG. 1 is an example of a front view of the gaming machine 1 in the present embodiment.

[0012] The gaming machine 1 is provided with an outer frame 2, a game board mounting frame 3 rotatably supported with respect to the outer frame 2, a glass frame 4 rotatably supported with respect to the game board mounting frame 3, and a game board 5 in which a game area 5a through which game balls flow down is formed.

[0013] The outer frame 2 has a decorative plate 2b attached to the lower front surface of a rectangular base frame 2a whose central portion is open in the front-rear direction, and is fixed to the island equipment of the game parlor via a fixing member (for example, nails or fasteners).

[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 via a first hinge mechanism portion 6 on one end side in the horizontal direction, and is rotatably supported with the first hinge mechanism portion 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated with respect to the outer frame 2 like a door, the back side of the game board mounting frame 3 is exposed forward, so that maintenance of various devices provided on the back side of the game board mounting frame 3 can be performed.

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge mechanism portion 7 on one end side in the horizontal direction, and is rotatably supported with the second hinge mechanism portion 7 as a fulcrum. Therefore, when the glass frame 4 is rotated with respect to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed.

[0016] An opening 8 (window portion) that opens in the front-rear direction is formed in a substantially central portion near the upper part of the glass frame 4, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached so as to close the opening 8 from the rear, and the game area 5a can be visually recognized through the opening 8 and the transparent member 8a.

[0017] Around the opening 8 of the glass frame 4, there are provided a sound output device 9 composed of a speaker, a frame lighting device 10 having a plurality of decorative lamps (LEDs), an upper tray 11 for storing a plurality of game balls such as game balls paid out from a game ball payout device 100 described later, a lower tray 12 for receiving and storing game balls that have flowed into an overflow ball flow path described later and cannot fit into the upper tray 11, and a launch operation device 13 capable of performing an operation for launching game balls.

[0018] The audio output device 9 is provided at two locations at the upper part of the glass frame 4 with a space therebetween, and performs an effect by sound (music, voice) by outputting BGM (background music), SE (sound effect), etc. Further, a plurality of frame lighting devices 10 are provided around the opening 8, and perform an effect by lighting by changing the irradiation direction and emission color of the light of each lamp (LED). Further, the frame lighting device 10 includes a notification LED 10a that is controlled to turn on / blink when the glass frame 4 is opened or when a payout abnormality described later occurs.

[0019] The upper plate 11 has a bottom surface of the storage portion 11a of the game balls inclined downward toward the direction side (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward inclination. When the game balls stored in the storage portion 11a of the upper plate 11 flow down and reach the ball feed solenoid 11b, the game balls are fed out one by one toward the game board mounting frame 3 side by the operation of the ball feed solenoid 11b.

[0020] Further, on the front side of the center of the upper plate 11, an effect button device 16 and a selection button device 18 (see FIG. 1), which function as input devices for performing determination operations and selection operations related to various effects described later, are provided side by side left and right.

[0021] The effect button device 16 is provided with an effect button 17 (not shown) capable of performing a determination operation or the like (operation input), an effect button detection switch 17a (see FIG. 2) for detecting an operation on the effect button 17, and a button drive device 17b (see FIG. 2) for driving the effect button 17, enabling a player to input predetermined information to the gaming machine 1.

[0022] The performance button 17 can perform performance lighting by lighting a performance button LED (full color), which is part of the frame lighting device 10 (see Fig. 2), in a predetermined light emission mode. It can move vertically between a standby position (origin position) located below and a performance position located above by the driving force of a button driving motor, which is part of the button driving device 17b, and / or perform a performance operation by vibrating in a predetermined vibration mode by the driving force of a button vibration motor, which is part of the button driving device 17b. It is detected by a button position detection sensor (not shown) that it is in the origin position.

[0023] The selection button device 18 is provided with a cross key 19 (not shown) capable of performing operations such as selection operations, and a cross key detection switch 19a (see Fig. 2) connected to the cross key 19 for detecting operations on the cross key 19, enabling a player to input predetermined information into the gaming machine 1.

[0024] Also, on the right side of the upper tray 11, there is provided a lending / return operation unit 20 capable of performing operations such as lending operations of game balls and returning operations of storage media such as cards storing the remaining amount. When a lending button (not shown) of the lending / return operation unit 20 is operated, the remaining amount stored in the storage media received by a ball lending machine (not shown) provided in the gaming machine 1 is subtracted, and game balls are lent out. When a return button (not shown) of the lending / return operation unit 20 is operated, the storage media is returned from the ball lending machine (not shown).

[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed for receiving game balls that cannot fit into the upper tray 11 and guiding them to the lower tray 12. Also, in the middle of the overflow ball flow path, a tray full detection switch 32a (see Fig. 2) for detecting that the lower tray 12 is full of game balls is provided, and the payout of game balls by a game ball payout device 100 described later is stopped while the fullness of the lower tray 12 is detected by the tray full detection switch 32a.

[0026] The firing operation device 13 includes a base 14 fixed to the glass frame 4, a firing handle 15 rotatably provided on the base 14, a touch sensor 15a (see FIG. 2) for detecting that the hand of the player touches the firing handle 15, a firing volume 15b (see FIG. 2) composed of a variable resistor whose resistance value changes according to the rotation angle of the firing handle 15, and a handle lighting device 15c for lighting the firing handle 15 in a predetermined manner. When the touch sensor 15a detects that the hand of the player touches the firing handle 15, the ball feeding solenoid 11b operates and the game balls are fed out one by one.

[0027] The handle lighting device 15c constitutes the front part of the firing handle 15 and is formed in a dome shape that bulges forward. A plurality of LEDs are arranged in the internal space defined by a lens member that can transmit light. By the emission of light from this LED, it is possible to execute a lighting effect for lighting the firing handle 15 in a predetermined manner.

[0028] The game board mounting frame 3 is provided with a game board mounting portion 25 for mounting the game board 5, a firing device 26 for firing game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a for detecting the opening (opening and closing) of the glass frame 4.

[0029] The game board mounting portion 25 is formed in a recessed shape with an opening at the front, approximately in the center near the upper part of the game board mounting frame 3, and can accommodate the game board 5 from the front. An opening that opens in the front-rear direction is provided at the back of the recess of the game board mounting portion 25, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.

[0030] The launching device 26 includes a hitting member 28 for launching a game ball, a solenoid 28b for driving the hitting member 28 (see Fig. 2), a launching rail 29 that slopes upward from the hitting member 28 toward the lower left end of the game board, and a stopper 30 for stopping the game ball A at the launching position, which is the lower inclined end of the launching rail 29. When the game ball sent out by the ball feeding solenoid 11b is received at the launching position, this game ball A is hit toward the game area 5a by the operation of the hitting member 28.

[0031] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a dedicated key is inserted into the keyhole of the cylinder and rotated in one direction, the lock of the game board mounting frame 3 is released and the game board mounting frame 3 can be opened and closed. When rotated in the other direction, the lock of the glass frame 4 is released and the glass frame 4 can be opened and closed.

[0032] At a position near the outer edge of the game board 5, a curved inner rail 35, a curved outer rail 36 located outside the inner rail 35, and a guiding member 37 for guiding the game ball toward the center of the game area 5a are provided. And a launching ball guiding path 38 for guiding the game ball launched by the launching device 26 between the inner rail 35 and the outer rail 36 to the upstream portion of the game area 5a is formed. Also, at the most downstream portion of the game area 5a, an out port 39 for guiding the flowing-down game ball outside the game area (the recovery portion of the game board mounting frame 3) is formed.

[0033] At approximately the center of the game area 5a, a frame-shaped decorative frame 40 called a so-called center case for restricting the entry of game balls into the interior is provided, and a production space 40a is formed inside the decorative frame 40. Also, on the side portion of the decorative frame 40, a warp device 41 for introducing the game ball flowing down the game area 5a into the interior of the decorative frame 40 is provided, and at the lower portion of the decorative frame 40, a stage portion 42 for rolling the game ball introduced into the interior of the decorative frame 40 by the warp device 41 and flowing it down below the decorative frame 40 is provided.

[0034] At the lower part of the game area 5a, a plurality (four in this embodiment) of general winning openings 43 into which game balls can always win (enter) are provided at intervals. When a game ball that has won (entered) the general winning opening 43 is detected by a general winning opening detection switch 43a (see Fig. 2), a predetermined number (for example, 10) of game balls are paid out as prize balls from a game ball payout device 100 (not shown) to the upper tray 11.

[0035] On both sides (left area and right area) of the game area 5a, general drawing gates 44 (general drawing start area) through which game balls can pass are respectively provided. When a game ball that has passed through the general drawing gate 44 is detected by a gate detection switch 44a (see Fig. 2), a winning lottery (auxiliary game determination) of the normal symbol is performed. The winning lottery of the normal symbol will be described later.

[0036] Below the lower part of the game area 5a and directly below the stage part 42, a first starting opening 45 (specific drawing start area) into which game balls can always win (enter) is provided. When a game ball that has won (entered) the first starting opening 45 is detected by a first starting opening detection switch 45a (see Fig. 2), a predetermined number of game balls (for example, 3) are paid out as prize balls from the game ball payout device 100 to the upper tray 11. In addition to the payout of the prize balls, a big win lottery (special game determination) of a first special symbol (identification information) described later is performed.

[0037] Below the first starting opening 45, a variable starting part 46 is provided that is converted from a closed state (basic mode) in which it is impossible or difficult for a game ball to win (enter) based on the establishment of a predetermined condition (winning the winning lottery of the normal symbol) to an open state (special mode) in which it is possible or easy for a game ball to win (enter).

[0038] The variable starting section 46 is provided with a second starting port 47 (special drawing starting area) into which a game ball can win (enter), a second starting port detection switch 47a (see FIG. 2) for detecting the winning (entry) of a game ball into the second starting port 47, a movable member 48 for converting (varying) the second starting port 47 between a closed state and an open state, and a second starting port opening / closing solenoid 48b (see FIG. 2) for opening / closing the conversion of the movable member 48. When the second starting port 47 is in the closed state, it is impossible or difficult for a game ball to win, and when the second starting port 47 is in the open state, it is possible or easy for a game ball to win (enter).

[0039] Further, when a game ball that has won (entered) the second starting port 47 is detected by the second starting port detection switch 47a, a predetermined number of game balls (for example, three) are paid out as prize balls from the game ball payout device 100 to the upper tray 11. In addition to the payout of prize balls, a jackpot lottery (special game determination) for a second special symbol (identification information) described later is performed.

[0040] Between the first starting port 45 and the variable starting section 46, a winning port lamp NR (not shown) for illuminating the periphery of the first starting port 45 and the variable starting section 46 in a predetermined manner is provided, and a light emission effect can be performed by emitting light with a board lighting device 76 having a plurality of lamps (such as full-color LEDs).

[0041] Above the guiding member 37 and downstream of the general drawing gate 44 on the right side, a variable winning section 49 is provided that is converted from a closed state (basic mode) in which it is impossible for a game ball to win (enter) based on the fulfillment of a predetermined condition (winning the jackpot lottery of the special symbol) to an open state (special mode) in which it is possible for a game ball to win (enter).

[0042] The variable winning section 49 is provided with a large winning opening 50 into which game balls can win (enter), a large winning opening detection switch 50a (see Fig. 2) for detecting the winning (entry) of game balls into the large winning opening 50, an opening / closing member 51 for converting (varying) the large winning opening 50 between a closed state and an open state, and a large winning opening opening / closing solenoid 51b for opening and closing the opening / closing member 51. When the large winning opening 50 is in the closed state, it is impossible or difficult for game balls to win. When the large winning opening 50 is in the open state, it is possible or easy for game balls to win (enter).

[0043] Also, when a game ball that has won (entered) the large winning opening 50 is detected by the large winning opening detection switch 50a, a predetermined number of game balls (for example, 15) are paid out as prize balls from the game ball payout device 100 to the upper tray 11.

[0044] On the back side of the game board 5, there are provided a general winning opening 43, a first start opening 45, a second start opening 47, and an out ball flow path for receiving and gathering the game balls detected by the general winning opening detection switch 43a, the first start opening detection switch 45a, the second start opening detection switch 47a, and the large winning opening detection switch 50a when they win the large winning opening 50, as well as the game balls that have flowed into the out opening 39, and allowing them to flow down while gathering. An out ball detection switch 52a is provided at the most downstream part of the out ball flow path. The game balls that have flowed down through this out ball flow path and are detected by the out ball detection switch 52a are discharged from the discharge port on the back side of the gaming machine 1 to the outside (island equipment) of the gaming machine 1.

[0045] Outside the gaming area 5a, there is a main information display device 59, which consists of a first special symbol display 60, a second special symbol display 61, a normal symbol display 62, a first special symbol hold display 63, a second special symbol hold display 64, a normal symbol hold display 65, a round number display 66 (see Figure 2) that displays the number of rounds when a jackpot game (special gaming state) described later is executed, and a right hit display 67 (see Figure 2) that prompts the player to shoot the game ball towards the right area of the gaming area 5a during the jackpot game (special gaming) or the time-saving gaming state, and a status confirmation display 68 (see Figure 2) that indicates that the game machine is set to a setting change mode or a setting confirmation mode described later.

[0046] Also, a winning probability display sticker is pasted near the main information display device 59 (not shown). The winning probability display sticker prints the winning probability (1 / 285 to 1 / 300) and the setting value (4 to 1) of the jackpot of the gaming machine 1 of the present embodiment. Note that the pasting position of this winning probability display sticker 200 is an example and is not limited to the vicinity of the main information display device 59, and it may be on the front (surface) of the gaming machine 1.

[0047] The first special symbol display 60 is a variable display for displaying (notifying) the result of the first special symbol jackpot lottery, which is performed on the condition that a game ball wins (enters) the first start port 45. The second special symbol display 61 is a variable display for displaying (notifying) the result of the second special symbol jackpot lottery, which is performed on the condition that a game ball wins (enters) the second start port 47. The normal symbol display 62 is a variable display for displaying (notifying) the result of the normal symbol winning lottery, which is performed on the condition that a game ball wins (enters) the normal symbol gate 44.

[0048] The jackpot lottery for the first special symbol means that when a game ball wins (enters) the first start port 45, a jackpot determination random value or the like (determination information) is acquired, and the acquired jackpot determination random value is compared with the jackpot determination value to determine whether it is a "jackpot". When the jackpot lottery for the first special symbol is conducted, the first special symbol display 60 displays the first special symbol in a variable manner, and after a predetermined time has elapsed, a stop display of the first special symbol indicating the lottery result is conducted. That is, the stop display of the first special symbol serves as the notification of the lottery result.

[0049] The jackpot lottery for the second special symbol means that when a game ball wins (enters) the second start port 47, a jackpot determination random value or the like (determination information) is acquired, and the acquired jackpot determination random value is compared with the jackpot determination value to determine whether it is a "jackpot". When the jackpot lottery for the second special symbol is conducted, the second special symbol display 61 displays the second special symbol in a variable manner, and after a predetermined time has elapsed, a stop display of the second special symbol indicating the lottery result is conducted. That is, the stop display of the second special symbol serves as the notification of the lottery result.

[0050] Note that the first special symbol display 60 and the second special symbol display 61 are each composed of a plurality of LEDs, and in the variable display of each special symbol, the LEDs of the corresponding display blink at a predetermined interval or in a predetermined order. When the special symbol is stopped and displayed, the LEDs light up in a mode (jackpot mode, losing mode) indicating the result of each jackpot lottery.

[0051] In this embodiment, "jackpot" means a state in which the right to execute a jackpot game (special game) is obtained in the jackpot lottery (special game determination) of the first special symbol or the jackpot lottery (special game determination) of the second special symbol. "Jackpot game" means a game state in which a round game in which the big winning port 50 is opened in a predetermined mode is conducted a predetermined number of times (for example, 4 times or 15 times).

[0052] Incidentally, the maximum number of times the big winning opening 50 can be opened and the maximum opening time in each round of the game are predetermined. However, even before reaching the maximum number of opening times or the maximum opening time, if a predetermined number of game balls (for example, 9 balls) are won (enter the ball) into the big winning opening 50, one round of the game ends. That is, the "big win game (special game)" is a game state that is advantageous for players who are likely to obtain prize balls. Incidentally, in this embodiment, any of a plurality of types of big win games with different degrees of advantage for the player can occur, which will be described in detail later.

[0053] The winning lottery of the normal symbol means that when a game ball passes through the normal symbol gate 44, a winning determination random value is obtained, and the obtained winning determination random value is compared with the winning determination value to determine whether it is a "win". Incidentally, when the winning lottery of the normal symbol is performed, the normal symbol display 62 displays the variation of the normal symbol, and after a predetermined time has elapsed, the stop display of the normal symbol indicating the lottery result is performed. That is, the stop display of the normal symbol serves as the notification of the lottery result.

[0054] Incidentally, the normal symbol display 62 is composed of one or a plurality of LEDs, and the LEDs blink at a predetermined interval or in a predetermined order during the variation display of the normal symbol. When the normal symbol is stopped and displayed, the LEDs light up in a mode (winning mode or losing mode) indicating the result of the winning lottery.

[0055] Incidentally, in this embodiment, "win" means a state in which the right to execute a winning state (auxiliary game) is obtained in the winning lottery of the normal symbol. "Winning game (auxiliary game)" means a game state in which the second start opening 47 is opened in a predetermined mode.

[0056] In addition, although the maximum number of openings and the maximum opening time of the second start port 47 in the winning game (auxiliary game) are predetermined, even before reaching the maximum number of openings or the maximum opening time, if a predetermined number of game balls (for example, nine) enter the second start port 47 (a winning ball enters), the winning game (auxiliary game) ends. That is, the "winning game (auxiliary game)" is a game state in which the variable display of the second special symbol is likely to be executed (the start condition of the variable display is likely to be satisfied). In addition, in the present embodiment, although a plurality of types of winning games (auxiliary games) with different degrees of advantage for the player are provided, details will be described later.

[0057] The first special symbol hold indicator 63 is composed of a plurality of LEDs and is for displaying the number of rights (first hold memory) for conducting the big win lottery (variable display of the first special symbol) of the first special symbol stored when a game ball wins (enters) the first start port 45, and lights up or blinks in a manner indicating the number of the first hold memory. Although the first hold memory can store up to four at most, it may be less than four or more than four.

[0058] The second special symbol hold indicator 64 is composed of a plurality of LEDs and is for displaying the number of rights (second hold memory) for conducting the big win lottery (variable display of the second special symbol) of the second special symbol stored when a game ball wins (enters) the second start port 47, and lights up or blinks in a manner indicating the number of the second hold memory. Although the second hold memory can store up to four at most, it may be less than four or more than four.

[0059] The normal symbol hold indicator 65 is composed of a plurality of LEDs and is for displaying the number of rights (normal symbol hold memory) for conducting the winning lottery (variable display of the normal symbol) of the normal symbol stored when a game ball wins (passes through) the normal symbol gate 44, and lights up or blinks in a manner indicating the number of the normal symbol hold memory. Although the normal symbol hold memory can store up to four at most, it may be less than four or more than four.

[0060] Note that the first special symbol display 60 and / or the second special symbol display 61 can also be configured by 7-segment LEDs. For example, when winning the jackpot lottery of the special symbol, "7" may be stopped and displayed, and when losing, "-" may be stopped and displayed. During the variable display, the LED may be turned off and "-" may be repeated. Before the start of the variable display of the special symbol, the stop result of the previous variable display is displayed by the lighting of the LED. Therefore, at the start of the variable display, starting from the extinguishing of the LED makes it easier to grasp that the variable display has started.

[0061] The round number display 66 is composed of a plurality of LEDs and is for displaying the round number when a jackpot state (special game state) occurs. At the start of the jackpot game, the lighting of the LEDs is started in a predetermined manner indicating the round number. During the jackpot game, the lighting of the LEDs is continued, and at the end of the jackpot game, the LEDs are turned off. For example, if it is a jackpot game with 2 rounds, only the fourth LED from the left is lit, and if it is a jackpot game with 16 rounds, all the LEDs are lit.

[0062] The right shot display 67 is composed of one LED and is for displaying a right shot display that prompts shooting a game ball toward the right game area during the jackpot state (special game state) and during the time-saving game state. During the jackpot state (special game state) and during the time-saving game state, the LED is lit.

[0063] The status confirmation display 68 is composed of one LED and is for indicating that it is set to the setting change mode or the setting confirmation mode described later. When shifting to the setting change mode or the setting confirmation mode, the lighting of the LED is started, and when the setting change mode or the setting confirmation mode ends, the LED is turned off. In this way, since the status confirmation display 68 indicating that it is set to the setting change mode or the setting confirmation mode is provided on the front (surface) of the gaming machine, it is possible to easily confirm whether it is set to the setting change mode or the setting confirmation mode.

[0064] Note that the installation position of the status confirmation display 68 is just an example and is not limited to the installation position of the present embodiment, and it may be the front (surface) of the gaming machine 1.

[0065] Also, in the present embodiment, the same display mode (lighting display) is used regardless of whether it is set to the setting change mode or the setting confirmation mode, but it may be displayed so that it is possible to recognize which mode it is set to. For example, when it is set to the setting change mode, the status confirmation display 68 may be lit, and when it is set to the setting confirmation mode, the status confirmation display 68 may be blinked. Or, when it is set to the setting change mode, either the status confirmation display 68 or a display of the second game information display device 69 may be lit, and when it is set to the setting confirmation mode, only the status confirmation display 68 may be lit.

[0066] Also, in the present embodiment, the status confirmation display 68 is provided as a dedicated display to indicate that it is set to the setting change mode or the setting confirmation mode, but it may be used in combination with other displays. For example, in the setting change mode and the setting confirmation mode, since the main information display device 59 and the second game information display device 69 described later are turned off, these display devices may be used. Specifically, one LED of either the main information display device 59 or the second game information display device 69 may be lit, or all LEDs of the main information display device 59 and the second game information display device 69 may be lit.

[0067] Inside the lower right part of the game area 5a, there is provided a sub information display device 80 including a sub first variable display 81, a sub second variable display 82, a sub first hold display 83, a sub second hold display 84, a sub normal pattern variable display 85, a sub normal pattern hold display 86, and a sub right hit display 87 that prompts shooting a game ball toward the right side area of the game area 5a (so-called right hit). Note that the sub information display device 80 is not provided with a display indicating that it is set to the setting change mode or the setting confirmation mode described later, such as the status confirmation display 68 described above.

[0068] The sub-first variable display 81 is for displaying (notifying) the result of the big win lottery of the first special symbol, and the sub-second variable display 82 is for displaying (notifying) the result of the big win lottery of the second special symbol. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks (variable display) at a predetermined interval, and when the corresponding special symbol stops being displayed, the result of the big win lottery (lights up in the case of a big win and goes out in the case of a loss) stops being displayed.

[0069] Note that in the sub-first variable display 81 and the sub-second variable display 82, it may be configured to blink during the variable display of the special symbol and light up or go out when the stop display is performed so that only whether the variable display of the special symbol is in progress can be grasped.

[0070] The sub-first hold display 83 is for displaying the number of first holds, and the sub-second hold display 84 is for displaying the number of second holds. Each is composed of two LEDs on the left and right. When the number of holds is "0", the left and right LEDs go out. When the number of holds is "1", the left LED lights up and the right LED goes out. When the number of holds is "2", the left and right LEDs light up. When the number of holds is "3", the left LED blinks and the right LED lights up. When the number of holds is "4", the left and right LEDs blink.

[0071] The sub-ordinary symbol variable display 85 is for displaying (notifying) the result of the hit lottery and is composed of one LED. When the variable display of the ordinary symbol starts, the LED blinks (variable display) at a predetermined interval. When the ordinary symbol stops being displayed, the mode indicating the result of the hit lottery (lights up in the case of a hit and goes out in the case of a loss) stops being displayed.

[0072] Note that in the sub-ordinary symbol variable display 85, it may be configured to blink during the variable display of the ordinary symbol and light up or go out when the stop display is performed so that only whether the variable display of the ordinary symbol is in progress can be grasped.

[0073] The sub-general drawing hold indicator 86 is for displaying the number of general drawing holds, and is composed of two LEDs arranged side by side. When the number of general drawing holds is "0", the left and right LEDs are turned off. When the number of general drawing holds is "1", the left LED is lit and the right LED is turned off. When the number of general drawing holds is "2", the left LED blinks and the right LED is lit. When the number of general drawing holds is "4", the left and right LEDs blink.

[0074] At the back of the production space 40a, a first image display device 70 (main liquid crystal) composed of a liquid crystal display is provided. In the lower part of the production space 40a and in front of the first image display device 70 (main liquid crystal), a second image display device 71 (sub liquid crystal) composed of a liquid crystal display with a smaller display area than the first image display device 70 (main liquid crystal) is provided. At the upper part of the production space 40a, a first movable member 73 imitating the face of a character is provided. At the right part of the production space 40a, a circular second movable member 74 is provided.

[0075] In the image display device composed of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), various production displays are performed according to the progress of the game. Examples of the production display include a customer waiting demo production executed during a customer waiting state (a standby state where the game is not in progress) in which the variable display of special symbols is not performed, and a variable production accompanied by the variable display of the production symbol 70a executed during the variable display of special symbols.

[0076] In the display unit (effective display area) of the first image display device 70 (main liquid crystal), three columnar variable display areas such as a left area, a central area, and a right area are formed. The variable display of the production symbol 70a is performed by scrolling the production symbol 70a displayed in each variable display area in the vertical direction (from top to bottom in this embodiment).

[0077] Note that the effect symbol 70a is composed of symbols indicating numbers from "1" to "9", for example, and the variable display of the effect symbol 70a is performed corresponding to (synchronized with) the variable display of the special symbol executed by the first special symbol display 60 and the second special symbol display 61. That is, the variable display of the effect symbol 70a is started corresponding to the start of the variable display of the special symbol, the effect symbol 70a is temporarily stopped (oscillating display) before the stop of the variable display of the special symbol, and the variable display of the effect symbol 70a is stopped (static display) corresponding to the stop display of the variable display of the special symbol. Note that as the effect symbol 70a, symbols indicating alphabets such as "A" to "F" may be provided in addition to the symbols indicating numbers.

[0078] Note that the "temporary stop display" refers to a state in which the effect symbol 70a shakes slightly or the effect symbol 70a is slightly deformed, making it appear to the player as if the effect symbol 70a has stopped (it is not completely stopped).

[0079] In the stop display of the effect symbol 70a, the effect symbol 70a stops for a predetermined time (for example, 0.5 seconds) in a predetermined manner (losing mode, jackpot mode, etc.) indicating the result of the jackpot lottery. The jackpot mode (special result mode) is a combination of the same effect symbols such as "777" or a combination of effect symbols with regularity such as "357", and the losing mode is other modes. Note that the mode of the variable display of the effect symbol 70a is not limited to this, and it may scroll in the left - right direction or may rotate (spin) on the spot.

[0080] Also, during the variable display of the effect symbol 70a, various effect images and movies such as reach effects, background images, characters, etc. are displayed on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub - liquid crystal) according to the result of the jackpot lottery, so as to enhance the player's sense of expectation (hereinafter referred to as "jackpot winning expectation") for the execution of the jackpot (special game).

[0081] Here, the "reach effect" refers to a variation mode that makes the player expect a jackpot game to be executed, where a part of the combination of the winning display symbols 70a that announces the jackpot temporarily stops, and the other display symbols 70a fluctuate. For example, when the combination of the display symbols 70a that announces the jackpot (jackpot result mode) is set as a combination of three-digit display symbols 70a of "777", it means a mode where two display symbols 70a in the left area and the right area temporarily stop at "7", and the remaining display symbols 70a in the central area fluctuate.

[0082] Also, in this embodiment, there are five types of reach effects: "normal reach effect", "SP reach effect", "SPSP reach effect", and "full rotation reach effect".

[0083] The "normal reach effect" is a reach effect that is executed in a state where two display symbols 70a in the left area and the right area temporarily stop, and the remaining one display symbol 70a in the central area fluctuates, forming a reach state while the background image before the normal reach effect is being displayed.

[0084] The "SP reach effect" is a reach effect that is executed after the normal reach effect, where the display symbols 70a in the reach state are reduced and displayed at the corners of the screen, and a movie (video, animation, etc.) with a higher effect (higher expectation of winning the jackpot) than the normal reach effect is played.

[0085] The "SPSP reach effect" is a reach effect that is executed after the normal reach effect or the SP reach effect, and a movie (video, animation, etc.) with a higher effect (higher expectation of winning the jackpot) than the normal reach effect or the SP reach effect is played.

[0086] The "full rotation reach effect" is a reach effect where the combinations of a plurality of display symbols 70a that announce the jackpot all align and fluctuate at a low speed. In this embodiment, it is a reach effect that is executed only when winning in the jackpot lottery.

[0087] In this embodiment, as the jackpot winning expectation degree related to the reach effect, it increases in the order of normal reach effect < SP reach effect < SPSP reach effect < full rotation reach effect (jackpot determined).

[0088] In addition, on the display unit of the first image display device 70 (main liquid crystal), there are a first hold icon display area 70B for displaying a number of first hold icons corresponding to the number of current first hold memories, which is the first special symbol hold number (U1), a second hold icon display area 70D for displaying a number of second hold icons corresponding to the number of current second hold memories, which is the second special symbol hold number (U2), and an icon display area 70C for displaying the relevant icon corresponding to the variable display of the special symbol (performance symbol 70a) being executed.

[0089] The first hold icon display area 70B is partitioned in the form of a first display unit 70B1, a second display unit 70B2, a third display unit 70B3, a fourth display unit 70B4, etc. from the side closer to the icon display area 70C. In each display unit 70B1 to 70B4, a number of first hold icons corresponding to the first special symbol hold number (U1) are displayed. That is, the number of first hold icons increases or decreases corresponding to the increase or decrease of the first special symbol hold number (U1).

[0090] Specifically, in the first display unit 70B1, a first hold icon H11 indicating the first hold memory in which the variable display of the first special symbol is first executed is displayed. In the second display unit 70B2, a first hold icon H12 indicating the first hold memory in which the variable display of the first special symbol is second executed is displayed. In the third display unit 70B3, a first hold icon H13 indicating the first hold memory in which the variable display of the first special symbol is third executed is displayed. In the fourth display unit 70B4, a first hold icon H14 indicating the first hold memory in which the variable display of the first special symbol is fourth executed is displayed.

[0091] The second reserved icon display area 70D is partitioned in the form of a first display unit 70D1, a second display unit 70D2, a third display unit 70D3, a fourth display unit 70D4, etc. from the side closer to the icon display area 70C. In each of the display units 70D1 to 70D4, a number of second reserved icons corresponding to the second special symbol reserved number (U2) are displayed. That is, the number of second reserved icons increases or decreases corresponding to the increase or decrease of the second special symbol reserved number (U2).

[0092] Specifically, in the first display unit 70D1, a second reserved icon H21 indicating the second reserved memory in which the variable display of the second special symbol is first executed is displayed. In the second display unit 70D2, a second reserved icon H22 indicating the second reserved memory in which the variable display of the second special symbol is executed second is displayed. In the third display unit 70D3, a second reserved icon H23 indicating the second reserved memory in which the variable display of the second special symbol is executed third is displayed. In the fourth display unit 70D4, a second reserved icon H24 indicating the second reserved memory in which the variable display of the second special symbol is executed fourth is displayed. In this embodiment, the "first special symbol reserved number" may be referred to as the "first reserved number", and the "second special symbol reserved number" may be referred to as the "second reserved number".

[0093] The icon TH is displayed when the first reserved icon displayed in the first display unit 70B1 of the first reserved icon display area 70B or the second reserved icon displayed in the first display unit 70D1 of the second reserved icon display area 70D moves (shifts) in response to the start of the variable display of the special symbol (effect symbol 70a). The icon TH disappears (is erased) at the end of the variable display of the special symbol (effect symbol 70a). Note that the icon may be made to disappear during the variable display of the special symbol (effect symbol 70a). In this embodiment, the "first reserved icon", the "second reserved icon", and the "said icon" may be collectively referred to as the "icon".

[0094] The first movable member 73 can perform effect lighting by lighting the first movable member LED (full color), which is part of the lighting device 76 for the panel (see FIG. 2), in a predetermined light emission mode. The first movable member 73 can perform an effect operation by moving vertically between a standby position (origin position) located above and an effect position located below by the driving force of the first movable member drive motor, which is part of the panel drive device 75 (see FIG. 2). The first movable member 73 is detected to be at the origin position by a first position detection sensor (not shown).

[0095] The second movable member 74 can perform effect lighting by lighting the second movable member LED (full color), which is part of the lighting device 76 for the panel (see FIG. 2), in a predetermined light emission mode. The second movable member 74 can perform an effect operation by moving diagonally up and down between a standby position (origin position) located in the upper right and an effect position located in the lower left by the driving force of the second movable member drive motor, which is part of the panel drive device 75 (see FIG. 2). The second movable member 74 is detected to be at the origin position by a second position detection sensor (not shown).

[0096] Since the effect positions of the first movable member 73 and the second movable member 74 partially overlap each other, basically, the first movable member 73 and the second movable member 74 do not operate simultaneously so as not to collide with each other.

[0097] If the first movable member 73 and the second movable member 74 do not collide with each other, after one movable member moves to the effect position and then returns to a position that does not overlap with the effect position of the other movable member, the other movable member may be moved to the effect position.

[0098] On the back side of the game board mounting frame 3 and the game board 5, there are a game ball payout device 100 for paying out game balls based on the establishment of predetermined payout conditions (bonus balls, ball loans), a game ball storage section (not shown) for storing game balls supplied from island facilities etc. and supplying them to the game ball payout device 100, a main control device 110A (not shown) incorporating a main control board 110 for comprehensively controlling the progress of the game, a payout control device 120A (not shown) incorporating a payout control board 120 for controlling the game ball payout device 100 according to a payout control command from the main control board 110, an effect control device 130A (not shown) incorporating an effect control board 130 for controlling effects according to an effect control command from the main control board 110, a power supply device 160A (not shown) incorporating a power supply board 160 for supplying a power voltage to various control devices, and a game information output terminal board 90 (see FIG. 2) for outputting game information (game signals) to the outside of the gaming machine are provided.

[0099] The main control device 110A includes a main control board 110 on which various electronic components are surface-mounted, a substrate case made of transparent resin for housing the main control board 110 inside, a sealing seal 104 for restricting the opening of the substrate case, and a transparent resinous seal cover member 105 attached to the substrate case so as to cover the sealing seal 104.

[0100] On the surface side of the main control board 110, there are mounted a main control section 110m composed of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal for clearing the stored content of the main RAM 110c of the main control section 110m or updating a set value which is a stage of the degree of advantage of the game (varying the degree of advantage of the game), a setting key switch 112a for inputting a signal for shifting to a state where the set value can be changed or a state where the set value can be confirmed by an operation using a setting key, an information display 113 for displaying performance information and set values enabling the actual performance of the gaming machine 1 to be grasped, etc.

[0101] The information display 113 is for displaying set values and performance information (normal base values described later), and is configured by arranging four 7-segment displays (113a to 113d) having decimal points DP in a side-by-side state. And, an identification segment for displaying identification information indicating the type of performance information (data type) is configured in two 7-segment displays corresponding to the upper two digits, and a numerical segment for displaying numerical information indicating the set value or the numerical value of the performance information is configured by two 7-segment displays corresponding to the lower two digits.

[0102] The board case includes a recessed lower case member with an open portion facing the back side of the main control board 110 and a recessed upper case member with an open portion facing the front side of the main control board 110, and forms an accommodation space for accommodating the main control board 110 by closing the lower case member and the upper case member.

[0103] On the upper surface of the upper case member, a model name label with the model name (machine type name) of the gaming machine 1 printed so as not to overlap the information display 113 front and back and a management number label with the management number of the main control board 110 printed are pasted side by side. Also, at a position corresponding to the RWM clear switch 111a, an operation member 108 for pressing (turning on) the actuator of the RWM clear switch 111a is loosely fitted. And when the operation member 108 is pressed, the RWM clear switch 111a turns on.

[0104] Also, at a position corresponding to the setting key switch 112a, an insertion portion (not shown in the figure) for inserting the setting key into the keyhole of the setting key switch 112a is formed. This insertion portion has an opening for exposing the keyhole of the setting key switch 112a to the outside, and a cylindrical portion extending rearward from the opening edge of the opening so as to cover the periphery of the setting key switch 112a. Then, when the setting key is inserted into the keyhole of the setting key switch 112a through the opening and rotated to the right from the initial position, the setting key switch 112a turns ON and the setting key cannot be removed from the keyhole. When rotated to the left and returned to the initial position, the setting key switch 112a turns OFF and the setting key can be removed from the keyhole.

[0105] The management number seal has, on the surface of a colorless and transparent base seal, an opener entry portion for entering the name of the opener of the main control board 110 and an opening date entry portion for entering the opening date of the main control board 110, which are provided side by side on the left and right.

[0106] The opener entry portion is provided with four colored (white) entry areas (first to fourth entry areas) arranged at intervals in the vertical direction, and transparent window areas for visually recognizing (visually checking) the electronic components mounted on the surface of the main control board 110 are provided between the respective entry areas.

[0107] The opening date entry portion is provided with four colored (white) entry areas (first to fourth entry areas) arranged at intervals in the vertical direction, and transparent window areas for visually recognizing (visually checking) the electronic components mounted on the surface of the main control board 110 are provided between the respective entry areas.

[0108] The first to fourth entry areas of the opener entry portion are adjacent to the first to fourth entry areas of the opening date entry portion with intervals therebetween, and transparent window areas for visually recognizing (visually checking) the electronic components mounted on the surface of the main control board 110 are provided between the respective entry areas.

[0109] Note that a performance display unit in which a circuit unit composed of four 7-segment displays and a substrate is unitized as the information display 113 may be mounted on the main control board. Even in this case, it is desirable to arrange them shifted so that they do not overlap front and back so that visual recognition is not restricted (shielded) by the model name seal and the management number seal.

[0110] Also, instead of mounting the RWM clear switch 111a, the setting key switch 112a, and the information display 113 on the main control board 110, at least one of the RWM clear switch 111a, the setting key switch 112a, and the information display 113 may be mounted on a dedicated board and board-to-board connected to the main control board 110 so as to be enclosed in the board case of the main control board 110.

[0111] Also, regarding the RWM clear switch 111a, instead of mounting it on the main control board 110 or a dedicated board enclosed in the board case of the main control board 110, it may be provided on the power supply board 160, on the back side of the game board mounting frame 3, or on the back side of the glass frame 4 as long as it is a position where the player cannot operate it. Even in this case, the signal from the RWM clear switch 111a should be input to the main control unit 110m.

[0112] Also, instead of having a signal for clearing the stored content of the main RAM 110c or updating the set value input by operating the RWM clear switch 111a, a dedicated setting switch for inputting a signal for updating the set value separately from the RWM clear switch 111a may be provided. In this case, the RWM clear switch 111a and the setting switch may be mounted on a dedicated board enclosed in the main control board 110 or the board case of the main control board 110, or may be provided on the power supply board 160, on the back side of the game board mounting frame 3, or on the back side of the glass frame 4 as a position where the player cannot operate it.

[0113] Alternatively, instead of displaying both the performance information and the set values on the information display 113, another display may be provided on the main control board 110 or a dedicated board enclosed within the board case of the main control board 110, with the performance information being displayed on one of the displays and the set values being displayed on the other display.

[0114] (Control Configuration of the Gaming Machine 1) Next, the control configuration of the gaming machine 1 will be specifically described with reference to FIG. 2. FIG. 2 is an overall block diagram of the gaming machine 1 in the present embodiment.

[0115] The main control board 110 comprehensively controls the progress of the game (basic operations). The main control board 110 includes a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores a game control program and the like, and a main RAM 110c (corresponding to volatile storage means) that serves as a work area during arithmetic processing, as a main control unit 110m in the form of a one-chip microcomputer, and also includes input ports, output ports, etc. for main control. The main CPU 110a receives an operation clock from a crystal oscillator, reads out the program stored in the main ROM 110b, and performs arithmetic processing related to the game while using the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays), or transmitting predetermined commands based on the results of the arithmetic processing to the payout control board 120, the effect control board 130, etc.

[0116] Here, the communication between the main control board 110 and the payout control board 120 is configured to be able to communicate commands (data) bidirectionally, and the communication between the main control board 110 and the effect control board 130 is configured to be able to communicate commands (data) only in one direction from the main control board 110 to the effect control board 130.

[0117] To the input port of the main control board 110, there are connected a general winning opening detection switch 43a, a gate detection switch 44a, a first start opening detection switch 45a, a second start opening detection switch 47a, a big winning opening detection switch 50a, an out ball detection switch 52a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, a payout control board 120, etc. When detection signals from various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing corresponding to the detection signals is performed.

[0118] To the output port of the main control board 110, there are connected a second start opening / closing solenoid 48b, a big winning opening / closing solenoid 51b, a first special symbol display 60, a second special symbol display 61, a main information display device 59, a game information output terminal board 90, a payout control board 120, an effect control board 130, etc. Via the output port, drive control signals for controlling various solenoids, display control signals for controlling various displays, and game information to be notified to the outside of the gaming machine (such as a hall computer) from the game information output terminal board are output.

[0119] The memory area of the main control unit 110m includes a memory area assigned to the main ROM 110b and a memory area assigned to the main RAM 110c.

[0120] The memory area of the main ROM 110b is arranged in order with a game ROM area where programs and data related to the progress of the game are stored, an information ROM area where programs and data related to the performance display of the gaming machine are stored, an unused area of 16 bytes or more where access is prohibited and "0" is stored, a ROM comment area where data such as the title and version of the program are stored, a vector table area where the start address of the timer interrupt process described later is set, and a HW parameter area where parameters such as the start address and final address of the access prohibited area are set.

[0121] The game ROM area is arranged in order as a game program area in which a program related to the progress of the game is stored, a first unused area where access is prohibited and "0" is stored, a game data area in which data related to the progress of the game is stored, and a second unused area where access is prohibited and "0" is stored.

[0122] The information ROM area is arranged in order as an information program area in which a program related to the performance display of the gaming machine is stored, an unused area where access is prohibited and "0" is stored, and an information data area in which data related to the performance display of the gaming machine is stored.

[0123] The memory area of the main RAM 110c is arranged in order as a game RWM area used as a work (working area) when executing a game program, and an information RWM area used as a work (working area) when executing an information program.

[0124] The game RWM area is arranged in order as a game work area used by the game program as a work, a first unused area where access is prohibited and "0" is stored, a game stack area for temporarily storing data being processed by the game program, and a second unused area where access is prohibited and "0" is stored.

[0125] In the game work area, a setting value area for storing setting values, a determination information area for storing determination information (checksum described later) for determining abnormalities in the RWM area, and a game data area for storing game data that changes according to the progress of the game are arranged in order.

[0126] The information RWM area is arranged in order as an information work area used by the information program as a work, an unused area where access is prohibited and "0" is stored, and an information stack area for temporarily storing data being processed by the information program.

[0127] In the information work area, a performance information area for storing information related to the performance of the gaming machine 1 and an error information area for storing information related to various error determinations are arranged in order.

[0128] Hereinafter, the relationship between the gaming area (gaming ROM area, gaming RWM area) that performs processing based on the gaming program and the information area (information ROM area, information RWM area) that performs processing based on the information program will be described.

[0129] When the main CPU 110a performs processing based on the gaming program, basically it refers to the gaming data area and refers to and updates the content of the gaming RWM area while using the gaming RWM area as a work area. Also, when performing processing based on the information program, basically it refers to the information data area and refers to and updates the content of the information RWM area while using the information RWM area as a work area.

[0130] However, in the processing based on the gaming program, the content of the information RWM area cannot be updated, but it can be referred to. Also, in the processing based on the information program, the content of the gaming RWM area cannot be updated, but it can be referred to.

[0131] And when performing processing based on the information program, after saving the flag register in the gaming RWM area in the processing based on the gaming program, the information program is called to execute the processing based on the information program, and immediately after the processing based on the information program ends and returns to the gaming program, the flag register is restored from the gaming RWM area.

[0132] Also, immediately after the start of the information program, the stack pointer of the game stack area is saved in the information RWM area, and then the stack pointer of the information stack area is set. All the registers used in the game program are saved in the information RWM area, and immediately before the end of the information program, all the registers used in the game program are restored from the information RWM area, and the stack pointer of the game stack area is restored.

[0133] By doing so, when performing processing based on the information program, the data used by the game program can be protected, and no inconvenience will occur when returning from the information program to the game program.

[0134] The payout control board 120 serves as a slave control board that controls the payout of game balls based on the reception of a payout command from the main control board 110 and also controls the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the game ball payout device 100 to control the payout of game balls and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.

[0135] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, an output port, and the like. The payout CPU 121a receives an operation clock from a crystal oscillator (not shown), reads out the payout control program stored in the payout ROM 121b, performs arithmetic processing related to the payout of game balls while using the payout RAM 121c as a work area, controls the game ball payout device 100, and transmits a predetermined command based on the result of the arithmetic processing to the main control board 110, the effect control board 130, and the like.

[0136] Connected to the input port of the payout control unit 121 are an open detection switch 31a, a tray full detection switch 32a, a payout ball detection switch 100a provided in the game ball payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit. Connected to the output port of the payout control unit 121 is a payout motor 100b provided in the game ball payout device 100.

[0137] When the payout control unit 121 receives a payout command from the main control board 110, it controls the payout motor 100b provided in the game ball payout device 100 to drive and payout a predetermined number of game balls. When the payout of the predetermined number of game balls is detected by the payout ball detection switch 100a, the control to payout the game balls is terminated.

[0138] The launch control unit 122 includes a control circuit, an input port, an output port, etc. not shown. Connected to the input port of the launch control unit 122 are a touch sensor 15a and a launch volume 15b. Connected to the output port of the launch control unit 122 are a ball feed solenoid 11b and a launch solenoid 28b.

[0139] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on the touch signal input from the touch sensor 15a, it permits energization of the ball feed solenoid 11b and the launch solenoid 28b. When it detects that the rotation angle of the launch handle 15 has changed based on the detection signal from the launch volume 15b, it drives the ball feed solenoid 11b and drives the launch solenoid 28b to a launch intensity corresponding to the rotation angle of the launch handle 15 to launch the game ball.

[0140] The solenoid 28b for launching is composed of a rotary solenoid, and the hitting member 28 is directly connected to the rotation axis. When the rotation axis rotates, the hitting member 28 rotates to launch the game ball A. Note that the operation of the solenoid 28b for launching is set to approximately 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided in the launch control unit 122. Therefore, the number of game balls launched per minute is approximately 99.9 (balls / minute). That is, the game balls are launched approximately every 0.6 seconds.

[0141] The effect control board 130 is a slave control board (slave control means) that controls effects related to the game (performed in the gaming machine 1) based on the reception of effect commands from the main control board 110. The effect control board 130 includes an effect control unit 130m having a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b storing an effect control program, and a sub-RAM 130c that serves as a work area during arithmetic processing, a display / audio control unit 140 that controls the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the audio output device 9 (speaker), etc., a lamp / drive control unit 150 that controls the frame lighting device 10, the handle lighting device 15c, the button drive device 17b, the board lighting device 76, the board drive device 75, etc., and input ports, output ports, etc. for effect control.

[0142] The sub-CPU 130a receives the operation clock from the crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to effects while using the sub-RAM 130c as a work area. Thus, in response to the commands received from the main control board 110 and the input signals from the effect button detection switch 17a and the cross key detection switch 19a, it performs control (outputs data and commands) to cause various control units (the display / audio control unit 140, the lamp / drive control unit 150) to execute various effects.

[0143] Connected to the input ports of the performance control board 130 are a performance button detection switch 17a, a cross key detection switch 19a, and a button position detection sensor (not shown). When a performance button detection signal indicating that the performance button 17 has been operated is input from the performance button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the performance control board 130 performs processing for executing a performance according to the detection signal.

[0144] The display / audio control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a predetermined image, or controls the audio output device 9 to output a predetermined audio.

[0145] The display / audio control unit 140 includes a general control unit 141 having a general CPU 142 that performs arithmetic processing, a general ROM 143 storing a general control program, and a general RAM 144 serving as a work area during arithmetic processing, an image control unit 145 composed of a VDP (Video Display Processor) as an image processor, a CGROM 146 storing image data and the like, a VRAM 147 provided inside the image control unit 145 and having a frame buffer or the like that temporarily stores drawing data generated from the image data, an audio control unit 148 as an audio processor, an audio ROM 149 storing audio data and the like, and input / output ports and the like.

[0146] The general CPU 142 receives an operation clock from a crystal oscillator, reads out a display control program stored in the general ROM 143, and performs arithmetic processing related to the performance while using the general RAM 144 as a work area, thereby controlling (outputting data and commands) the image control unit 145 and the audio control unit 148 to execute various performances according to the performance instruction commands and the like received from the performance control unit 130m.

[0147] The overall ROM 143 is composed of a mask ROM or the like, and stores a display control program for performing image display, a display list generation program for generating a display list composed of a drawing control command group, an animation pattern for displaying the animation of the effect pattern, animation scene information, and the like.

[0148] This animation pattern is referred to when displaying an animation that constitutes the specific content of the production by an image. The animation pattern is associated with animation scene information, the display order of each animation scene, and the like. Note that the animation scene information includes various information such as a wait frame (display time), target data (sprite identification number, transfer source address, etc.), parameters for drawing (sprite display position, display magnification, transmittance, etc.), drawing method, the duty ratio that is a parameter of the luminance of the first image display device 70 (main liquid crystal), and the second image display device 71 (sub liquid crystal).

[0149] The image control unit 145 (VDP) is connected to a CGROM 146 in which various image data is stored, and generates drawing data that is the basis of a video signal (RGB signal, etc.) based on commands (display list, drawing instructions, etc.) from the overall control unit 141 (overall CPU 142) and the image data stored in the CGROM 146. The image data is material data representing individual images such as an effect symbol image, a background image constituting the background of the effect symbol, a character image, and a dialogue image to be displayed on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal). On the other hand, the drawing data is composite data representing the image of the entire frame formed by combining (overlaying) individual images.

[0150] The CGROM146 is composed of a flash memory, an EEPROM, an EPROM, a mask ROM, etc., and stores compressed image data (sprites, movies, etc.) consisting of a collection of pixel information in a predetermined range of pixels (for example, 32×32 pixels). Note that the pixel information is composed of color number information that specifies a color number for each pixel and an α value indicating the transparency of the image. This CGROM146 is read out in units of image data by the image control unit 145 (VDP), and image processing is performed in units of the image data of this frame.

[0151] Also, the CGROM146 stores, without compression, palette data in which color number information for specifying a color number and display color information for actually displaying a color are associated with each other. Note that the CGROM146 may be configured to compress only a part of all the image data, even without compressing all of them. Also, as a compression method for movies, various known compression methods such as MPEG4 can be used.

[0152] The VRAM147 is composed of SRAM with high-speed writing and reading of image data. This VRAM143 has a display list storage area for temporarily storing the display list output from the overall control unit 141 (overall CPU142), a frame buffer area corresponding to the first image display device 70 (main liquid crystal), and the second image display device 71 (sub liquid crystal), etc.

[0153] This frame buffer area is a storage area for drawing or displaying an image, and further has a first frame buffer area and a second frame buffer area. The first frame buffer area and the second frame buffer area alternately switch between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.

[0154] Therefore, based on the instructions (display lists) from the overall control unit 141 (overall CPU 142), the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 on the "drawing frame buffer" in the frame buffer area of the VRAM 147, reads the drawing data from the "display frame buffer" in the frame buffer area, generates a video signal (RGB signal, etc.) based on the read drawing data, and outputs it to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display various images.

[0155] Note that an operation clock is supplied to the image control unit 145 (VDP) from a crystal oscillator. By dividing this operation clock, synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) are generated and output to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30fps (1 / 30 second = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60fps (1 / 60 second = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.

[0156] Also, a general-purpose board 72 that converts and outputs image data into a predetermined image format is connected between the image control unit 145 and the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal). The general-purpose board 72 has a bridging function for converting image data into an image format corresponding to the performance of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) that display the image data. For example, it absorbs differences in resolution when connecting a 19-inch liquid crystal display device with SXGA (1280 dots × 1080 dots) and when connecting a 17-inch liquid crystal display device with XGA (1024 dots × 768 dots).

[0157] The voice control unit 148 is connected to the voice output device 9, and based on various types of production data (including commands) transmitted from the production control unit 130m, it controls the voice output device 9 to output voice data, music data (BGM, SE), etc. in accordance with the displays of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal).

[0158] The lamp / drive control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp drive control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports and the like.

[0159] The lamp CPU 150a receives an operation clock from a crystal oscillator, reads out the lamp drive control program stored in the lamp ROM 150b, and performs arithmetic processing related to production while utilizing the lamp RAM 150c as a work area, thereby performing control (outputting data and commands) to cause controlled devices such as various lighting devices and various drive devices to perform a predetermined production in response to production instruction commands and the like received from the production control unit 130m.

[0160] Connected to the input / output ports of the lamp / drive control unit are a frame lighting device 10, a handle lighting device 15c, a button drive device 17b, a panel lighting device 76, and a sub information display device 80. Based on various types of production data (including commands) transmitted from the production control unit 130m (sub CPU 130a), it performs lighting control of various LEDs of the frame lighting device 10, the handle lighting device 15c, the panel lighting device 76, and the sub information display device 80, or performs drive control of drive sources such as motors and solenoids of the button drive device 17b and the panel drive device 75.

[0161] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from the power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (main control board 110, payout control board 120, effect control board 130, and various electronic components). The power supply board 160 is provided with a power-off detection circuit 162 that detects whether a power failure (blackout) has occurred and outputs a power-off detection signal to the main control board 110 based on the occurrence of the power failure (blackout), and a backup power supply circuit 163 for supplying a backup power supply to the main control board 110 in the event of a power failure (blackout).

[0162] In addition, the power supply board 160 is provided with a power switch that can be operated by a store clerk of the game parlor to switch between an ON state in which the main power supply to the gaming machine 1 (main control board 110, payout control board 120, effect control board 130, and various electronic components) is supplied and an OFF state in which it stops. When the power switch is turned to the ON state, the supply of the main power supply is started and the operation of the gaming machine 1 is started. Note that the supply of the backup power supply to the main control board 110 is maintained even when the power switch is in the OFF state.

[0163] The power-off detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1 and outputs a power-off detection signal to the main control board 110 when the power supply voltage becomes equal to or lower than a predetermined value. More specifically, the main CPU 110a at which the power-off detection signal becomes high level becomes an operable state, and the main CPU 110a becomes an operation stop state when the power-off detection signal becomes low level.

[0164] The backup power supply circuit 163 includes a capacitor that stores electricity when the gaming machine is energized, and supplies the backup power supply voltage stored in the capacitor to the main RAM 110c of the main control board 110 when a power failure (blackout) occurs. As a result, the stored contents of the main RAM 110c and the payout RAM 121c are retained even during a power failure (blackout), and the control state of the game can be restored to the state before the power failure (blackout) after recovery from the power failure (blackout). Note that the backup power supply may be supplied to the payout control board 120 and the effect control board 130.

[0165] (Explanation of game states) Next, the game states during the progress of the game will be explained. In the present embodiment, there are a "low-probability game state" and a "high-probability game state" as states related to the jackpot lottery of special symbols, and a "non-time-reduced game state" and a "time-reduced game state" as states related to the movable member 48 of the second start port 47.

[0166] In the present embodiment, the following three game states are provided. (1) Low-probability non-time-reduced game state which is "low-probability game state" and "non-time-reduced game state" (2) Low-probability time-reduced game state which is "low-probability game state" and "time-reduced game state" (3) High-probability time-reduced game state which is "high-probability game state" and "time-reduced game state"

[0167] Note that the game state at the start of the game, that is, the initial game state of the gaming machine 1, is set to the "low-probability non-time-reduced game state", and this game state will be referred to as the "normal game state" in the present embodiment. Note that in the present embodiment, the "low-probability time-reduced game state" and the "high-probability time-reduced game state" may be referred to as "specific game states" because they are game states more advantageous to the player than the normal game state.

[0168] In the present embodiment, the "low-probability game state" means, for example, in the case where the set value (the jackpot probability in the jackpot lottery) of the degree of advantage of the game is "1", in the jackpot lottery of special symbols performed on the condition that a game ball enters the first start port 45 or the second start port 47, it refers to a game state in which the winning probability of the jackpot is set as low as about 1 / 300. On the other hand, the "high-probability game state" means a game state in which the winning probability of the jackpot is improved compared to the low-probability game state, and when the set value is "1", the winning probability of the jackpot is set as high as about 1 / 60.

[0169] Specifically, there are four types of setting values from "1" to "4". When the setting value is "1", the winning probability of a jackpot in the low-probability game state is about 1 / 300, and the winning probability of a jackpot in the high-probability game state is about 1 / 60. When the setting value is "2", the winning probability of a jackpot in the low-probability game state is about 1 / 295, and the winning probability of a jackpot in the high-probability game state is about 1 / 59. When the setting value is "3", the winning probability of a jackpot in the low-probability game state is about 1 / 290, and the winning probability of a jackpot in the high-probability game state is about 1 / 58. When the setting value is "4", the winning probability of a jackpot in the low-probability game state is about 1 / 285, and the winning probability of a jackpot in the high-probability game state is about 1 / 57.

[0170] Therefore, in the "high-probability game state", it is easier to win a jackpot than in the "low-probability game state". Also, the change from the low-probability game state to the high-probability game state occurs after the end of the jackpot game described later. Therefore, in this embodiment, the jackpot that triggers the transition to the high-probability game state is called a "probability-variable jackpot". Also, the jackpot that triggers the transition to the low-probability game state is called a "normal jackpot".

[0171] In this embodiment, the "non-time-short game state" means a game state in which, in the winning lottery of the normal symbol that is performed on the condition that the game ball has passed through the general-purpose gate 44, the average fluctuation time of the normal symbol corresponding to the lottery result is set longer than that in the "time-short game state", and the opening time of the second start port 47 when winning is likely to be set shorter. For example, when the game ball passes through the general-purpose gate 44, the winning lottery of the normal symbol is performed, and the variable display of the normal symbol is performed on the normal symbol display 62. However, the normal symbol stops displaying, for example, 30 seconds after the start of the variable display. And when the lottery result is a win, after the stop display of the normal symbol, the second start port 47 is controlled to be in the open state for, for example, 0.2 seconds.

[0172] On the other hand, the "time-saving game state" refers to a game state in which, in the winning lottery of the normal symbol conducted on the condition that the game ball passes through the normal symbol gate 44, the average fluctuation time of the normal symbol corresponding to the lottery result is set shorter than that in the "non-time-saving game state", and the opening time of the second start port 47 when winning is set longer than that in the "non-time-saving game state", for example, 2.5 seconds. Furthermore, in the "non-time-saving game state", the probability of winning in the winning lottery of the normal symbol is set low, for example, 1 / 128, and in the "time-saving game state", the probability of winning in the normal symbol lottery is set high, for example, 127 / 128. Therefore, in the "time-saving game state", when the game ball passes through the normal symbol gate 44, the second start port 47 is more likely to be controlled to the open mode than in the "non-time-saving game state". As a result, in the "time-saving game state", the player can advantageously progress the game without consuming game balls.

[0173] In the embodiment, the "time-saving game state" is set so that the fluctuation time of the normal symbol, the opening time of the second start port 47, and the winning probability of the normal symbol lottery are advantageous compared to the "non-time-saving game state". However, the "time-saving game state" may be set so that only any one of the fluctuation time of the normal symbol, the opening time of the second start port 47, and the winning probability of the normal symbol lottery becomes advantageous. Also, in the non-time-saving game state, the probability of winning in the winning lottery of the normal symbol may be set to, for example, 0 / 128.

[0174] In this embodiment, the probability of winning the big win in the high-probability game state is not limited to 5 times the probability of winning the big win in the low-probability game state (common regardless of the set value), and can be set to any value such as 3 times or 8 times as long as it is a value of 10 times or less.

[0175] In addition, in the present embodiment, although it is configured not to win a minor jackpot that is less advantageous to a player more advantageous than the jackpot in the jackpot lottery, for example, it may be configured to win a minor jackpot with a probability of about 1 / 100. In this case, it is preferable that the minor jackpot probability be the same regardless of which of the set values "1" to "4" it is.

[0176] Also, although the larger the set value is, the more advantageous it is to the player (the higher the jackpot probability), conversely, it may be configured such that the smaller the set value is, the more advantageous it is to the player (the higher the jackpot probability).

[0177] Further, the probability of being determined as a jackpot in the low-probability game state and / or the high-probability game state may be the same for all set values (1 to 4), or for example, the probability of being determined as a jackpot in the low-probability game state and / or the high-probability game state may be the same for two or three set values (1 and 2, 1 to 3, etc.).

[0178] Also, the set value in the present embodiment has four levels from 1 to 4, but is not limited to four levels and may be more or less than four levels.

[0179] (Types of Jackpot Games) Next, the types of jackpot games will be described.

[0180] In the present embodiment, as the types of jackpot games that can be won in the jackpot lottery based on the winning of a game ball in the first start port 45, there are "first jackpot game", "second jackpot game", and "third jackpot game", and as the types of jackpot games that can be won in the jackpot lottery based on the winning of a game ball in the second start port 47, there are "first jackpot game" and "second jackpot game".

[0181] In the "First Jackpot Game", a round game is executed up to 10 times, in which the big winning opening 50 is opened for up to 29.5 seconds and then closed for 2 seconds. In the round game, even before the elapse of the opening time, if a specified number (for example, 10) of game balls win at the big winning opening 50, one round game ends.

[0182] After the end of the first jackpot game, it is set to a high-probability short-game state until the variable display of the special symbols (first special symbol, second special symbol) is performed 10,000 times. Therefore, from the jackpot winning probability in the high-probability game state, the next jackpot is substantially determined.

[0183] The "Second Jackpot Game" means that a round game is executed up to 10 times. After the end of the second jackpot game, it is set to a low-probability short-game state until the variable display of the special symbols (first special symbol, second special symbol) is performed 100 times.

[0184] The "Third Jackpot" means that a round game is executed up to 4 times. After the end of the third jackpot game, it is set to a high-probability short-game state until the variable display of the special symbols (first special symbol, second special symbol) is performed 10,000 times. Therefore, from the jackpot winning probability in the high-probability game state, the next jackpot is substantially determined.

[0185] Note that the number of variable displays (in this embodiment, 100 or 10,000 as described above) of the specific game state (high-probability short-game state, low-probability short-game state) set after the jackpot game may be expressed as the "high-probability number" or the "short-game number".

[0186] In this embodiment, there are three types of jackpot games, but it is not limited to three types, and it may be less than three types or more than three types. Also, the opening time of the opening and closing member 51 is set to 29.5 seconds for any jackpot game (first jackpot game to third jackpot game), but the opening time may not be 29.5 seconds, or may be different opening times depending on the round game.

[0187] (Types of Jackpot Games) Next, the types of winning will be described.

[0188] In the present embodiment, as types of winning games that can be won in the winning lottery based on the passage of the game balls through the general-purpose gate 44, there are a "first winning game" and a "second winning game". If it is in a non-time-saving game state when the winning lottery is executed, it becomes the "first winning game", and if it is in a time-saving game state when the winning lottery is executed, it becomes the "second winning game".

[0189] The "first winning game" is to open the second start port 47 for up to 0.2 seconds. That is, it is a winning game in which the movable member 48 is opened once.

[0190] The "second winning game" is to open the second start port 47 for up to 2.6 seconds, then close it for up to 1.5 seconds, and open it again for up to 2.6 seconds. That is, it is a winning game in which the movable member 48 is opened twice.

[0191] In the first winning game and the second winning game, even before the elapse of the opening time, if a specified number (for example, 10) of game balls win the big winning port 50, the winning game ends.

[0192] In this way, in the "time-saving game state", it is easier for game balls to win the second start port 47, and the player can advantageously progress the game without consuming game balls more than in the "non-time-saving game state".

[0193] Next, the progress of the game in the gaming machine 1 will be described using a flowchart.

[0194] (Main processing of the main control board) Using FIG. 3, the main processing of the main control board 110 will be described. FIG. 3 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset generated by the supply of the power voltage from the power supply board 160 is input to the main CPU 110a.

[0195] First, in step S1, the main CPU 110a prohibits all interrupts. In step S2, it performs initial settings of the CPU, such as setting the built-in registers. In step S3, it performs a startup waiting process for other boards. Specifically, it waits for 1 second for the payout control board 120 and the effect control board 130 to start up so that there is no omission of commands from the main control board 110.

[0196] In step S4, the main CPU 110a permits access to the RWM area of the main RAM 110c. In step S5, it transmits a launch permission designation command to the payout control board 120. As a result, a process for permitting the launch of game balls by the launch device 26 by the payout control unit 121 will be performed.

[0197] In step S6, the main CPU 110a determines whether a backup flag indicating power recovery is saved in the game RWM area of the main RAM 110c. If the backup flag is saved, the process proceeds to step S7 assuming power recovery. If the backup flag is not saved, the process proceeds to step S8 assuming the first power-on.

[0198] In step S7, the main CPU 110a calculates the checksum (abnormality determination data) of the game RWM area (excluding the set value area) of the main RAM 110c.

[0199] In step S8, the main CPU 110a determines whether there has been a setting change operation. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If there has been a setting change operation, the process proceeds to step S9 assuming a transition to the setting change mode. If there has been no setting change operation, the process proceeds to step S10.

[0200] In step S9, the main CPU 110a performs setting change processing. Specifically, it displays a status confirmation display indicating that setting change or setting confirmation is in progress on the status confirmation display 68, displays the current setting value saved in the setting value area of the game RWM area on one 7-segment LED of the information display 113, and transmits a setting change designation command to the effect control board 130.

[0201] Furthermore, every time the RWM clear switch 111a is operated, the setting value is changed (updated) within the range of "1" to "4", the updated setting value is displayed on the 7-segment LED, and when there is a setting confirmation operation in which the setting key switch 112a changes from the ON state to the OFF state, the changed (updated) setting value is saved in the setting value area as the setting value to be confirmed, the display of the setting value on the information display 113 is terminated, the status confirmation display on the status confirmation display 68 is terminated, and processing for terminating the setting change mode is performed.

[0202] In the effect control board 130 that has received the setting change designation command, processing for executing a setting change notification for notifying that the setting value is being changed is performed. Specifically, a setting change in-progress screen indicating that the setting value is being changed is displayed on the image display devices 70 and 71, or the frame lighting device 10 and the board lighting device 76 are fully lit in a predetermined emission color (for example, white) during the setting change. Note that a setting change notification sound ("The setting is being changed") indicating that the setting is being changed may be output from the audio output device 9.

[0203] In step S10, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the game RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the game RWM area), the process proceeds to step S11. If the checksum is not normal (there is an abnormality in the data in the game RWM area), the process proceeds to step S12 on the assumption that the control state before power-off cannot be restored normally.

[0204] If the backup flag has not been saved, that is, when the power is turned on for the first time, the checksum is determined to be abnormal.

[0205] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.

[0206] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, transmits an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt inhibition to inhibit timer interruption, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and performs a process of waiting until the power supply is completely cut off. As a result, the performance control board 130 performs a process for executing an irrecoverable error notification.

[0207] An "irrecoverable error" is an error state in which game control is no longer performed (there is no transition to game control), and is designed to not be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error will not be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without a setting change operation, and the power switch must be turned ON with a setting change operation. During an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.

[0208] Note that although the "irreversible error" was set to be released only when the setting change process was executed, it may also be released when an RWM clear without a setting change process is executed.

[0209] The "irreversible error notification" is a notification for recognizing that an irreversible error has occurred. For example, it may involve displaying an irreversible error screen ("Irreversible error. Please make a setting change") on the image display devices 70 and 71, fully lighting the frame lighting device 10 and the panel lighting device 76 in a predetermined emission color (e.g., red) until the power is turned off, or outputting an irreversible error sound indicating that an irreversible error has occurred ("Irreversible error") + buzzer sound from the audio output device 9 until the power is turned off. In some cases, the audio output device 9, the frame lighting device 10, the image display devices 70 and 71, and the panel lighting device 76 may be collectively referred to as the "effect device".

[0210] In step S13, the main CPU 110a determines whether there has been an RWM clear operation. Specifically, it determines whether the RWM clear switch 111a is in the ON state. If there has been an RWM clear operation, the process proceeds to step S14 to execute the RWM clear. If there has been no RWM clear operation, the process proceeds to step S16.

[0211] In step S14, the main CPU 110a performs the RWM clear process. Specifically, it performs a process for initializing the control state of the game (initializing areas other than the set value area of the game RWM area).

[0212] In step S15, the main CPU 110a transmits a power-on designation command indicating that the control state of the game has been initialized and the current game state (here, the low-probability non-time-short game state as the normal game state) to the power supply control board 120 and the effect control board 130, and the process proceeds to step S21. As a result, the effect control board 130 will perform a process for executing a power-on notification.

[0213] "Power - on notification" is a notification for recognizing that the control state of the game has been initialized. It includes displaying an initial screen (background image and initial effect symbol "135") on the image display devices 70 and 71 when the power is turned on, fully lighting the frame lighting device 10 and the panel lighting device 76 with a predetermined emission color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power - on notification sound indicating that the RWM area has been initialized ( "RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period (e.g., 30 seconds). In addition, in the power - on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.

[0214] In step S16, the main CPU 110a determines whether there has been a setting confirmation operation. Specifically, it determines whether the setting key switch 112a is in the ON state. If there has been a setting confirmation operation, the process moves to step S17 to enter the setting confirmation mode. If there has been no setting confirmation operation, the process moves to step S18 to restore the game control state to the state before the power - off.

[0215] In step S17, the main CPU 110a performs the setting confirmation process. Specifically, it displays a status confirmation display indicating that the settings are being changed or confirmed on the status confirmation display 68, displays the current setting value saved in the setting value area of the game RWM area on one of the 7 - segment LEDs of the information display 113, and sends a setting confirmation command to the effect control board 130.

[0216] Furthermore, when there is a confirmation end operation for the setting key switch 112a to change from the ON state to the OFF state, the display of the setting value on the information display 113 is ended, the status confirmation display on the status confirmation display 68 is ended, and the process for ending the setting confirmation mode is performed.

[0217] In the effect control board 130 that has received the setting confirmation command, processing for executing a setting confirmation notification for notifying that the setting confirmation is being performed will be carried out. Specifically, a setting confirmation screen indicating that the image display devices 70 and 71 are in the process of setting confirmation is displayed, or the frame lighting device 10 and the panel lighting device 76 are fully lit with a predetermined emission color (for example, white) during the setting confirmation. Note that a setting confirmation notification sound ("Confirming the setting value") indicating that the setting confirmation is in progress may be output from the audio output device 9.

[0218] In step S18, the main CPU 110a clears (zeros) the backup flag and checksum saved in the game RWM area, and sets the game RWM area at power recovery. As a result, the progress state (control state) of the game returns to the state before the power outage, so it becomes possible to resume the game from the state before the power outage.

[0219] In step S19, the main CPU 110a transmits a power recovery command indicating that the control state of the game has been restored and the game state before the power outage to the effect control board 130. As a result, in the effect control board 130, processing for ending the setting confirmation notification and the like described later and executing a power recovery notification will be carried out.

[0220] The "power recovery notification" is a notification for making it recognized that the control state of the game has returned to the state before the power outage. For example, an initial screen (background image and initial effect symbol "135") at the time of power recovery is displayed on the image display devices 70 and 71, the frame lighting device 10 and the panel lighting device 76 are fully lit with a predetermined emission color (for example, blue) for a predetermined period (for example, 60 seconds), or a power recovery notification sound ("The power has been restored" + buzzer sound) indicating that the power has been restored (from the power outage) is output from the audio output device 9 for a predetermined period (for example, 30 seconds). Note that in the power recovery notification, instead of displaying the initial screen on the image display devices 70 and 71, a display for notifying that the power has been restored may be displayed on the image display devices 70 and 71.

[0221] In step S20, the main CPU 110a transmits other commands (special symbol storage designation commands indicating the first special symbol retention number (U1) and the second special symbol retention number (U2), normal symbol retention number (G) normal symbol storage designation commands, etc.) to the effect control board 130. As a result, the effect control board 130 can grasp the special symbol retention number and the normal symbol retention number, and processing for causing the first image display device 70 to display the first retention icon and the second retention icon will be performed.

[0222] In step S21, the main CPU 110a transmits a setting value designation command to the effect control board 130. As a result, the effect control board 130 can grasp the current setting value. Note that this setting value designation command may be transmitted to the effect control board 130 before a power-on designation command or a power recovery designation command is transmitted. Also, the setting value designation command may be transmitted every time the variable display of the special symbol starts, or may be transmitted every time a big win game starts.

[0223] In step S22, the main CPU 110a activates a CTC (counter timer circuit) for generating a timer interrupt (4 milliseconds), and in step S23, permits all interrupts.

[0224] In step S24, the main CPU 110a performs a process of updating a reach determination random number value for determining a variation mode (variation time) of the special symbol and a special symbol determination random number value, and in step S25, performs an initial value random number value update process of updating a big win determination initial value random number value, a special symbol determination initial value random number value, a hit determination initial value random number value, and a normal symbol determination initial value random number value.

[0225] Next, the main CPU 110a determines whether a power failure (blackout) has occurred in step S26. Specifically, it determines whether a power failure detection signal has been input from the power failure detection circuit of the power supply board 160. If the power failure detection signal has not been input, it proceeds to step S24. If the power failure detection signal has been input, it proceeds to step S27.

[0226] In step S27, the main CPU 110a sets an interrupt prohibition that prohibits timer interrupts. In step S28, it performs a process of clearing the output port. In step S29, it calculates the checksum (abnormality determination data) of the game RWM area (excluding the set value area) of the main RAM 110c and saves it in the game RWM area. In step S30, it performs a process of saving a backup flag in the game RWM area of the main RAM 110c. In step S31, it performs a process of prohibiting RAM access and waits until the supply of the power voltage is completely cut off.

[0227] In this way, regarding the setting change operation, since a plurality of conditions (operations) are set, it is not possible to easily perform a setting change, so illegal acts can be suppressed, and it becomes possible to improve the security of the gaming machine.

[0228] Also, since the number of conditions (operations) set for the setting change operation is larger than the number of conditions (operations) set for the RWM clear operation and the setting confirmation operation, it is possible to enhance the security of the event of setting change, which is the most likely to be subject to illegal acts, and effectively prevent illegal acts.

[0229] In addition, when the checksum is abnormal, a non-recoverable error process is executed to stop the progress of the game, so that the gaming machine will not cause trouble to the game parlor or the player by performing unexpected operations, and it becomes possible to improve the reliability of the gaming machine.

[0230] Also, when the value in the set value area is not within the appropriate range, that is, when there is a possibility that the previous power-off occurred during the setting change, even if the checksum is normal, an irrecoverable error process is executed to stop the progress of the game. This prevents the game from proceeding with set values unintended by the game parlor side, and it becomes possible to improve the reliability of the gaming machine.

[0231] Also, during setting changes (in the setting change mode) or during setting confirmation (in the setting confirmation mode), on the front (surface) of the gaming machine 1, it is possible to recognize that a setting change is in progress by checking the status confirmation display 68, the image display devices 70, 71, the frame lighting device 10, and the panel lighting device 76. On the back (rear surface), it is possible to recognize that a setting change is in progress by checking the information display 113. That is, it becomes possible to grasp whether a setting change is in progress from either the front (surface) or the back (rear surface) of the gaming machine 1.

[0232] Regarding the setting change operation, the RWM clear operation, and the setting confirmation operation, the condition may include that the release detection switch 31a is in the ON state. By doing so, since the conditions increase, it is possible to suppress improper acts and further improve the security of the gaming machine.

[0233] Also, when it is determined that there is no backup flag (it is the first power-on) and it is determined that there has been no setting change operation, if it is determined that the checksum is abnormal in the subsequent step S10, an irrecoverable error process is executed. However, when it is determined that there is no backup flag, the gaming program may initialize (clear to 0) the gaming RWM area and save the initial value "1" in the set value area, and then transfer the process to step S13.

[0234] Also, when it is determined that there is a backup flag (indicating power recovery) and it is determined that there has been no setting change operation, if it is determined that the checksum is abnormal in the subsequent step S10, non-recoverable error processing is to be executed. However, when it is determined that the checksum is abnormal, the game RWM area in the game program may be initialized (cleared to 0), the initial value "1" may be saved in the setting value area, and the process may be transferred to step S13.

[0235] Also, although the power-on designated command and the power-recovery designated command are to be transmitted including information indicating the current game state, after transmitting the power-on designated command or the power-recovery designated command, a game state designated command indicating the current game state may be transmitted.

[0236] Also, when power-off occurs or when power is turned on, the game program calculates the checksum of the game RWM area (excluding the setting value area) of the main RAM 110c. However, the information program may calculate the checksum. In this case, it is advisable to save the calculated checksum in the information RWM area.

[0237] Also, when power-off occurs or when power is turned on, the checksum of the game RWM area (excluding the setting value area) is to be calculated. However, the checksum of the entire RWM area may be calculated, or the checksum of the game RWM area and the checksum of the information RWM area may be calculated separately, and when either one of the checksums is abnormal, the process may be transferred to non-recoverable error processing.

[0238] Also, a setting change designated command is to be transmitted at the start of the setting change process, and a power-on designated command is to be transmitted after the setting change process is completed. However, instead of the setting change designated command, a setting change start designated command may be transmitted, and instead of the power-on designated command, a setting change end designated command may be transmitted. In this case, the setting change end designated command may be transmitted at the end of the setting change process, or may be transmitted after the setting change process is completed.

[0239] Also, when a setting change is made, an RWM clear process was to be performed after the setting change, but the RWM clear process may be performed before the setting change.

[0240] (Timer interrupt process of the main control board) Using FIG. 4, the timer interrupt process of the main control board 110 will be described. FIG. 4 is a flowchart showing the timer interrupt process executed every predetermined period (4 milliseconds) in the main control board 110.

[0241] First, the main CPU 110a, in step S100, saves the information stored in the register to the stack area, and in step S110, performs time control processing to update various timer counters such as the update process of the special symbol time counter, the update process of the special game timer counter such as the release time of the special electric accessory, the update process of the normal symbol time counter, and the update process of the opening and closing time of the movable member 48. Specifically, a process of subtracting 1 from counters such as the special symbol time counter, the special game timer counter, the normal symbol time counter, the start port open timer counter, and the start port close timer counter is performed.

[0242] The main CPU 110a, in step S120, performs a specific random number update process to update the jackpot determination random number value, the special symbol determination random number value, the special pattern variation pattern determination random number value, the hit determination random number value, the normal symbol determination random number value, and the normal pattern variation pattern determination random number value. Specifically, each random number value and the random number counter are updated by adding 1. When the added random number counter exceeds the maximum value of the random number range (when the random number counter makes one full cycle), the random number counter is reset to 0, and when the random number counter returns to the initial value of the cycle, the corresponding initial value random number value is set as the new initial value of the cycle and the random number value is newly updated.

[0243] In step S130, the main CPU 110a performs an initial value random number value update process to update the jackpot determination initial value random number value, special symbol determination initial value random number value, hit determination initial value random number value, and normal symbol determination initial value random number value, similar to step S30.

[0244] In step S200, the main CPU 110a determines whether there is an input to various switches such as the general winning port detection switch 43a, big winning port detection switch 50a, first start port detection switch 45a, second start port detection switch 47a, gate detection switch 44a, and out ball detection switch 52a, and performs an input control process to set predetermined data when there is an input. Specifically, it will be described later with reference to FIG. 5.

[0245] In step S300, the main CPU 110a performs a special symbol special power control process for performing special symbol memory determination (such as jackpot determination), display control of special symbols, opening / closing control of the big winning port 50 (opening / closing member 51), control of the game state, etc. Specifically, it will be described later with reference to FIG. 7.

[0246] In step S400, the main CPU 110a performs a normal symbol normal power control process for performing normal symbol memory determination (such as hit determination), display control of normal symbols, opening / closing control of the second start port 47 (movable member 48), etc.

[0247] Note that the types of winning normal symbols and losing normal symbols determined as the determination results of the normal symbol determination information performed in the normal symbol normal power control process are the same without changing according to the set values. By doing so, the game playability does not become overly complex, and it becomes possible for players to play the game with confidence.

[0248] Also, the selection ratios of various winning normal symbols and the selection ratios of various losing normal symbols determined as the determination results of the normal symbol determination information performed in the normal symbol normal power control process are constant without changing according to the set values. By doing so, the degree of advantage for the player does not change extremely according to the set values, and it becomes possible for players to play the game with confidence.

[0249] Next, in step S500, the main CPU 110a transmits a payout status confirmation command for confirming the payout status of the payout control board 120 to the payout control board 120, or refers to the payout counters (3-ball payout counter, 10-ball payout counter, 15-ball payout counter) described later, and performs payout control processing for transmitting a payout number specification command corresponding to each winning opening to the payout control board 120. Thereby, the payout control board 120 executes control for paying out prize balls from the game ball payout device 100.

[0250] In step S600, the main CPU 110a determines the occurrence of a magnetic anomaly or a radio wave anomaly based on the input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs magnetic / radio wave anomaly determination processing for transmitting a magnetic anomaly error specification command or a radio wave anomaly error specification command to the effect control board 130. Note that when the effect control board 130 receives a magnetic anomaly error specification command or a radio wave anomaly error specification command, it performs control for performing a magnetic anomaly error notification or a radio wave anomaly error notification.

[0251] In step S700, the main CPU 110a performs data creation processing for creating data such as external information data (game information) output from the game information output terminal board 90, start opening opening / closing data output to the second start opening solenoid 48b, big winning opening opening / closing data output to the big winning opening solenoid 51b, special symbol display data output to the first special symbol display 60 and the second special symbol display 61, normal symbol display data output to the normal symbol display 62, special symbol hold display data output to the first special symbol hold display 63 and the second special symbol hold display 64, and normal symbol hold display data output to the normal symbol hold display 65.

[0252] In step S750, the main CPU 110a performs output control processing that includes port output processing for outputting signals such as the external information data, start port opening / closing data, and big winning port opening / closing data created in step S700, display output processing for outputting signals such as special symbol display data, normal symbol display data, special symbol hold display data, and normal symbol hold display data, payout command transmission processing for transmitting commands set in the payout transmission data storage area of the main RAM 110c to the payout control board 120, and effect command transmission processing for transmitting commands set in the effect transmission data storage area of the main RAM 110c to the effect control board 130.

[0253] In step S800, the main CPU 110a performs processing for calling an information program. Specifically, after disabling interrupts, it saves the flag register to the game RWM area and performs processing for calling the target information program using a CALL instruction.

[0254] In step S810, the main CPU 110a performs game ball counting processing (information program). Specifically, it performs processing for counting the total number of out balls, which is the number of game balls detected by the out ball detection switch 52a regardless of the game state, the normal payout number, which is the number of prize balls paid out based on the winning of game balls into various winning ports (general winning port, big winning port start port) during the normal game state, and the normal out number, which is the number of game balls detected by the out ball detection switch 52a during the normal game state.

[0255] Note that since the total number of out balls, the normal payout number, and the normal out number are game information that is not affected (independent of the set value) even if the set value is changed, it is possible to calculate performance information (normal base value described later) that excludes the influence of the set value by counting these, which can be used to understand the performance of the gaming machine 1.

[0256] In step S830, main CPU 110a performs performance information calculation processing (information program). Specifically, it calculates the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number, and performs a process of saving the normal base value rounded to the first decimal place in the first area of the base storage area set in the information RWM area.

[0257] Note that the game section is updated every time the total out number reaches 60,000. The base storage area is provided with a first area for storing the normal base value in the current game section, a second area for storing the normal base value in the previous game section, a third area for storing the normal base value in the game section two times before, and a fourth area for storing the normal base value in the game section three times before. The base values for four game sections including the current one are saved in their respective areas.

[0258] In step S850, main CPU 110a performs performance display data setting processing (information program). Specifically, it performs a process of setting performance display data for causing the information display 113 to display while switching the normal base values (performance information) for four game sections calculated in the performance information calculation processing and saved in the base storage area every 5 seconds.

[0259] In step S870, main CPU 110a performs test data creation processing (information program). Specifically, it performs a process of creating test data (test information) to be output to test equipment used when testing the gaming machine 1.

[0260] In step S880, main CPU 110a performs output control processing (information program). Specifically, it performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various displays, and a process of outputting signals such as the test data created in step S870.

[0261] In step S890, main CPU 110a performs game program return processing. Specifically, it returns the flag register from the game RWM area, enables interrupts, and performs processing to return to the game program.

[0262] In step S900, main CPU 110a restores the information saved in step S100 to the registers of main CPU 110a and ends the current timer interrupt processing.

[0263] In this way, since timer interrupts are not executed during the setting change process, RWM clear process, and setting confirmation process, the counting of the payout number and out number, the calculation of the performance information of the gaming machine, and the display of the performance information of the gaming machine are not performed, so it is possible to reduce the control burden on the main control board 110.

[0264] Although the performance information calculation process was performed in the timer interrupt process of the main control board 110, it may be performed in the main process of the main control board 110. Also, the game ball counting process may be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.

[0265] (Input Control Processing of Main Control Board) Using FIG. 5, the input control processing of the main control board 110 will be described. FIG. 5 is a flowchart showing the input control processing in the main control board 110.

[0266] In step S210, main CPU 110a performs general winning port detection switch input processing. In this general winning port detection switch input processing, it determines whether a detection signal is input from the general winning port detection switch 43a, that is, whether a game ball has won in the general winning port 43. If no detection signal is input from the general winning port detection switch 43a, the process proceeds to step S220.

[0267] When a detection signal is input from the general winning opening detection switch 43a, data indicating 10 prize balls is added to and updated in the prize ball counter for the general winning opening (10-prize ball counter) used for prize balls, and after adding "1" to and updating the winning ball counter (D) indicating the number of game balls that have entered the winning opening (D←D + 1), the general winning opening detection switch input process is terminated.

[0268] In step S220, the main CPU 110a performs the big winning opening detection switch input process. In this big winning opening detection switch input process, it is determined whether a detection signal is input from the big winning opening detection switch 50a, that is, whether a game ball has won in the big winning opening 50. If no detection signal is input from the big winning opening detection switch 50a, the process proceeds to step S230.

[0269] When a detection signal is input from the big winning opening detection switch 50a, data indicating 15 prize balls is added to and updated in the prize ball counter for the big winning opening (15-prize ball counter) used for prize balls, and after adding "1" to and updating the winning ball counter (D) indicating the number of game balls that have entered the winning opening (D←D + 1), it is determined whether the current game is a big win game (special game). If the current game is a big win game, "1" is added to and updated in the round winning counter (C) for counting the game balls that have won in the big winning opening 50 (C←C + 1), and the big winning opening detection switch input process is terminated.

[0270] If the current game state is not in the special game state, "1" is added to and updated in the illegal winning ball counter (E) indicating the number of game balls that have won (entered) the specific winning opening (second start opening 47, big winning opening 50) outside the winning period (E←E + 1), and it is determined whether the value of the illegal winning ball counter (E) is greater than the specified number (for example, 10). If the value of the illegal winning ball counter (E) is less than or equal to the specified number, the big winning opening detection switch input process is terminated.

[0271] When the value of the illegal winning ball counter (E) is greater than the specified number, an illegal winning error designation command is set in the production transmission data storage area as an illegal win (illegal ball entry) where a game ball wins (enters the ball) outside the winning period. As a result, the illegal winning error designation command is transmitted to the production control board 130, and the production control board 130 notifies of the occurrence of an illegal win by performing an illegal win error notification.

[0272] Then, external information data (output data) for outputting an illegal winning signal is set in a predetermined area of the main RAM 110c from the game information output terminal board 90, the illegal winning ball counter (E) is cleared, and the big winning opening detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and it becomes possible for an external device to recognize (specify) that an illegal win has occurred.

[0273] In step S230, the main CPU 110a performs a first start opening detection switch input process. In this first start opening detection switch input process, it is determined whether a detection signal from the first start opening detection switch 45a has been input, that is, whether a game ball has won in the first start opening 45. Specifically, it will be described later with reference to FIG. 6.

[0274] In step S240, the main CPU 110a performs a second start opening detection switch input process. In this second start opening detection switch input process, a process substantially the same as the first start opening detection switch input process shown in FIG. 6 described later is performed.

[0275] In step S250, the main CPU 110a performs a gate detection switch input process. In this gate detection switch input process, it is determined whether a detection signal from the gate detection switch 44a has been input, that is, whether a game ball has passed through the general diagram gate 44. If no detection signal is input from the gate detection switch 44a, the input control process is terminated.

[0276] When a detection signal is input from the gate detection switch 44a, it is determined whether the number of general pattern reservations stored in the general pattern reservation memory area, i.e., the general pattern reservation number, is less than 4. If the general pattern reservation number is not less than 4, the input control process ends.

[0277] If the general pattern reservation number is less than 4, the general pattern reservation number is updated by adding "1", general pattern determination information (winning determination random number value, general pattern determination random number value, general pattern variation pattern determination random number value) is obtained, and the empty storage units are sequentially searched from the first storage unit in the general pattern reservation memory area. The obtained general pattern determination information is stored in the empty storage unit, and the input control process ends.

[0278] (First start port detection switch input process of the main control board) Using FIG. 6, the first start port detection switch input process of the main control board 110 will be described. FIG. 6 is a flowchart showing the first start port detection switch input process in the main control board 110.

[0279] First, in step S230-1, the main CPU 110a determines whether a detection signal has been input from the first start port detection switch 45a. If a detection signal has been input from the first start port detection switch 45a, the process moves to step S230-2. If a detection signal has not been input from the first start port detection switch 45a, the current first start port detection switch input process ends.

[0280] In step S230-2, the main CPU 110a performs a process of updating by adding data indicating three prize balls to the three prize ball counters used for prize balls. In step S230-3, special pattern determination information (big win determination random number value, special pattern determination random number value, reach determination random number value, special pattern variation pattern determination random number value) is obtained.

[0281] In step S230-4, main CPU 110a determines whether the first special symbol retention count (U1) stored in the first special symbol retention memory area is less than 4. If the first special symbol retention count (U1) is less than 4, the process proceeds to step S230-5. If the first special symbol retention count (U1) is not less than 4, the current first start port detection switch input process ends.

[0282] In step S230-5, main CPU 110a performs a process of adding "1" to the first special symbol retention count (U1) for update (U1←U1 + 1). In step S230-6, the first special symbol memory designation command corresponding to the updated first special symbol retention count (U1) is set in the production transmission data storage area. As a result, the first special symbol memory designation command is transmitted to the production control board 130, and the production control board 130 can grasp the first special symbol retention count.

[0283] In step S230-7, main CPU 110a sequentially searches for available memory areas from the first memory section in the first special symbol retention memory area, and stores the acquired special symbol determination information in the available memory areas.

[0284] As described above, the first retention memory consisting of special symbol determination information (big win determination random value, special symbol determination random value, reach determination random value, and special symbol variation pattern determination random value, etc.) is stored in a predetermined memory section of the first special symbol retention memory area.

[0285] In step S230-8, main CPU 110a performs the first preliminary determination process. In this first preliminary determination process, a preliminary determination table (not shown) is referred to, and the special symbol determination information (first retention memory) acquired this time is determined before the variable display of the special symbol based on the determination information is performed, and the planned variation pattern that is the variation pattern to be executed is determined.

[0286] In step S230-9, the main CPU 110a sets a first start port winning designation command corresponding to the scheduled variation pattern determined in the first pre-determination process of step S230-8 in the production transmission data storage area, and ends the current first start port detection switch input process.

[0287] Thereby, the scheduled variation pattern can be transmitted to the production control board 130 as the first start port winning designation command. The sub-CPU 130a of the production control board 130 that has received the first start port winning designation command analyzes the first start port winning designation command, and from before the start of the variable display of the special symbol corresponding to the first start port winning designation command, a pre-reading preview effect that executes a predetermined preview effect over one or a plurality of variable displays executed previously can be executed. Note that the pre-reading preview effect is performed using one or a plurality of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.

[0288] Regarding the second start port detection switch input process, the first start port detection switch 45a, the first special symbol hold memory area, the first hold memory, the first special symbol hold count (U1), the first special symbol memory designation command, the first pre-determination process, and the first start port winning designation command may be respectively read as the second start port detection switch 47a, the second special symbol hold memory area, the second hold memory, the second special symbol hold count (U2), the second special symbol memory designation command, the second pre-determination process, and the second start port winning designation command.

[0289] (Special Symbol and Special Electric Control Process of the Main Control Board) The special symbol and special electric control process of the main control board 110 will be described with reference to FIG. 7. FIG. 7 is a flowchart showing the special symbol and special electric control process in the main control board 110.

[0290] First, in step S301, the main CPU 110a loads the special drawing and special electric processing data. In step S302, it refers to the branch destination address from the special drawing and special electric processing data that has been loaded. If the special drawing and special electric processing data = 0, the process transfers to the special symbol memory determination process (step S310). If the special drawing and special electric processing data = 1, the process transfers to the special symbol variation process (step S320). If the special drawing and special electric processing data = 2, the process transfers to the special symbol stop process (step S330). If the special drawing and special electric processing data = 3, the process transfers to the big win game process (step S340). If the special drawing and special electric processing data = 4, the process transfers to the big win game end process (step S350).

[0291] This "special drawing and special electric processing data" is set as needed within each subroutine of the special drawing and special electric control process as described later. Thus, the necessary subroutines for that game are appropriately processed.

[0292] In step S310, the main CPU 110a performs a special symbol memory determination process that includes determining the winning combination, determining the type of special symbol to be stopped and displayed, and determining the variation time of the special symbol.

[0293] Specifically, first, the main CPU 110a determines whether the second special symbol reservation number (U2) is "1" or more. If the second special symbol reservation number (U2) is not "1" or more, it determines whether the first special symbol reservation number (U1) is "1" or more. If the first special symbol reservation number (U1) is not "1" or more (i.e., "0"), it determines whether the customer waiting state determination flag for determining whether it is the start of the customer waiting state (waiting state where the game is not in progress) in which the special symbol variation display and the big win game are not being executed is "0".

[0294] When the customer waiting status determination flag is "0", the customer waiting status designation command is set in the production transmission data storage area as if the customer waiting status has started. While maintaining the special drawing special power processing data = 0, this special symbol memory determination process is terminated. When the customer waiting status determination flag is not "0", this special symbol memory determination process is terminated while maintaining the special drawing special power processing data = 0, assuming that the customer waiting status has already started.

[0295] When the second special symbol hold count (U2) is "1" or more, after subtracting "1" from the value stored in the second special symbol hold memory area, the various random number values (special drawing determination information) stored in the first to fourth memory sections in the second special symbol hold memory area are shifted to the previous memory section, and the second special symbol memory designation command corresponding to the second special symbol hold count (U2) after subtraction is set in the production transmission data storage area. As a result, the second special symbol memory designation command is transmitted to the production control board 130, and the production control board 130 can grasp the second special symbol hold count.

[0296] Then, the main CPU 110a performs a jackpot determination (jackpot lottery) to determine whether to execute a jackpot game. Specifically, based on the random number value for special symbol determination among the various random number values (special drawing determination information) shifted from the first memory section to the zero-th memory section in the second special symbol hold memory area, the set value (here, 1 to 4) stored in the set value area of the game RWM area, and the current probability game state (low probability game state, high probability game state), a determination is made as to whether it is a "jackpot" or a "miss" for which a jackpot game will be executed.

[0297] On the other hand, when the second special symbol reservation number (U2) is not "1" or more and the first special symbol reservation number (U1) is "1" or more, after subtracting "1" from the value stored in the first special symbol reservation memory area, the various random number values stored in the first to fourth memory parts in the first special symbol reservation memory area are shifted to the previous memory part, and the first special symbol memory designation command corresponding to the first special symbol reservation number (U1) after subtraction is set in the production transmission data storage area. As a result, the first special symbol memory designation command is transmitted to the production control board 130, and the production control board 130 can grasp the first special symbol reservation number.

[0298] Then, the main CPU 110a performs a jackpot determination (jackpot lottery) to determine whether to execute a jackpot game. Specifically, among the various random number values (special symbol determination information) shifted from the first memory part to the zeroeth memory part of the first special symbol reservation memory area, the random number value for special symbol determination, the set value (here, 1 to 4) stored in the set value area of the game RWM area, and based on the current probability game state (low probability game state, high probability game state), it is determined whether it is a "jackpot" or a "miss" that will execute a jackpot game.

[0299] Then, the main CPU 110a performs a special symbol determination process to determine the type of special symbol to be stopped and displayed. Specifically, when a jackpot determination is made based on the random number value for special symbol determination stored in the zeroeth memory part of the second special symbol reservation memory area, based on the random number value for jackpot symbol stored in this zeroeth memory part, a jackpot special symbol or a miss special symbol is determined, and the production symbol designation command corresponding to the determined special symbol is set in the production transmission data storage area. As a result, the production symbol designation command is transmitted to the production control board 130, and the production control board 130 can grasp the type of special symbol to be stopped and displayed.

[0300] Also, when a jackpot determination is made based on the random number value for special symbol determination stored in the 0th memory section of the first special symbol holding memory area, a special symbol (jackpot special symbol, losing special symbol) is determined based on the random number value for jackpot symbol stored in this 0th memory section, and an effect symbol designation command corresponding to the determined special symbol is set in the effect transmission data storage area. As a result, the effect symbol designation command is transmitted to the effect control board 130, and the effect control board 130 can grasp the type of special symbol to be stopped and displayed.

[0301] Next, the main CPU 110a performs a special symbol variation pattern determination process for determining the variation pattern (variation time) of the special symbol. Specifically, when a jackpot determination is made based on the random number value for special symbol determination stored in the 0th memory section of the second special symbol holding memory area, based on the random number value for reach determination and the random number value for special symbol variation stored in this 0th memory section, the variation pattern of the special symbol is determined, the variation time corresponding to the determined variation pattern is set in the special symbol time counter, and a variation pattern designation command corresponding to the determined variation pattern is set in the effect transmission data storage area. As a result, the variation pattern designation command is transmitted to the effect control board 130, and the effect control board 130 can grasp the variation pattern of the special symbol.

[0302] Also, when a jackpot determination is made based on the random number value for special symbol determination stored in the 0th memory section of the first special symbol holding memory area, based on the random number value for reach determination and the random number value for special symbol variation stored in this 0th memory section, the variation pattern of the special symbol is determined, the variation time corresponding to the determined variation pattern is set in the special symbol time counter, and a variation pattern designation command corresponding to the determined variation pattern is set in the effect transmission data storage area. As a result, the variation pattern designation command is transmitted to the effect control board 130, and the effect control board 130 can grasp the variation pattern of the special symbol.

[0303] Then, the main CPU 110a sets the variation display data for causing the first special symbol display 60 or the second special symbol display 61 to perform the variation display (LED blinking) of the special symbol in a predetermined processing area.

[0304] Accordingly, when the variation display data is set in the predetermined processing area, the data for turning on or off the LED is appropriately created in step S600, and the created data is output in step S700, so that the variation display of the special symbol is performed on the first special symbol display 60 or the second special symbol display 61.

[0305] Then, the special figure special power processing data is set from 0 to 1, and preparations are made to transfer to the subroutine of the special symbol variation process, and the current special symbol storage determination process is terminated.

[0306] The main CPU 110a performs a special symbol variation process for determining whether the variation time of the special symbol has elapsed in step S320. Specifically, it is determined whether the variation time of the special symbol set in step S310 has elapsed (special symbol time counter = 0). If the variation time has not elapsed, the current special symbol variation process is terminated while maintaining the special figure special power processing data = 1.

[0307] If the variation time has elapsed, the jackpot special symbol or the losing special symbol determined in step S310 is stopped and displayed on the first special symbol display 60 or the second special symbol display 61, and a predetermined stop time (0.5 seconds) of the special symbol is set in the special symbol time counter. As a result, the player is notified of the result of the jackpot determination.

[0308] Then, the special figure special power processing data is set from 1 to 2, and preparations are made to transfer to the subroutine of the special symbol stop process, and the current special symbol variation process is terminated.

[0309] In step S330, the main CPU 110a performs a special symbol stop process for determining whether the stop time (0.5 seconds) of the special symbol has elapsed. Specifically, it determines whether the stop time of the special symbol set in step S320 has elapsed (special symbol time counter = 0). If the stop time has not elapsed, the current special symbol stop process ends while maintaining the special drawing special power processing data = 2.

[0310] If the stop time has elapsed, when the time shortening count > 0, 1 is subtracted from the time shortening count counter and updated. If the time shortening count = 0, the time shortening game flag is cleared. When the high probability count > 0, 1 is subtracted from the high probability count counter and updated. If the high probability count = 0, the high probability game flag is cleared.

[0311] Then, the main CPU 110a determines whether the special symbol that has stopped being displayed is a big win special symbol. If it is a big win special symbol, the time shortening game flag, the high probability game flag, the time shortening count counter, and the high probability count counter are cleared, and the special drawing special power processing data is set from 2 to 3, and preparations are made to transfer to the subroutine of the big win game process, and the current special symbol stop process ends.

[0312] On the other hand, if it is a losing special symbol, the special drawing special power processing data is set from 2 to 0, and preparations are made to transfer to the subroutine of the special symbol storage determination process, and the current special symbol stop process ends.

[0313] In step S340, the main CPU 110a performs a big win game process for executing the first big win game, the second big win game, or the third big win game based on the type (stop symbol data) of the big win special symbol set in step S310.

[0314] Specifically, the opening time of the opening / closing member 51 corresponding to the type of jackpot game is set in the special game timer counter, and drive data of the big winning opening / closing solenoid 51b is output to open the opening / closing member 51. At this time, 1 is added to the round game count (R) storage area.

[0315] During this opening, when a specified number of game balls win (enter the winning hole), or when the opening time of the big winning opening has elapsed (round winning counter (C) = 10, or special game timer counter = 0), the output of the drive data of the big winning opening / closing solenoid 51b is stopped to close the opening / closing member 51. Thereby, one round game ends. Also, the counter value of the round winning counter (C) is cleared.

[0316] When a predetermined number of (in this embodiment, 4 times or 16 times) round games end, the data stored in the round game count (R) storage area is cleared, and the special figure special power processing data is set from 3 to 4, and preparations are made to transfer to the subroutine of the jackpot game end process, and the current jackpot game process ends.

[0317] In step S350, the main CPU 110a determines either a high-probability game state or a low-probability game state among the probability game states, and performs a jackpot game end process for determining either a time-saving game state or a non-time-saving game state.

[0318] Specifically, based on the type of jackpot special symbol (stop symbol data) set in step S310 above, the high-probability game flag is set, the high-probability count is set, the time-saving game flag is set, the time-saving count is set, the special figure special power processing data is set from 4 to 0, and preparations are made to transfer to the subroutine of the special symbol storage determination process, and the current jackpot game end process ends.

[0319] (Explanation of commands related to the effect control board) Using FIGS. 8 and 9, the types of commands transmitted from the main control board 110 to the effect control board 130 will be described. FIGS. 8 and 9 are diagrams showing the types of commands transmitted from the main control board 110 to the effect control board 130.

[0320] The "First Special Symbol Storage Designation Command" indicates the first special symbol reservation number (U1). When the first special symbol reservation number (U1) increases or decreases, it is set in the effect transmission data storage area of the main RAM 110c and transmitted to the effect control board 130.

[0321] The "Second Special Symbol Storage Designation Command" indicates the second special symbol reservation number (U2). When the second special symbol reservation number (U2) increases or decreases, it is set in the effect transmission data storage area of the main RAM 110c and transmitted to the effect control board 130.

[0322] In this embodiment, the "First Special Symbol Storage Designation Command" and the "Second Special Symbol Storage Designation Command" may be collectively referred to as the "Special Symbol Storage Designation Command".

[0323] The "Effect Symbol Designation Command" indicates the type (kind) of the special symbol to be stopped and displayed. When various special symbols are determined and the variable display of the special symbol starts, it is set in the effect transmission data storage area of the main RAM 110c and transmitted to the effect control board 130.

[0324] Since the type of the special symbol ultimately determines the type of the big win game and the game state after the big win game ends, it can be said that the effect symbol designation command indicates the type of the big win and the game state after the big win ends.

[0325] The "First Special Symbol Variable Pattern Designation Command" indicates the variable time (variable mode) of the special symbol on the first special symbol display 60. When the variable display of the special symbol starts on the first special symbol display 60, it is set in the effect transmission data storage area of the main RAM 110c and transmitted to the effect control board 130.

[0326] The "Variable Pattern Designation Command for the Second Special Symbol" indicates the variable time (variation mode) of the special symbol on the second special symbol display 61. When the variable display of the special symbol starts on the second special symbol display 61, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0327] In this embodiment, the "Variable Pattern Designation Command for the First Special Symbol" and the "Variable Pattern Designation Command for the Second Special Symbol" may be collectively referred to as the "Variable Pattern Designation Command".

[0328] The "Special Symbol Determination Command" indicates that the special symbol has stopped being displayed. When the special symbol is stopped from being displayed on the first special symbol display 60 or the second special symbol display 61, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0329] The "Normal Symbol Determination Command" indicates that the normal symbol has stopped being displayed. When the normal symbol is stopped from being displayed on the normal symbol display 62, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0330] The "Start Opening Winning Designation Command" is for notifying the production control board 130 in advance of the result of the jackpot determination (lottery). When a game ball wins in the first start opening 45 or the second start opening 47, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0331] The "Jackpot Opening Designation Command" indicates the start of a jackpot game (special game). When various jackpot games start, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0332] The "round designation command" indicates the number of rounds of a jackpot game. When the round game of the jackpot game starts, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0333] The "jackpot ending designation command" indicates the end of a jackpot game. When various jackpot games end, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0334] The "normal symbol memory designation command" indicates the number of normal symbol holds (G1). When the value stored in the normal symbol hold number (G1) memory area increases or decreases, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0335] The "normal symbol designation command" indicates the type of normal symbol stopped and displayed on the normal symbol display 62. When various normal symbols are determined and the variable display of the normal symbol starts, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0336] The "normal symbol variation designation command" indicates the variation time of the normal symbol on the normal symbol display 62. When the variable display of the normal symbol starts, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0337] The "winning opening designation command" indicates the start of a winning game (auxiliary game). When the winning game starts, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0338] The "winning ending designation command" indicates the end of various auxiliary games. When the winning game ends, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0339] The "game state designation command" indicates whether it is a time-saving game state or a high-probability game state. It is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130 at the start of the special symbol variation, at the end of the special symbol variation (at the start of the big win game), and at the end of the big win.

[0340] The "power-on designation command" and the "power recovery designation command" indicate whether the power-on to the gaming machine 1 involves the initialization of the main RAM 110c. When the power of the gaming machine 1 is turned on, the presence or absence of the initialization of the main RAM 110c and the power-on designation command or the power recovery designation command corresponding to the game state are transmitted to the production control board 130.

[0341] The "customer waiting state designation command" indicates that the special symbol variation display has entered the customer waiting state where no variation is shown. It is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130 when the customer waiting state is entered.

[0342] The "error designation command" indicates that an error has occurred in the gaming machine 1 and the type of the error. When it is determined in the above-described magnetic / radio wave abnormality determination process that a magnetic abnormality or a radio wave abnormality has occurred, or when it is determined in the above-described big winning opening detection switch input process or the above-described second start opening detection switch input process that an illegal winning has occurred, it is set in the production transmission data storage area of the main RAM 110c and transmitted to the production control board 130.

[0343] Also, when the payout control board 120 detects the opening of the game board mounting frame 3 or the glass frame 4, the fullness of the lower tray 12, or a payout abnormality, it is set in the production transmission data storage area of the payout RAM 121c and transmitted to the production control board 130.

[0344] The "error cancellation command" indicates that the error that has occurred in the gaming machine 1 has been resolved. When the resolution of various abnormalities is detected, it is set in the production transmission data storage area of the main RAM 110c or the payout RAM 121c and transmitted to the production control board 130.

[0345] The "setting value command" indicates the setting value set in the gaming machine 1. After the power of the gaming machine 1 is turned on, specifically, after the power-on command or the power recovery command is transmitted, it is transmitted to the production control board 130.

[0346] (Main process of the production control unit) Next, with reference to FIG. 10, the main process of the production control unit 130m will be described. FIG. 10 is a flowchart showing the main process of the production control unit 130m.

[0347] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub-CPU 130a, and the sub-CPU 130a performs the following main process.

[0348] In step E10, the sub-CPU 130a sets an interrupt prohibition for prohibiting timer interrupts. In step E20, it performs an initialization process. Specifically, in response to the power-on, it reads the main process program from the sub-ROM 130b and initializes the flags and the like stored in the sub-RAM 130c, and performs processes such as initial settings.

[0349] In step E30, the sub-CPU 130a sets an interrupt permission for permitting timer interrupts. In step E40, it performs a sub-random number update process. Specifically, it performs a process of updating various random number values stored in the sub-RAM 130c. Thereafter, until a predetermined interrupt process is performed, the process of step E40 is repeatedly performed.

[0350] (Timer interrupt process of the production control unit) Using FIG. 11, the timer interrupt process of the effect control unit 130m will be described. FIG. 11 is a flowchart showing the timer interrupt process that is executed every predetermined period (4 milliseconds) in the effect control unit 130m.

[0351] In step E100, the sub-CPU 130a saves the information stored in the registers of the sub-CPU 130a in the stack area, and in step E120, performs timer update processing. In this timer update processing, the sub-CPU 130a performs processing to update various timers.

[0352] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether there is an input to various switches such as the effect button detection switch 17a and the cross key detection switch 19a, and when there is an input, performs processing to set predetermined data.

[0353] In step E150, the sub-CPU 130a performs command analysis processing. Specifically, it determines whether various commands are being transmitted from the main control board 110, and when various commands are being transmitted, performs processing to store the received commands in the receive buffer of the sub-RAM 130c.

[0354] In step E170, the sub-CPU 130a performs setting change / confirmation processing. Specifically, it determines whether a setting change designation command or a setting confirmation designation command is received by referring to the receive buffer of the sub-RAM 130c. When a setting change designation command is received, it performs processing to execute the above-described setting change notification, and when a setting confirmation designation command is received, it performs processing to execute the above-described setting confirmation notification.

[0355] At step E200, the sub-CPU 130a performs a power-on process. Specifically, it determines whether a power-on command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs a process for executing a power-on notification. More specifically, it sends a power-on notification command to the display / audio control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power-on screen, or to cause the audio output device 9 to output a power-on sound.

[0356] At step E250, the sub-CPU 130a performs a power failure recovery process. Specifically, it determines whether a power recovery command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs a process for executing a power failure recovery notification. More specifically, it sends a power recovery notification command to the display / audio control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power recovery screen, or to cause the audio output device 9 to output a power recovery sound. Note that

[0357] At step E300, the sub-CPU 130a performs a waiting-for-customer production process. Specifically, it determines whether a waiting-for-customer state command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs a process for performing a waiting-for-customer demo production after a predetermined time has elapsed. More specifically, it sends a waiting-for-customer production command to the display / audio control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a waiting-for-customer demo screen, or to cause the audio output device 9 to output a waiting-for-customer demo sound. Details will be described later with reference to FIG. 12.

[0358] At step E350, the sub-CPU 130a performs a game state update process. Specifically, it determines whether a game state command is received by referring to the reception buffer of the sub-RAM 130c. If the command is received, it performs a process for updating the game state information stored in the sub-RAM 130c.

[0359] In step E400, the sub-CPU 130a performs a pending information update process. Specifically, it determines whether a special symbol storage designation command or a normal symbol storage designation command is received by referring to the reception buffer of the sub-RAM 130c, and if received, it performs a process of updating the first special symbol pending number, the second special symbol pending number, the normal symbol pending number, etc. stored in the sub-RAM 130c.

[0360] In step E500, the sub-CPU 130a performs a pre-reading type effect process. Specifically, it determines whether a start port winning designation command or a variation pattern designation command is received by referring to the reception buffer of the sub-RAM 130c, and if received, it performs processes related to icon change effects, continuous preview effects, and lamp change effects as pre-reading type effects. Details will be described later with reference to FIG. 14.

[0361] The "icon change effect" is a type of pre-reading preview effect that changes a pending icon and the display mode of the icon to make the player expect that a big win game will be executed. In this embodiment, the icon change effect for the pending icon may be referred to as the "pending icon change effect", and the icon change effect for the icon may be referred to as the "icon change effect for the said icon".

[0362] The "continuous preview effect" is a type of pre-reading preview effect that executes a predetermined effect over one or a plurality of variation effects to make the player expect that a big win game will be executed. The "lamp change effect" is a type of pre-reading preview effect that changes the light emission mode of the winning port lamp over one or a plurality of variation effects to make the player expect that a big win game will be executed.

[0363] In step E600, the sub-CPU 130a performs the special drawing special electric effect process. Specifically, it determines whether it has received an effect symbol designation command, a special symbol variable pattern designation command, a special symbol determination command, a jackpot opening designation command, a round designation command, a jackpot ending designation command, etc. by referring to the reception buffer of the sub-RAM 130c. If it has received such commands, it performs a process for executing an effect corresponding to the received commands.

[0364] In step E800, the sub-CPU 130a performs the general drawing general electric effect process. Specifically, it determines whether it has received a general drawing designation command, a general drawing variable designation command, a normal symbol determination command, a winning opening designation command, and a winning ending designation command, etc. by referring to the reception buffer of the sub-RAM 130c. If it has received such commands, it performs a process for executing an effect corresponding to the received commands.

[0365] In step E850, the sub-CPU 130a performs an error notification process. Specifically, it determines whether it has received an error designation command or an error cancellation designation command by referring to the reception buffer of the sub-RAM 130c. If it has received such commands, it performs a process for executing an error notification effect corresponding to the received error designation command, or a process for ending the error notification effect corresponding to the received error cancellation designation command.

[0366] In step E900, the sub-CPU 130a performs an output control process. Specifically, it performs a process of outputting signals such as predetermined data, or transmitting various commands stored in the transmission buffer of the sub-RAM 130c to the display / audio control unit 140 and the lamp / drive control unit 150.

[0367] In step E950, the sub-CPU 130a restores the information saved in step E100 to the register of the sub-CPU 130a and ends the current timer interrupt process.

[0368] (Customer waiting effect process of the effect control unit) Using FIG. 12, the waiting customer presentation process of the presentation control unit 130m will be described. FIG. 12 is a flowchart showing the waiting customer presentation process in the presentation control unit 130m.

[0369] The sub-CPU 130a determines, in step E300-1, whether or not it has received a waiting customer state designation command from the main control board 110. If it has not received the waiting customer state designation command, the process proceeds to step E300-4. If it has received the waiting customer state designation command, in step E300-2, it selects a demo waiting time determination table (see FIG. 13) for determining the waiting time until the start of the waiting customer demo presentation. The details of the demo waiting time determination table will be described later.

[0370] In step E300-3, the sub-CPU 130a determines the demo waiting time and sets it in the demo waiting timer. Specifically, referring to the demo waiting time determination table shown in FIG. 13, it determines one demo waiting time from among a plurality of demo waiting times based on the current game state and the current state.

[0371] In step E300-4, the sub-CPU 130a determines whether or not it is in the demo waiting state. Specifically, it determines whether or not the demo waiting timer is set. If it is not in the demo waiting state, the current waiting customer presentation process is terminated without executing the waiting customer demo presentation. If it is in the demo waiting state, in step E300-5, it updates the demo waiting timer by -1.

[0372] In step E300-6, the sub-CPU 130a determines whether or not the demo waiting timer = 0. If the demo waiting timer ≠ 0, the current waiting customer presentation process is terminated without yet executing the waiting customer demo presentation. If the demo waiting timer = 0, in step E300-7, it sets the waiting customer demo presentation command in the transmission buffer and terminates the current waiting customer presentation process. As a result, the waiting customer demo presentation command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and a waiting customer demo presentation that appeals to the player to execute the game is executed.

[0373] (Demo waiting time determination table) FIG. 13 is a diagram showing a demo waiting time determination table that is referred to when determining the waiting time until the start of the customer waiting demo performance.

[0374] In the demo waiting time determination table shown in FIG. 13, the game state, the current state, and the selected demo waiting time are associated. For the demo waiting time in the normal game state, four types of demo waiting times from 30 seconds to 70 seconds are set, and for the demo waiting time in the specific game state, four types of demo waiting times from 35 seconds to 75 seconds are set.

[0375] As the first feature of the demo waiting time determination table shown in FIG. 13, the demo waiting time after the production symbol is statically displayed on the image display device immediately after power-on, the demo waiting time after the production symbol is statically displayed on the image display device immediately after power recovery, the demo waiting time after the variable display of the production symbol ends (the variable time has elapsed) and the production symbol is statically displayed, and the demo waiting time after the production symbol is statically displayed after the end of the customer waiting demo performance are different. By doing so, it is possible to execute the customer waiting demo performance at an appropriate time according to the current state, and it is possible to improve the operation of the gaming machine.

[0376] As the second feature of the demo waiting time determination table shown in FIG. 13, the demo waiting time after the variable display of the production symbol ends (the variable time has elapsed) and the production symbol is statically displayed is longer than the demo waiting time after the production symbol is statically displayed on the image display device immediately after power-on. By doing so, it is possible to execute the customer waiting demo performance at an appropriate time according to the likelihood of the player playing the game, and it is possible to improve the operation of the gaming machine.

[0377] As the third feature of the demo standby time determination table shown in FIG. 13, the demo standby time after the variable display of the effect symbol ends (after the variable time has elapsed) and the effect symbol is statically displayed is shorter than the demo standby time after the effect symbol is statically displayed on the image display device immediately after the power is restored. By doing so, it is possible to execute the customer-waiting demo effect at an appropriate time according to the likelihood of the player being engaged in the game, and it becomes possible to improve the operation of the gaming machine.

[0378] As the fourth feature of the demo standby time determination table shown in FIG. 13, the demo standby time after the effect symbol is statically displayed on the image display device immediately after the power is restored is longer than the demo standby time after the effect symbol is statically displayed on the image display device immediately after the power is turned on. By doing so, it is possible to execute the customer-waiting demo effect at an appropriate time according to the likelihood of the player being engaged in the game, and it becomes possible to improve the operation of the gaming machine.

[0379] As the fifth feature of the demo standby time determination table shown in FIG. 13, the demo standby time after the effect symbol is statically displayed after the end of the customer-waiting demo effect is the shortest. By doing so, it is possible to effectively enhance the appeal of the game to the player, and it becomes possible to improve the operation of the gaming machine.

[0380] As the sixth feature of the demo standby time determination table shown in FIG. 13, the demo standby times in specific game states (low-probability short-game state, high-probability short-game state) are longer than the respective demo standby times in the normal game state. By doing so, it is possible to execute the customer-waiting demo effect at an appropriate time according to the likelihood of the player being engaged in the game, and it becomes possible to improve the operation of the gaming machine.

[0381] (Pre-reading type effect processing of the effect control unit) Using FIG. 14, the pre-reading type effect processing of the effect control unit 130m will be described. FIG. 14 is a flowchart showing the pre-reading type effect processing in the effect control unit 130m.

[0382] In step E510, the sub-CPU 130a performs an icon change effect determination process for determining whether to execute an icon change effect, the effect mode of the icon change effect, etc. Specifically, it will be described later with reference to FIG. 15.

[0383] In step E520, the sub-CPU 130a performs an icon display mode update process for executing the icon change effect determined to be executed in the icon change effect determination process (changing the reserved icon already displayed and the display mode of the icon). Specifically, it will be described later with reference to FIG. 18.

[0384] In step E530, the sub-CPU 130a performs a continuous preview effect determination process for determining whether to execute a continuous preview effect, the effect mode of the continuous preview effect, etc. Specifically, it will be described later with reference to FIG. 24.

[0385] In step E540, the sub-CPU 130a performs a continuous preview effect execution process for executing the continuous preview effect determined to be executed in the continuous preview effect determination process. Specifically, it will be described later with reference to FIG. 26.

[0386] In step E550, the sub-CPU 130a performs a lamp change effect execution process for executing a lamp change effect (turning on the winning port lamp NR so that the light emission mode corresponds to the icon whose display mode has changed), and ends the current pre-reading type effect process. Specifically, it will be described later with reference to FIG. 28.

[0387] (Icon Change Effect Determination Process of the Effect Control Unit) Using FIG. 15, the icon change effect determination process of the effect control unit 130m will be described. FIG. 15 is a flowchart showing the icon change effect determination process in the effect control unit 130m.

[0388] In step E510-1, the sub-CPU 130a determines whether it has received a start port winning designation command from the main control board 110. If it has received the start port winning designation command, the process proceeds to step E510-2. If it has not received the start port winning designation command, the current icon change effect determination process ends.

[0389] In step E510-2, the sub-CPU 130a refers to the received start port winning designation command to determine whether it is a big win, the type of big win game, and the effect content (scheduled variation pattern).

[0390] In step E510-3, the sub-CPU 130a determines whether the current is a period during which the icon change effect can be executed. If it is a period during which the icon change effect can be executed, the process proceeds to step E510-4. If it is not a period during which the icon change effect can be executed, the process proceeds to step E510-8.

[0391] The "period during which the icon change effect can be executed" means that the big win game is not being executed, the icon change effect is not being executed, or the icon change effect is not scheduled to be executed. Note that any one or two of the above three conditions may be provided. Also, when the received start port winning designation command is based on winning at the first start port 45, it may be provided that it is in the normal game state, and when the received start port winning designation command is based on winning at the second start port 47, it may be provided that it is in a specific game state (low probability short game state, high probability short game state), etc.

[0392] In step E510-4, the sub-CPU 130a determines whether all of the pre-determination results of the previous hold (hold memory corresponding to the previously received start port winning designation command) are below normal reach, that is, whether all of the pre-determination results of the previous hold are normal variation, shortened variation, or normal reach. If all are below normal reach, the process proceeds to step E510-5. If not all are below normal reach, the process proceeds to step E510-8.

[0393] In step E510-5, the sub-CPU 130a acquires a random value for determining the final display mode of the icon to be additionally displayed on the first image display device 70 (main liquid crystal), and in step E510-6, selects an icon final display mode determination table (see FIG. 16) for determining the final display mode of the icon. The details of the icon final display mode determination table will be described later.

[0394] In step E510-7, the sub-CPU 130a determines the final display mode of the icon. Specifically, the sub-CPU 130a refers to the icon final display mode determination table shown in FIG. 16, and based on the planned variation pattern indicated by the start port winning designation command and the selection rate (%) of each icon final display mode, determines one icon final display mode from among the plurality of icon final display modes.

[0395] In step E510-8, the sub-CPU 130a determines a normal icon (CD icon) in the normal display mode as the final display mode of the icon.

[0396] In step E510-9, the sub-CPU 130a determines whether or not the determined final display mode of the icon is a display mode (special icon) for executing an icon change effect. If it is a display mode for executing an icon change effect, the process proceeds to step E510-10, and if it is not a display mode for executing an icon change effect, the process proceeds to step E510-13.

[0397] In step E510-10, the sub-CPU 130a selects a change scenario determination table (see FIG. 17) for determining the change scenario of the icon change effect. The details of the change scenario determination table will be described later. This change scenario indicates the transition of the display mode from the appearance to the disappearance of the held icon.

[0398] In step E510-11, the sub-CPU 130a determines a change scenario and sets it in the look-ahead information storage area corresponding to the pending storage number counter of the sub-RAM 130c. Specifically, referring to the change scenario determination table shown in FIG. 17, based on the final icon display mode, the pending storage number of the special symbol corresponding to the start port winning designation command, and the selection rate (%) of each change scenario, one change scenario is determined from among the plurality of change scenarios.

[0399] In step E510-12, the sub-CPU 130a identifies the winning icon, which is the icon display mode initially displayed on the first image display device 70 (main liquid crystal) from the determined change scenario, sets the icon display command of the winning icon in the transmission buffer, and ends the current icon change effect determination process. As a result, the icon display command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the pending icon in the display mode corresponding to the icon display command of the winning icon is displayed on the first image display device 70 (main liquid crystal), or a predetermined effect sound (the first winning sound when displayed as a normal icon, the second winning sound when displayed as a special icon) is output.

[0400] In step E510-13, the sub-CPU 130a determines a non-change scenario in which the icon change effect is not executed and sets it in the look-ahead information storage area corresponding to the pending storage number counter of the sub-RAM 130c.

[0401] In step E510-14, the sub-CPU 130a sets the icon display command of the normal icon in the transmission buffer and ends the current icon change effect determination process. As a result, the icon display command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the pending icon in the display mode corresponding to the icon display command of the normal icon is displayed on the first image display device 70 (main liquid crystal), or a predetermined effect sound (the first winning sound) is output.

[0402] In the icon change effect determination process of the present embodiment, the icon change effect (hold icon change effect, the said icon change effect) is executed when all the pre-judgment results of the prior hold are at or below normal reach. However, the icon change effect may be executed when the pre-judgment result of the prior hold is such that a reach effect is not performed, and the icon change effect may not be executed when the reach effect is performed. By doing so, during the variable effect corresponding to the prior hold where the reach effect is executed, the change in the display mode of the hold icon does not occur, and during the variable effect corresponding to the prior hold where the reach effect is not executed, the change in the display mode of the hold icon occurs. Thus, the reach effect is not inhibited by the icon change effect, and it becomes possible to improve the amusement of the game.

[0403] Also, even when the pre-judgment result of the prior hold includes those that perform a reach effect, the icon change effect may be executed. However, it may be made such that the icon change effect is more likely to be executed (executed at a higher rate) when the pre-judgment result of the prior hold does not include those that perform a reach effect than when it includes those that perform a reach effect.

[0404] (Icon Final Display Mode Determination Table) FIG. 16 is a diagram showing an icon final display mode determination table referred to when determining the icon final display mode.

[0405] In the icon final display mode determination table, the planned variation pattern indicated by the start port winning designation command, the selection rate (%) of each icon final display mode, and the selected icon final display mode are associated.

[0406] The icon final display mode is set with a CD icon as a normal icon and blue character icons, red character icons, and rainbow character icons as special icons suggesting the possibility of a big win (a big win game is executed).

[0407] The jackpot winning expectation level for special icons is in the order of (CD icon <) blue character icon < red character icon < rainbow character icon, and the rainbow character icon is the icon that is certain to be a jackpot.

[0408] Here, as the main feature of the icon final display mode determination table shown in FIG. 16, the selection rate of the icon final display mode is varied according to the planned variation pattern. Specifically, in the present embodiment, when the planned variation pattern is SP reach or SPSP reach, the special icon is selected at a higher rate than when the planned variation pattern is normal variation, shortened variation, or normal reach where the planned variation does not reach a reach.

[0409] Note that in the icon final display mode determination table shown in FIG. 16, when it is a jackpot, the normal icon (CD icon) is not selected as the icon final display mode, but it may be selected.

[0410] (Change scenario determination table) FIG. 17 is a diagram showing a change scenario determination table referred to when determining a change scenario.

[0411] In the change scenario determination table, the icon final display mode, the number of special symbols reserved corresponding to the start opening winning designation command, the selection rate (%) of each change scenario, and the selected change scenario are associated, and as a reference, the preliminary variation in each change scenario and the update mode of the icon in the variation are described.

[0412] The "preliminary variation" is a variation display (variation effect) executed based on the special symbol determination information stored before the special symbol determination information corresponding to the newly received start opening winning designation command, and the "said variation" is a variation display (variation effect) executed based on the special symbol determination information corresponding to the newly received start opening winning designation command.

[0413] The change scenarios include a scenario (such as Scenario 01) where the display mode of the icon does not change during the execution of the pre-change (the hold icon change effect is not executed) but changes (the icon change effect is executed) during the execution of the change, a scenario (such as Scenario 02) where the display mode of the icon changes during the execution of the pre-change (the hold icon change effect is executed) but does not change (the icon change effect is not executed) during the execution of the change, and a scenario (such as Scenario 15) where the display mode of the icon changes during the execution of the pre-change and during the execution of the change (the hold icon change effect and the icon change effect are executed).

[0414] Note that in the change scenario determination table of this embodiment, a scenario for changing the display mode of the icon is determined regardless of whether a reach effect (which may be a reach other than normal reach) is executed in the pre-change. However, a change scenario determination table that uses, as a determination factor, whether a reach effect that suggests the possibility of a jackpot game being executed in the pre-change is executed may be used to determine a scenario for changing the display mode of the icon. When using such a change scenario determination table, it is advisable to set various scenarios such that a change in the display mode of the icon does not occur during the execution of the pre-change in which the reach effect is executed, and a change in the display mode of the icon occurs during the execution of the pre-change in which the reach effect is not executed. Also, it is advisable to set various scenarios such that a change in the display mode of the icon occurs during the execution of the pre-change in which the reach effect is executed and during the execution of the pre-change in which the reach effect is not executed, and the change in the display mode of the icon occurs at a higher rate during the execution of the pre-change in which the reach effect is not executed than during the execution of the pre-change in which the reach effect is executed.

[0415] (Icon Display Mode Update Process of the Effect Control Unit) The icon display mode update process of the effect control unit 130m will be described with reference to FIG. 18. FIG. 18 is a flowchart showing the icon display mode update process in the effect control unit 130m.

[0416] In step E520-1, the sub-CPU 130a determines whether it has received a variation pattern specification command from the main control board 110. If it has received the variation pattern specification command, the process proceeds to step E520-2. If it has not received the variation pattern specification command, the current icon display mode update process ends.

[0417] In step E520-2, the sub-CPU 130a refers to the icon change scenario stored in the prefetch information storage area of the sub-RAM 130c. In step E520-3, it determines whether an icon change scenario is stored. If no icon change scenario is stored, it is assumed that a power recovery has occurred in which the change scenario has been cleared from the sub-RAM 130c, and the process proceeds to step E520-10. If an icon change scenario is stored, the process proceeds to step E520-4.

[0418] In step E520-4, the sub-CPU 130a determines whether there is a pending icon for which to change (update) the display mode in the current variation effect. If there is a pending icon for which to change the display mode, the process proceeds to step E520-5. If there is no pending icon for which to change the display mode, the process proceeds to step E520-8.

[0419] In step E520-5, the sub-CPU 130a selects a change pattern determination table for pending icons (see FIG. 19) to determine the change pattern (change mode) of the display mode of the pending icon to be changed. The details of the change pattern determination table for pending icons will be described later.

[0420] In step E520-6, the sub-CPU 130a determines the pending icon change pattern. Specifically, by referring to the change pattern determination table for pending icons shown in FIG. 19, one pending icon change pattern is determined from among a plurality of pending icon change patterns based on the mode of pending icon change and the selection rate (%) in the current variation effect.

[0421] In step E520-7, the sub-CPU 130a sets a change production command corresponding to the determined pending icon change pattern in the transmission buffer. As a result, the change production command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the display mode of the pending icon displayed on the first image display device 70 (main liquid crystal) changes according to the change timing corresponding to the pending icon change pattern and the change stage at the change timing, or a predetermined effect sound (change sound) is output.

[0422] In step E520-8, the sub-CPU 130a determines whether there is an icon for changing (updating) the display mode. If there is an icon for changing the display mode, the process proceeds to step E520-9, and if there is no icon for changing the display mode, the current icon display mode update process ends.

[0423] In step E520-9, the sub-CPU 130a selects a change pattern determination table for the icon corresponding to the change stage at which the icon changes in the current change production from among a plurality of change pattern determination tables for the icon for determining the change pattern (change mode) of the display mode of the icon to be changed. The details of the change pattern determination table for the icon corresponding to the change stage will be described later.

[0424] In step E520-10, the sub-CPU 130a selects a power-off-time icon change pattern determination table (FIG. 22) for determining whether to execute the icon change production as compensation for the icon change production that may have become inexecutable due to the occurrence of power recovery. The details of the power-off-time icon change pattern determination table will be described later.

[0425] In step E520-11, the sub-CPU 130a determines the icon change pattern. Specifically, by referring to the change pattern determination table for the selected icon, and based on the mode of the icon change in the current variation effect and the selection rate (%) of each icon change pattern, one icon change pattern is determined from among the plurality of icon change patterns.

[0426] In step E520-12, the sub-CPU 130a sets a change effect command corresponding to the determined icon change pattern in the transmission buffer, and ends the current icon display mode update process. As a result, the change effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the display mode of the icon displayed on the first image display device 70 (main liquid crystal) changes according to the change timing corresponding to the icon change pattern and the change stage at the change timing, or a predetermined effect sound (change sound) is output.

[0427] As described above, according to the icon display mode update process shown in FIG. 18, when power recovery occurs during the execution of the icon change effect, the icon change effect may be executed again in the variation effect started after the power recovery. By doing so, it is possible to reduce the dissatisfaction associated with the end of the icon change effect due to the occurrence of power recovery, and it becomes possible to improve the interest of the game.

[0428] Also, according to the icon display mode update process shown in FIG. 18, even when the icon change effect is executed again in the variation effect started after the power recovery, by newly determining the effect mode of the icon change effect based on the current variation pattern, it is not executed from the continuation of the change scenario before the power recovery (the stage suggested before the stop of the power supply). By doing so, it is possible to execute the icon change effect in accordance with the content of the current variation effect, and it becomes possible to improve the interest of the game.

[0429] In addition, when power recovery occurs during the execution of the icon change effect, in the change effect that starts after power recovery, the icon change effect is not executed in the change effect corresponding to the stored memory (special drawing determination information) before the stored memory (special drawing determination information) that triggered the execution of the icon change effect, and the icon change effect may be executed in the change effect corresponding to the stored memory that triggered the execution of the icon change effect.

[0430] (Change Pattern Determination Table for Stored Icons) FIG. 19 is a diagram showing a change pattern determination table for stored icons, which is referred to when determining the change pattern for stored icons.

[0431] In the change pattern determination table for stored icons, the mode of change of the stored icon in the current change effect, the selection rate (%) of each stored icon change pattern, and the selected stored icon change pattern are associated with each other, and as a reference, the occurrence timing of the change effect of the stored icon and the change stage in each stored icon change pattern are described.

[0432] The stored icon change patterns include a normal change pattern 01 in which the display mode of the stored icon changes with the output of a sound effect when the stored icon is shifted (at the start of the change) in response to the disappearance of the icon, a normal change pattern 02 in which the display mode of the stored icon changes during the change with the output of a sound effect, a character action change pattern 01 in which a character appears and an action effect acting on the icon starting from the character is performed to change the display mode of the icon, and a pattern action change pattern 01 in which a change notification symbol indicating that the display mode of the icon changes as a result of the change effect is temporarily stopped, and an action effect acting on the stored icon starting from the change notification symbol is performed to change the display mode of the stored icon.

[0433] The occurrence timing of the change effect of the held icon is classified in relation to the progress state of the variable effect, and includes when the variable effect starts (at the start of the variation), during the execution of the variable effect (during the variation), and when the display symbol 70a temporarily stops ((temporarily) stopped).

[0434] The change stages of the held icon are set to 1UP, which changes the display mode to a state where the jackpot winning expectation level is one level higher (for example, the change from the CD icon to the blue character icon, or the change from the blue character icon to the red character icon), and 2UP, which changes the display mode to a state where the jackpot winning expectation level is two levels higher (for example, the change from the CD icon to the red character icon).

[0435] Note that the occurrence timing of the change effect of the held icon is the above three timings, but is not limited to these timings, and other timings may be provided. For example, during the execution of the variable effect until a reach is achieved (during the variation), during the execution of a normal reach or an SP (SPSP) reach may be provided.

[0436] (Change pattern determination table for the icon) Figures 20 and 21 are diagrams showing the change pattern determination table for the icon, which is referred to when determining the change pattern of the icon. Figure 20 is a table referred to when changing the display mode of the icon by one step, and Figure 21 is a table referred to when changing the display mode of the icon by two steps.

[0437] In the change pattern determination table for the icon, the mode of the icon change in the current variable effect, the selection rate (%) of each icon change pattern, and the selected icon change pattern are associated, and the occurrence timing of the change effect of the icon and the change stage in each icon change pattern are described for reference.

[0438] In the icon change pattern, there are a normal change pattern 01 in which the display mode of the hold icon changes at the start of the change with the output of a sound effect, a normal change pattern 02 in which the display mode of the hold icon changes during the change with the output of a sound effect, and a character action change pattern 01 in which a character appears and an action effect acting on the icon starting from the character is performed, and the display mode of the icon changes.

[0439] The timing of the occurrence of the change effect of the icon is classified in relation to the progress state of the change effect, and includes when the change effect starts (at the start of the change), during the execution of the change effect (during the change), and when the effect symbol 70a temporarily stops ((temporarily) stopped).

[0440] In the change stage of the icon, there are set a 1UP that changes the display mode to a display mode with a one-step higher jackpot winning expectation (for example, a change from a CD icon to a blue character icon, a change from a blue character icon to a red character icon), and a 2UP that changes the display mode to a display mode with a two-step higher jackpot winning expectation (for example, a change from a CD icon to a red character icon, a change from a blue character icon to a rainbow character icon).

[0441] Note that in the change pattern determination table for the icon in the present embodiment, the symbol action change pattern 01 was not selected, but it may be made selectable. For example, in a change effect that performs a pseudo continuous effect, when the temporary stop display of the effect symbol 70a before the pseudo change is performed, the change notification symbol may be temporarily stopped and displayed.

[0442] The "pseudo continuous effect" is a special mode of the change display of the effect symbol in which, for a jackpot determination based on winning (entering the ball) at one start port (the first start port 45, the second start port 47), in order to make it appear as if a change display of a plurality of effect symbols has been executed, within the special symbol change time determined for winning (entering the ball) at one start port (the first start port 45, the second start port 47), a re-change display in which all the effect symbols 70a temporarily stop and then the change is started again is executed once or a plurality of times.

[0443] Note that the timing at which the change effect of the icon occurs is the above two timings, but it is not limited to these timings, and other timings may be provided. For example, during the execution of the change effect until reach is established (while changing), during the execution of normal reach or during the execution of SP (SPSP) reach, etc. may be provided.

[0444] (Icon change pattern determination table for power-off) FIG. 22 is a diagram showing the icon change pattern determination table for power-off, which is referred to when determining the change pattern of the icon.

[0445] In the icon change pattern determination table for power-off, the change pattern indicated by the change pattern designation command, the final display state of the icon, the selection rate (%) of the icon change pattern, the final display state of the selected icon, and the selected icon change pattern are associated with each other, and for reference, the change effect occurrence timing and the change stage of the icon in each icon change pattern are described.

[0446] Note that the icon change patterns, the change effect occurrence timing of the icon, and the change stage of the icon are the same as those described in the above-described change pattern determination table for the icon, so the description here is omitted.

[0447] (Relationship between the display state of the hold icon, the change effect occurrence timing, and the change effect occurrence frequency) FIG. 23(a) is a diagram showing the relationship between the display state of the hold icon, the change effect occurrence timing, and the occurrence frequency.

[0448] When the display state of the hold icon changes to a blue character icon, the change effect occurs more frequently at the frame update timing in response to the reception of a predetermined command than at the predetermined frame update timing after the reception of the change pattern designation command.

[0449] Also, when the display mode of the held icon changes to a blue character icon, the occurrence frequency of the change effect is lower at a predetermined frame update timing after receiving the variation pattern specification command than at the frame update timing in response to the reception of a predetermined command.

[0450] That is, when the icon change effect is executed at the frame update timing in response to the reception of a predetermined command rather than at a predetermined frame update timing after receiving the variation pattern specification command, the display mode of the held icon is more likely to change to a blue character icon.

[0451] On the other hand, when the display mode of the held icon changes to a red character icon, the occurrence frequency of the change effect is higher at a predetermined frame update timing after receiving the variation pattern specification command than at the frame update timing in response to the reception of a predetermined command.

[0452] Also, when the display mode of the held icon changes to a red character icon, the occurrence frequency of the change effect is lower at the frame update timing in response to the reception of a predetermined command than at a predetermined frame update timing after receiving the variation pattern specification command.

[0453] That is, when the icon change effect is executed at a predetermined frame update timing after receiving the variation pattern specification command rather than at the frame update timing in response to the reception of a predetermined command, the display mode of the held icon is more likely to change to a red character icon. Note that this predetermined command refers to a start port winning specification command or a variation pattern specification command.

[0454] Specifically, the change effects that occur at the frame update timing in response to the reception of a predetermined command are a change effect (winning-time change effect) of displaying the held icon as a special icon at the timing when a game ball wins at the start port (the first start port 45 and the second start port 47) and the held icon is displayed, and the normal change pattern 01. In addition, the change effects that occur at a predetermined frame update timing after receiving the variable pattern specification command are the normal change pattern 02, the character action change pattern 01, and the symbol action change pattern 01.

[0455] Since the relationship between the hold icon display mode and the occurrence frequency of change effects at the change effect occurrence timing is as described above, the probability of hitting a big win is higher at the predetermined frame update timing after receiving the variable pattern specification command than at the frame update timing in response to the reception of a predetermined command. Therefore, the occurrence frequency of change effects that change to a red character icon is high, enabling the player to pay attention to the change effect occurrence timing and enhancing the enjoyment of the game.

[0456] In addition, since the occurrence frequency of change effects that change to a blue character icon is higher at the frame update timing in response to the reception of a predetermined command than at the predetermined frame update timing after receiving the variable pattern specification command, although it is difficult for the red character icon with a high probability of hitting a big win to change at an early stage of the variable effect, it is easy for the blue character icon to change. Thus, the player can be made to pay attention to the subsequent variable effects, enhancing the enjoyment of the game.

[0457] (Relationship 1 between the type of change effect, the change effect occurrence timing, and the change effect occurrence frequency) FIG. 23(b) is a diagram showing Relationship 1 between the type of change effect, the change effect occurrence timing, and the change effect occurrence frequency.

[0458] When a change effect occurs at the frame update timing in response to the reception of a predetermined command, the occurrence frequency of the hold icon change effect is higher than that of the icon change effect.

[0459] In addition, when a change effect occurs at the frame update timing in response to the reception of a predetermined command, the occurrence frequency of the icon change effect is lower than that of the hold icon change effect.

[0460] Since the relationship between the type of change effect, the timing of occurrence of the change effect, and the frequency of occurrence of the change effect is as described above, the hold icon is likely to change at an early stage of the variable effect. Therefore, the player's anticipation of a big win can be sustained over a long period, and the enjoyment of the game can be enhanced. Note that this predetermined command refers to a start port winning designation command or a variable pattern designation command.

[0461] (Relationship between the type of change effect, the timing of occurrence of the change effect, and the frequency of occurrence of the change effect 2) Figure 23(c) is a diagram showing the relationship between the type of change effect, the timing of occurrence of the change effect, and the frequency of occurrence of the change effect 2.

[0462] When a change effect occurs at a predetermined frame update timing after receiving a variable pattern designation command, the frequency of occurrence of the icon change effect is higher than that of the hold icon change effect.

[0463] Also, when a change effect occurs at a predetermined frame update timing after receiving a variable pattern designation command, the frequency of occurrence of the hold icon change effect is lower than that of the icon change effect.

[0464] Since the relationship between the type of change effect, the timing of occurrence of the change effect, and the frequency of occurrence of the change effect is as described above, the icon is likely to change at a late stage of the variable effect. Therefore, by sustaining the player's anticipation of a big win until the late stage of the variable effect, the enjoyment of the game can be enhanced.

[0465] (Relationship between the icon display mode and the notification sound when the icon is generated (changed)) Figure 23(d) is a diagram showing the relationship between the icon display mode and the notification sound when the icon is generated (changed).

[0466] When the CD icon is generated as a reserved icon, the first generated notification sound is output as the notification sound at the time of icon generation. When the reserved icon and the blue character icon are generated (or changed) as the icon, the second generated notification sound (change notification sound) is output as the notification sound at the time of icon generation (or change). When the reserved icon and the red character icon are generated (or changed) as the icon, the third generated notification sound (change notification sound) is output as the notification sound at the time of icon generation (or change). When the icon changes to the rainbow character icon, it is set so that the fourth generated notification sound (change notification sound) is output as the notification sound at the time of icon change.

[0467] In this embodiment, different notification sounds are set for a plurality of icon display modes (four types). However, it may be two types, namely, the generated notification sound when the CD icon is generated and the change notification sound when it changes to the blue character icon, the red character icon, and the rainbow character icon. Alternatively, no notification sound may be output when the CD icon is generated, and the notification sound may be output only when the icon changes to any mode. Further, for the rainbow character icon for which it is determined that it is a big win, a dedicated change notification sound may be provided to make it three types.

[0468] (Continuous preview performance determination process of the production control unit) Using FIG. 24, the continuous preview performance determination process in the production control unit 130m will be described. FIG. 24 is a flowchart showing the continuous preview performance determination process in the production control unit 130m.

[0469] The sub CPU 130a determines in step E530-1 whether or not it has received a start port winning designation command from the main control board 110. If it has received the start port winning designation command, the process proceeds to step E530-2. If it has not received the start port winning designation command, the current continuous preview performance determination process ends.

[0470] In step E530-2, the sub-CPU 130a refers to the received start port winning designation command, and determines whether it is a big win, the type of big win game, and the production content (scheduled variation pattern).

[0471] In step E530-3, the sub-CPU 130a determines whether the current is a period during which a continuous preview production can be executed. If it is a period during which a continuous preview production can be executed, the process proceeds to step E530-4. If it is not a period during which a continuous preview production can be executed, the process proceeds to step E530-6 without executing the continuous preview production.

[0472] The "period during which a continuous preview production can be executed" means that the big win game is not being executed, the continuous preview production is not being executed, and the continuous preview production is not scheduled to be executed. Note that any one or two of the above three conditions may be provided. Also, when the received start port winning designation command is based on winning at the first start port 45, it may be provided that it is in the normal game state, and when the received start port winning designation command is based on winning at the second start port 47, it may be provided that it is in a specific game state (low probability short game state, high probability short game state), etc.

[0473] In step E530-4, the sub-CPU 130a selects a preview scenario determination table (see FIG. 25) for determining the preview scenario of the continuous preview production. The details of the preview scenario determination table will be described later. This preview scenario shows the transition of the preview production over one or more variation productions.

[0474] In step E530-5, the sub-CPU 130a determines a preview scenario, sets it in the look-ahead information storage area corresponding to the pending storage count counter of the sub-RAM 130c, and ends the current continuous preview effect determination process. Specifically, referring to the preview scenario determination table shown in FIG. 25, based on the pending storage count of the special symbol corresponding to the start opening winning designation command, the type of the start opening winning designation command, and the selection rate (%) of each preview scenario, one preview scenario is determined from among a plurality of preview scenarios (including non-preview scenarios). The details of the preview scenario determination table will be described later.

[0475] In step E530-6, the sub-CPU 130a determines a non-preview scenario in which the continuous preview effect is not executed, sets it in the look-ahead information storage area corresponding to the pending storage count counter of the sub-RAM 130c, and ends the current continuous preview effect determination process.

[0476] (Preview scenario determination table) FIG. 25 is a diagram showing a preview scenario determination table referred to when determining the preview scenario of the continuous preview effect.

[0477] In the preview scenario determination table, the pending storage count of the special symbol corresponding to the start opening winning designation command, the planned variation pattern indicated by the start opening winning designation command, the selection rate (%) of each preview scenario, and the selected preview scenario are associated with each other, and as a reference, the pre-variation in each preview scenario and the production mode of the preview effect in the variation are described.

[0478] The preview scenarios include a non-preview scenario (for example, scenario 00) in which the preview effect in which an effect image is displayed around the production symbol 70a at the start of the variation effect is not executed, a scenario (for example, scenario 01) in which an effect image is not displayed around the production symbol 70a at the start of the pre-variation but an effect image is displayed around the production symbol 70a at the start of the variation, and a scenario (for example, scenario 02, etc.) in which an effect image is displayed around the production symbol 70a at the start of the pre-variation and at the start of the variation.

[0479] (Execution Process of Successive Preview Performance by Performance Control Unit) Using FIG. 26, the execution process of successive preview performance by the performance control unit 130m will be described. FIG. 26 is a flowchart showing the execution process of successive preview performance in the performance control unit 130m.

[0480] The sub-CPU 130a determines, in step E540-1, whether it has received a variation pattern designation command from the main control board 110. If it has received the variation pattern designation command, the process proceeds to step E540-2. If it has not received the variation pattern designation command, the current successive preview performance execution process ends.

[0481] The sub-CPU 130a refers to the preview scenario of the successive preview performance stored in the prefetch information storage area of the sub-RAM 130c in step E540-2, and determines, in step E540-3, whether the preview scenario is stored. If the preview scenario is stored, the process proceeds to step E540-4. If the preview scenario is not stored, it is assumed that a power recovery has occurred in which the preview scenario has been cleared from the sub-RAM 130c, and the process proceeds to step E540-6.

[0482] The sub-CPU 130a determines a successive preview pattern (performance mode) according to the preview scenario in step E540-4, and sets a successive preview performance command corresponding to the determined successive preview pattern in the transmission buffer in step E540-5. As a result, the successive preview performance command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the successive preview performance is executed according to the successive preview pattern, so that an effect image is displayed around the performance symbol 70a at the start of the variable performance, or a predetermined sound effect is output.

[0483] In step E540-6, the sub-CPU 130a selects an alternative preview pattern determination table (see FIG. 27) to determine whether to execute an alternative preview performance as compensation for a continuous preview performance that may have stopped being executed due to the occurrence of power recovery, and determines the preview pattern. Specifically, with reference to the selected alternative preview pattern determination table, based on the variation pattern indicated by the variation pattern designation command and the selection rate (%) of each alternative preview pattern, one alternative preview pattern is determined from among the plurality of alternative preview patterns. The details of the alternative preview pattern determination table will be described later.

[0484] The "alternative preview performance" is a performance for compensating for a continuous preview performance that may have stopped being executed due to the occurrence of power recovery (power-off), and is a type of preview performance that makes the player expect that a big win game will be executed by displaying one of a plurality of mini characters with different big win expectations on the image display device.

[0485] In step E540-7, the sub-CPU 130a determines whether the determined alternative preview pattern is for executing an alternative preview performance. If it is not for executing an alternative preview performance, the continuous preview performance execution process for this time is terminated as not executing an alternative preview performance. If it is for executing an alternative preview performance, an alternative preview performance command corresponding to the alternative preview pattern is set in the transmission buffer, and the continuous preview performance execution process for this time is terminated. As a result, the alternative preview performance command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and an alternative preview performance is executed according to the alternative preview pattern, so that a mini character is displayed on the first image display device 70 or a predetermined sound effect is output.

[0486] Thus, according to the continuous preview performance execution process shown in FIG. 26, when power recovery (power-off) occurs during the execution of the continuous preview performance, an alternative preview performance different from the continuous preview performance may be executed without resuming the continuous preview performance in the variable performance started after the power recovery. By doing so, it is possible to reduce the dissatisfaction associated with the end of the continuous preview performance due to the occurrence of power recovery (power-off), and it becomes possible to improve the interest of the game.

[0487] (Alternative Preview Pattern Determination Table) FIG. 27 is a diagram showing an alternative preview pattern determination table referred to when determining an alternative preview pattern.

[0488] In the alternative preview pattern determination table, the type of the variable pattern indicated by the variable pattern designation command, the selection rate (%) of each alternative preview pattern, and the selected alternative preview pattern are associated with each other, and the performance mode in each alternative preview pattern is described for reference.

[0489] In the alternative preview pattern, pattern 00 in which the alternative preview performance is not executed, pattern 01 in which mini character A is displayed on the image display device, pattern 02 in which mini character B is displayed on the image display device, pattern 03 in which mini character C is displayed on the image display device, and pattern 04 in which mini character D is displayed on the image display device are set.

[0490] The jackpot winning expectation degree related to the mini character increases in the order of mini character A < mini character B < mini character C < mini character D, and mini character D is a mini character for which it is certain to become a jackpot.

[0491] As the first feature of the alternative announcement pattern determination table shown in FIG. 27, it can be mentioned that an alternative announcement pattern in which an alternative announcement effect is executed is more likely to be determined for a variation pattern with a higher jackpot winning expectation than for a variation pattern with a lower jackpot winning expectation. By doing so, when it is highly likely that a continuous announcement effect has been executed before the power recovery occurs, the alternative announcement effect is more likely to be executed, so that the dissatisfaction associated with the end of the continuous announcement effect can be reduced, and the interest of the game can be improved.

[0492] As the second feature of the alternative announcement pattern determination table shown in FIG. 27, it can be mentioned that when a variation effect corresponding to a hold that triggered the execution of the continuous announcement effect is executed, an alternative announcement pattern in which the alternative announcement effect is executed is more likely to be determined than when a variation effect corresponding to a hold that did not trigger the execution of the continuous announcement effect before the hold that triggered the execution of the continuous announcement effect is executed. By doing so, after the power recovery, it becomes easier to grasp which variation effect is the variation effect corresponding to the hold that triggered the execution of the continuous announcement effect, and the interest of the game can be improved.

[0493] In addition, in the variation effect executed after the power recovery, since it is determined whether to execute a jackpot announcement effect (script announcement effect, step-up announcement effect) described later, the alternative announcement effect may not be executed by increasing the execution probability of the jackpot announcement effect higher than usual.

[0494] Also in this case, when a variation effect corresponding to a hold that triggered the execution of the continuous announcement effect is executed, it is better to make the jackpot announcement effect more likely to be executed than when a variation effect corresponding to a hold that did not trigger the execution of the continuous announcement effect before the hold that triggered the execution of the continuous announcement effect is executed. By doing so, after the power recovery, it becomes easier to grasp which variation effect is the variation effect corresponding to the hold that triggered the execution of the continuous announcement effect, and the interest of the game can be improved.

[0495] (Lamp change effect execution process of the performance control unit) Using FIG. 28, the lamp change effect execution process of the performance control unit 130m will be described. FIG. 28 is a flowchart showing the lamp change effect execution process in the performance control unit 130m.

[0496] In step E550-1, the sub-CPU 130a determines whether an icon change scenario is stored in the prefetch information storage area of the sub-RAM 130c. If an icon change scenario is stored, the process proceeds to step E550-2 assuming that an icon change effect will be executed. If no icon change scenario is stored, the process proceeds to step E550-6 assuming that a power-on recovery has occurred in which the change scenario has been cleared from the sub-RAM 130c.

[0497] In step E550-2, the sub-CPU 130a determines whether it is the icon change timing. If it is the icon change timing, the process proceeds to step E550-3. If it is not the icon change timing, the current lamp change effect execution process ends.

[0498] In step E550-3, the sub-CPU 130a sets a lamp effect command corresponding to the color after the icon change in the transmission buffer. As a result, the lamp effect command is transmitted to the lamp / drive control unit 150, and the lamp change effect is executed by changing the light emission mode (emission color, lighting / flashing) of the winning port lamp NR corresponding to the color change of the icon.

[0499] In step E550-4, the sub-CPU 130a determines whether a lamp change in progress flag indicating that the lamp change effect is being executed is set in the sub-RAM 130c. If the lamp change in progress flag is set, the current lamp change effect execution process ends. If the lamp change in progress flag is not set, the lamp change in progress flag is set and the current lamp change effect execution process ends.

[0500] In step E550-6, the sub-CPU 130a determines whether the lamp change in progress flag is set in the sub-RAM 130c. If the lamp change in progress flag is set, the process proceeds to step E550-7. If the lamp change in progress flag is not set, the current lamp change effect execution process ends.

[0501] In step E550-7, the sub-CPU 130a clears the lamp change in progress flag set in the sub-RAM 130c. In step E550-8, the sub-CPU 130a sets the lamp effect end command in the transmission buffer and ends the current lamp change effect execution process. As a result, the lamp effect command is sent to the lamp / drive control unit 150, and the ongoing lamp change effect ends.

[0502] As described above, according to the lamp change effect execution process shown in FIG. 28, the light emission mode (light emission color, lighting / flashing) of the winning port lamp NR is changed in response to the change of the icon in the icon change effect, and the lamp change effect is executed. By doing so, the effect can be enhanced by the synergistic effect with the icon change effect, and the interest of the game can be improved.

[0503] Also, according to the lamp change effect execution process shown in FIG. 28, even if power recovery occurs during the execution of the lamp change effect, unlike the icon change effect or the continuous preview effect, the lamp change effect is not executed again or the alternative preview effect is not executed. By doing so, it is possible to reduce the control burden while ensuring the rarity of the lamp change effect, and to improve the interest of the game.

[0504] Note that when power recovery occurs as in the icon change effect, the lamp change effect may be executed again in the variable effect started after power recovery. In this case, the lamp change effect may be executed to correspond to the icon change effect started after power recovery.

[0505] Alternatively, instead of executing a lamp change effect corresponding to an icon change effect, the final light emission state of the winning port lamp NR, the light emission scenario from the pre-variation to the variation, etc. may be determined by lottery, and the lamp change effect may be executed accordingly.

[0506] (Jackpot preview effect determination process of the effect control unit) Using FIG. 29, the jackpot preview effect determination process of the effect control unit 130m will be described. FIG. 29 is a flowchart showing the jackpot preview effect determination process in the effect control unit 130m, and this process is executed after the variation effect pattern determination process (the process of determining the variation effect pattern based on the variation pattern designation command) in the above-described special figure special electric effect process.

[0507] The sub-CPU 130a refers to the variation effect pattern to be executed in the current variation effect in step E650-1, and in step E650-2, selects a jackpot preview determination table (see FIG. 30) for determining the preview pattern of the jackpot preview effect that makes the player expect that the jackpot game will be executed, and determines the preview pattern. Specifically, referring to the jackpot preview determination table shown in FIG. 30, one preview pattern is determined from a plurality of preview patterns (including non-preview patterns) based on the jackpot lottery result, the type of the variation effect pattern, and the selection rate (%) of each preview pattern. The details of the jackpot preview determination table will be described later.

[0508] The sub-CPU 130a determines in step E650-3 whether the preview pattern is a preview pattern for executing the voice preview effect. If it is a preview pattern for executing the voice preview effect, the process proceeds to step E650-4, and if it is not a preview pattern for executing the voice preview effect, the process proceeds to step E650-6.

[0509] The "catchphrase preview effect" is a type of jackpot preview effect where, in response to the operation of the effect button 17 during the variable effect period, a catchphrase image suggesting the jackpot expectation level is displayed on the image display device, and a voice corresponding to the catchphrase image is output from the voice output device 9. Specifically, a catchphrase with a relatively higher expectation level is displayed when the jackpot game is being executed (when the jackpot expectation level is high) compared to when the jackpot game is not being executed. When a catchphrase with a relatively higher expectation level is displayed, for example, the effect button 17 vibrates for only 1 second.

[0510] In step E650-4, the sub-CPU 130a selects a catchphrase pattern determination table (not shown) for determining the catchphrase pattern in the catchphrase preview effect and determines the catchphrase pattern. Specifically, by referring to the catchphrase pattern determination table, one catchphrase pattern is determined from among a plurality of catchphrase patterns based on the jackpot lottery result, the type of variable effect pattern, and the selection rate (%) of each catchphrase pattern.

[0511] In step E650-5, the sub-CPU 130a sets a catchphrase preview effect command corresponding to the catchphrase pattern in the transmission buffer. As a result, the catchphrase preview effect command is transmitted to the display / voice control unit 140 and the lamp / drive control unit 150, and the catchphrase preview effect corresponding to the catchphrase pattern is executed, causing a catchphrase image to be displayed on the first image display device 70 or a voice corresponding to the catchphrase image to be output from the voice output device 9.

[0512] In step E650-6, the sub-CPU 130a determines whether it is a preview pattern for executing the step-up preview effect. If it is a preview pattern for executing the step-up preview effect, the process proceeds to step E650-7. If it is not a preview pattern for executing the step-up preview effect, the current jackpot preview effect determination process ends.

[0513] The "step-up preview effect" is a type of jackpot preview effect that executes step effects in a predetermined order until it reaches any one of a plurality of steps from the first step (first stage) to the final step (final stage). Specifically, more step effects are likely to be executed when the jackpot game is executed than when the jackpot game is not executed (when the jackpot expectation level is high).

[0514] In step E650-7, the sub-CPU 130a selects a step-up pattern determination table (not shown) for determining the step-up pattern in the step-up preview effect and determines the step-up pattern. Specifically, with reference to the step-up pattern determination table, one step-up pattern is determined from among a plurality of step-up patterns based on the jackpot lottery result, the type of variable effect pattern, and the selection rate (%) of each step-up pattern.

[0515] In step E650-8, the sub-CPU 130a sets a step-up preview effect command corresponding to the step-up pattern in the transmission buffer and ends the current jackpot preview effect determination process. As a result, the step-up preview effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and a step-up preview effect corresponding to the step-up pattern is executed, so that a step image is displayed on the first image display device 70 or an effect sound corresponding to the step image is output from the audio output device 9.

[0516] (Jackpot Preview Pattern Determination Table) FIG. 30 is a diagram showing a jackpot preview effect determination process referred to when determining the preview pattern of the jackpot preview effect.

[0517] In the jackpot preview determination table, the jackpot lottery result, the type of variable effect pattern, the selection rate (%) of each preview pattern, and the selected preview pattern are associated with each other.

[0518] The preview patterns include a preview pattern without a preview, a preview pattern in which a dialogue preview effect is executed, and a preview pattern in which a step-up preview effect is executed. The probability of winning the jackpot is higher when the step-up preview effect is executed than when the dialogue preview effect is executed.

[0519] (Main process of the overall control unit) Using FIG. 31, the main process of the overall control unit 141 will be described. FIG. 31 is a flowchart showing the main process of the overall control unit 141.

[0520] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the overall control CPU 142, and the overall control CPU 142 performs the following main process.

[0521] First, in step T1, the overall control CPU 142 sets an interrupt prohibition for prohibiting timer interrupts, and in step T2, performs initialization processing. Specifically, it reads the main process program from the overall control ROM 143, initializes flags and the like stored in the overall control RAM 144, and performs processing such as initial settings.

[0522] In step T3, the overall control CPU 142 sets an interrupt permission for permitting timer interrupts, and in step T4, determines whether an effect instruction command has been received from the effect control unit 130m by referring to the reception buffer of the overall control RAM 144. If not received, the process proceeds to step T7. If received, in step T5, an animation pattern setting process is performed to determine and set an animation pattern from the type of animation group corresponding to the received effect instruction command.

[0523] Note that the effect instruction commands include a customer waiting effect command, an icon display command, a change effect command, a variable effect pattern command, a symbol stop pattern command, an opening effect pattern command, a round effect pattern command, an ending effect pattern command, and the like.

[0524] An animation group is a group formed by bundling one or more animation patterns, which are information that defines (specifies) information such as the types of objects that make up a production image, the scenes (timing) and weight frames (display time) for displaying the production image, target data (identification numbers of sprite images, transfer source addresses, etc.), parameters (display positions of sprite images, transfer destination addresses, etc.), drawing methods, and information specifying the image display device for displaying the production image.

[0525] Examples of the types of animation groups include an animation pattern group for displaying the animation of the production design 70a, an icon group for displaying a hold icon and the animation of the icon, a variable production group for displaying the animation of variable productions such as backgrounds and characters, a preview production group for displaying the animation of previews, etc., and a special game production group for displaying the animation of special game productions.

[0526] In step T6, the overall CPU 142 performs sound setting processing to determine and set a sound pattern from a sound group of the type corresponding to the received production instruction command. In step T7, it determines whether there is a frame switching flag indicating that it is the frame update timing for updating (drawing a new production image) the production image to be displayed on the image display device. If there is no frame switching flag, the process proceeds to step T4. If there is a frame switching flag, in step T8, the frame switching flag is cleared.

[0527] In step T9, the overall CPU 142 performs display list generation and output processing to generate a display list composed of a drawing control command group and output the generated display list to the image control unit 145 (VDP).

[0528] Here, the display list is image shaping information for shaping the effect images to be displayed on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), and is generated for each unit or for each of a plurality of units of frames (frame update timing). In the present embodiment, the display list is generated for each frame.

[0529] Specifically, since the animation scene information (address) is updated for each animation pattern set in the animation control process described later, a display list for one frame corresponding to the current frame number is generated by setting drawing control commands according to the content of the animation scene information for each set animation pattern. Note that the drawing control commands are sequentially set from the animation pattern of the animation group with the lowest priority to the animation pattern of the animation group with the highest priority according to the priority (drawing order) set for the animation group to which each animation pattern belongs, but the reverse may also be possible.

[0530] The overall CPU 142 performs a drawing command process in step T10 to instruct the drawing of the effect image based on the display list output to the image control unit 145 (VDP). By performing this drawing command process, the image control unit 145 (VDP) draws the effect image based on the display list in the drawing frame buffer, and performs a process of displaying the effect image drawn in the display frame buffer on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal).

[0531] The overall CPU 142 performs a sound list generation / output process in step T11 to generate a sound list composed of a sound control command group and output the generated sound list to the sound control unit 148.

[0532] Here, the sound list is sound output information for specifying sounds (such as BGM and sound effects) like voice data and music data to be output from the sound output device 9, and is generated based on the drawing frame when a new sound is to be output.

[0533] In step T12, the overall control CPU 142 performs a sound output command process for instructing the output of a sound based on the sound list output to the sound control unit 148. By performing this sound output command process, the sound control unit 148 outputs a sound based on the sound list from the sound output device 9.

[0534] Therefore, various sounds start being output from the sound output device 9 in synchronization with the frame update timing by the image control unit 145 (VDP), and also end being output from the sound output device 9 in synchronization with the frame update timing.

[0535] Note that the output of various sounds from the sound output device 9 may start in synchronization with the frame update timing, but the output of various sounds from the sound output device 9 may be stopped so as not to be in synchronization with the frame update timing, or vice versa.

[0536] In step T13, as preparation for creating the display list for the next frame, the overall control CPU 142 performs an animation control process for updating the animation scene information (address) for each set animation pattern, then transfers the process to step T4, and thereafter repeats the processes from step T4 to step T13 in a loop.

[0537] (Command reception interrupt process of the overall control unit) The command reception interrupt process of the overall control unit 141 will be described with reference to FIG. 32. FIG. 32 is a flowchart showing the command reception interrupt process of the overall control unit 141, and this process is executed by receiving an effect instruction command transmitted from the effect control unit 130m.

[0538] In step T20, the overall CPU 142 performs command reception processing to receive the production instruction command transmitted from the production control unit 130m. Specifically, the process of storing the production instruction command transmitted from the production control unit 130m in the reception buffer of the overall RAM 144 is performed, and the current command reception interrupt process is terminated.

[0539] (Overall control unit's V blank interrupt process) Using FIG. 33, the V blank interrupt process of the overall control unit 141 will be described. FIG. 33 is a flowchart showing the V blank interrupt process of the overall control unit 141. The V blank interrupt process is executed every time a V blank signal transmitted every time the display of the production image for one frame is completed (1 / 30 second = about 33 ms) from the image control unit 145 (VDP) is received (1 / 30 second = about 33 ms).

[0540] In step T30, the overall CPU 142 performs counter update processing to update various counters (scene change counter, wait frame counter, frame counter, etc.) by a predetermined number (for example, increment by "1"). In step T31, the overall CPU 142 performs frame buffer switching command processing to give an instruction to the image control unit 145 (VDP) to switch between the first frame buffer area and the second frame buffer area of the VRAM 147.

[0541] As a result, every time the V blank interrupt process is executed every 1 / 30 second (about 33 ms), the first frame buffer area and the second frame buffer area will alternately switch between the "drawing frame buffer" and the "display frame buffer".

[0542] In step T32, the overall CPU 142 sets a frame switching flag indicating that the drawing (display) frame has been switched, and terminates the current V blank interrupt process. Since this frame switching flag is referenced in step T7 above, the processes in steps T8 to T13 above will be executed every time the V blank interrupt process is executed (frame update timing).

[0543] (Timing Chart of Prize-winning Variation Presentation) FIG. 34 and FIG. 35 are timing charts showing various timings when the display mode of the first hold icon is changed to be displayed as a blue character icon upon winning of a game ball at the first start port 45.

[0544] The timing of T1 is the timing of the 280th frame after the start of the variation presentation, which is the frame update timing in the middle of the normal variation period during which the normal variation of the presentation symbol 70a is performed. At this timing, the drawing of the image data b (background image, various variation presentation images, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data a drawn on the second frame buffer to the image display device is started, and the normal variation presentation display screen a is displayed on the image display device.

[0545] The timing of T2 is the timing in the middle of the 280th frame after the start of the variation presentation. At this timing, based on the winning of a game ball at the first start port 45, a start port winning designation command is transmitted from the main control board 110 to the presentation control unit 130m.

[0546] The timing of T3 is the timing of the 281st frame after the start of the variation presentation, which is the frame update timing in the middle of the normal variation period. At this timing, it has been determined that the display mode of the first hold icon is to be displayed as a blue character icon upon winning, but the blue character icon is not displayed on the image display device, and the output of the second generated notification sound is not started from the audio output device 9.

[0547] Also, at the timing of T3, the drawing of the image data c (background image, various variation presentation images, various symbol images, various icon images, etc.) to the second frame buffer is started, the display of the image data b drawn on the first frame buffer to the image display device is started, and the normal variation presentation display screen b is displayed on the image display device.

[0548] The timing of T4 is the timing of the 282nd frame after the start of the variable effect, which is the frame update timing in the middle of the normal variable period. At this timing, the drawing of the image data d (background image, various variable effect images, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data c drawn on the second frame buffer to the image display device is started, the normal variable effect display screen c (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the audio output device 9 is started. This timing of T4 corresponds to the frame update timing in response to the reception of a predetermined command.

[0549] The timing of T5 is the timing of the 283rd frame after the start of the variable effect, which is the frame update timing in the middle of the normal variable period. At this timing, the drawing of the image data e (background image, various variable effect images, various symbol images, various icon images, etc.) to the second frame buffer is started, the display of the image data d drawn on the first frame buffer to the image display device is started, the normal variable effect display screen d (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the audio output device 9 is continued.

[0550] The timing of T6 is the timing of the 284th frame after the start of the variable effect, which is the frame update timing in the middle of the normal variable period. At this timing, the drawing of the image data f (background image, various variable effect images, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data e drawn on the second frame buffer to the image display device is started, the normal variable effect display screen d (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the audio output device 9 is continued.

[0551] The timing of T7 is the timing of the 296th frame after the start of the variation effect, which is the frame update timing in the middle of the normal variation period. At this timing, the drawing of image data h (background image, variation effect image, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data g drawn on the second frame buffer to the image display device is started, and the normal variation effect display screen g (blue character icon display) is displayed on the image display device, and the output of the second generated notification sound of the audio output device 9 is continued.

[0552] The timing of T8 is the timing of the 297th frame after the start of the variation effect, which is the timing in the middle of the normal variation period. At this timing, the output of the second generated notification sound that has been output for about 0.5 seconds (15 frames) is stopped. Also, the drawing of image data i (background image, variation effect image, various symbol images, various icon images, etc.) to the second frame buffer is started, the display of the image data h drawn on the first frame buffer to the image display device is started, and the normal variation effect display screen h (blue character icon display) is displayed on the image display device.

[0553] The timing of T9 is the timing of the 298th frame after the start of the variation effect, which is the timing in the middle of the normal variation period. At this timing, the drawing of image data j (background image, variation effect image, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data i drawn on the second frame buffer to the image display device is started, and the normal variation effect display screen i (blue character icon display) is displayed on the image display device.

[0554] In this way, in accordance with (synchronized with) the frame update timing at which the blue character icon is displayed on the first image display device 70 (main liquid crystal), the output of the second generated notification sound starts from the audio output device 9. Therefore, compared with the case where the frame update timing of the display of the blue character icon and the output of the second generated notification sound starts in a state where they are out of sync, it is possible to reduce the discomfort felt by the player and improve the enjoyment of the game.

[0555] Also, while the output of the second generated notification sound is started in accordance with (synchronized with) the frame update timing at which the blue character icon is displayed, the erasure of the blue character icon and the stop of the output of the second generated notification sound are performed at different frame update timings. Therefore, it is possible to stop the output of the second generated notification sound without being restricted by the timing for erasing the blue character icon, and it is possible to improve the enjoyment of the game.

[0556] (Production example of winning-time change effect) FIG. 36 is a diagram showing a production example when the display mode of the first held icon is changed to be displayed (changed to) as a blue character icon when a game ball wins the first start port 45.

[0557] As shown in FIG. 36(a), a normal variation effect in which the effect symbol 70a is variably displayed is being executed in a state where the first held icon and the second held icon are not displayed, that is, in a state where no held memory is stored at all.

[0558] Here, based on the fact that a game ball has won the first start port 45, a start port winning designation command is transmitted from the main control board 110 to the effect control unit 130m, and an icon change effect determination process is executed. It is assumed that "Scenario 02" (displaying the display mode of the first held icon as a blue character icon at the time of winning) is determined as the change scenario.

[0559] At this time, as shown in FIG. 36(b), in response to a winning of a game ball in the first start port 45, a first hold icon (blue character icon) H11 is displayed in the first display unit 70B1 of the first hold icon display area 70B, and a second generation notification sound is output from the audio output device 9 for 0.5 seconds.

[0560] Then, as shown in FIG. 36(c), the variable display of the effect symbol 70a that has been variably displayed stops and is displayed in a combination (here, "234") indicating that it is a losing combination, and the icon (CD icon) TH displayed in the icon display area 70C is erased.

[0561] Next, as shown in FIG. 36(d), the variable display of the effect symbol 70a is started, and the first hold icon (blue character icon) H11 in the first display unit 70B1 is shifted and displayed in the icon display area 70C.

[0562] After that, as shown in FIG. 36(e), a reach effect is executed in which the effect symbol 70a of "2" is stopped and displayed (temporarily stopped display) in the left and right variable display areas of the effect symbol 70a that has been variably displayed, while the effect symbol 70a is variably displayed in the central variable display area.

[0563] Then, as shown in FIG. 36(f), when the effect symbol 70a of "3" stops and is displayed in the central variable display area, the reach effect ends and the variable display ends. Here, since the variable display has ended, the icon (blue character icon) TH displayed in the icon display area 70C is erased.

[0564] Although not shown, during the variable effect, BGM, sound effects, etc. are output from the audio output device 9. The same applies to FIGS. 39, 42, 43, 46, and 47 hereinafter.

[0565] (Timing chart of the normal change pattern 01) FIG. 37 and FIG. 38 are timing charts showing various timings when the normal change pattern 01 is determined as the change pattern of the pending icon and the display mode of the first pending icon is changed to a blue character icon in the icon display mode update process.

[0566] The timing of T1 is the frame update timing in the middle of the symbol stop period where the stop display of the effect symbol 70a is performed at the 600th frame after the start of the variable effect. At this timing, the drawing of the image data b (background image, various stop effect images, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data a drawn in the second frame buffer to the image display device is started, and the stop effect display screen a is displayed on the image display device.

[0567] The timing of T2 is the timing in the middle of the 600th frame after the start of the variable effect. At this timing, the variable pattern designation command is transmitted from the main control board 110 to the effect control unit 130m.

[0568] The timing of T3 is the frame update timing in the middle of the symbol stop period at the 601st frame after the start of the variable effect. At this timing, it is determined to execute the normal change pattern 01 that changes the first pending icon to a blue character icon, but the blue character icon is not displayed on the image display device, and the output of the second generated notification sound is not started from the audio output device 9.

[0569] Also, at the timing of T3, the drawing of the image data c (background image, various variable effect images, various symbol images, various icon images, etc.) to the second frame buffer is started, the display of the image data b drawn in the first frame buffer to the image display device is started, and the stop effect display screen b is displayed on the image display device.

[0570] The timing of T4 is the timing of the 1st frame after the start of the following variation effect (the timing when the variation effect starts). At this timing, the drawing of image data d (background image, various variation effect images, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data c drawn in the second frame buffer to the image display device is started, the normal variation effect display screen c (blue character icon display) is displayed on the image display device, and the output of the second generation notification sound from the audio output device 9 is started. This timing of T4 corresponds to the frame update timing in response to the reception of a predetermined command.

[0571] The timing of T5 is the timing of the 2nd frame after the start of the variation effect and is the frame update timing in the middle of the normal variation period. At this timing, the drawing of image data e (background image, various variation effect images, various symbol images, various icon images, etc.) to the second frame buffer is started, the display of the image data d drawn in the first frame buffer to the image display device is started, the normal variation effect display screen d (blue character icon display) is displayed on the image display device, and the output of the second generation notification sound of the audio output device 9 is continued.

[0572] The timing of T6 is the timing of the 3rd frame after the start of the variation effect and is the frame update timing in the middle of the normal variation period. At this timing, the drawing of image data f (background image, various variation effect images, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data e drawn in the second frame buffer to the image display device is started, the normal variation effect display screen d (blue character icon display) is displayed on the image display device, and the output of the second generation notification sound of the audio output device 9 is continued.

[0573] The timing of T7 is the timing of the 15th frame after the start of the variable effect, which is the frame update timing in the middle of the normal variable period. At this timing, the drawing of image data h (background image, variable effect image, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data g drawn on the second frame buffer to the image display device is started, and the normal variable effect display screen g (blue character icon display) is displayed on the image display device, and the output of the second generated notification sound of the audio output device 9 continues.

[0574] The timing of T8 is the timing of the 16th frame after the start of the variable effect, which is the timing in the middle of the normal variable period. At this timing, the output of the second generated notification sound that has been output for about 0.5 seconds (15 frames) is stopped, the drawing of image data i (background image, variable effect image, various symbol images, various icon images, etc.) to the second frame buffer is started, the display of the image data h drawn on the first frame buffer to the image display device is started, and the normal variable effect display screen h (blue character icon display) is displayed on the image display device.

[0575] The timing of T9 is the timing of the 17th frame after the start of the variable effect, which is the timing in the middle of the normal variable period. At this timing, the drawing of image data j (background image, variable effect image, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data i drawn on the second frame buffer to the image display device is started, and the normal variable effect display screen i (blue character icon display) is displayed on the image display device.

[0576] In this way, in accordance with (synchronized with) the frame update timing at which the blue character icon is displayed on the first image display device 70 (main liquid crystal), the output of the second generated notification sound starts from the audio output device 9. Therefore, compared with the case where the frame update timing of the display of the blue character icon and the output of the second generated notification sound starts in a state where they are misaligned, it is possible to reduce the player's sense of discomfort and improve the enjoyment of the game.

[0577] Also, while the output of the second generated notification sound is started in accordance with (synchronized with) the frame update timing at which the blue character icon is displayed, the erasure of the blue character icon and the stop of the output of the second generated notification sound are performed at different frame update timings. Therefore, it is possible to stop the output of the second generated notification sound without being restricted by the timing for erasing the blue character icon, and it is possible to improve the enjoyment of the game.

[0578] (Production example of normal change pattern 01) FIG. 39 is a diagram showing a production example in the case where the display mode of the first held icon is changed to a blue character icon at the start of variation (shift) (normal change pattern 01).

[0579] As shown in FIG. 39(a), when the first held icons (CD icons) H11 and H12 are displayed on the first display portion 70B1 and the second display portion 70B2 of the first held icon display area 70B, it is assumed that a stop display of a losing production symbol is performed.

[0580] Next, as shown in FIG. 39(b), the variable display of the production symbol 70a is started, and the first held icons (CD icons) H11 and H12 displayed on the first display portion 70B1 and the second display portion 70B2 are shift-displayed to the icon display area 70C and the first display portion 70B1, respectively.

[0581] Here, when the first hold icon (CD icon) H12 that was displayed on the second display unit 70B2 is shifted and displayed on the first display unit 70B1, the display mode changes to a blue character icon and is displayed. Also, when it changes from the CD icon to the blue character icon and is displayed, a second generated notification sound is output from the audio output device 9 for 0.5 seconds.

[0582] After that, as shown in FIG. 39(c), stop display is performed in a combination (here, "164") indicating that the effect symbol 70a that was being variably displayed is a losing combination, and the icon (CD icon) TH that was displayed in the icon display area 70C is erased.

[0583] Next, as shown in FIG. 39(d), variable display of the effect symbol 70a is started, and the first hold icon (blue character icon) H11 on the first display unit 70B1 is shifted and displayed in the icon display area 70C.

[0584] After that, as shown in FIG. 39(e), a reach effect is executed in which the effect symbol 70a of "2" is stopped and displayed (temporarily stopped display) in the left and right variable display areas of the effect symbol 70a that was being variably displayed, while the effect symbol 70a is variably displayed in the central variable display area.

[0585] Then, as shown in FIG. 39(f), when the effect symbol 70a of "3" is stopped and displayed in the central variable display area, the reach effect ends and the variable display ends. Here, since the variable display has ended, the icon (blue character icon) TH that was displayed in the icon display area 70C is erased.

[0586] (Timing Chart of Character Action Change Pattern 01) FIG. 40 and FIG. 41 are timing charts showing various timings when the character action change pattern 01 is determined as the icon change pattern and the display mode of the icon TH is changed to a red character icon in the icon display mode update process.

[0587] The timing of T1 is the timing of the first frame after the start of the variable effect (the timing when the variable effect starts), which is the frame update timing at the start of the normal variation period during which the normal variation of the effect symbol 70a is performed. At this timing, the drawing of the image data b (background image, various variable effect images, various symbol images, various icon images, etc.) to the first frame buffer is started, the display of the image data a drawn on the second frame buffer to the image display device is started, and the normal variable effect display screen a is displayed on the image display device.

[0588] The timing of T2 is the timing of the 61st frame after the start of the variable effect, which is the frame update timing in the middle of the normal variation period. At this timing, although the effect control unit 130m has determined to execute the character action change pattern 01 that changes the display mode of the icon TH to a red character icon, no characters or the like are displayed on the image display device, and the output of the third generated notification sound from the audio output...

Claims

[Claim 1] A determination is made based on the establishment of a start condition, and when the variable display of the symbols executed based on the determination results in a predetermined special result, a special game advantageous to the player can be executed; There is a specified miss display different from the special result. The predetermined failure display is There is a first failure display and a second failure display, A first low probability gaming state; A second low probability game state which is executable based on the establishment of a predetermined condition for displaying the second miss display and is more advantageous to a player than the first low probability game state; a favorable gaming state that is more favorable to a player than the first low-probability gaming state and the second low-probability gaming state; In the second low-probability gaming state, a variation display can be executed with a first variable number of times or a second variable number of times that is greater than the first variable number of times; In the second low-probability game state, when the determined variable number of times is displayed, the game state transitions to the first low-probability game state, A gaming machine characterized in that, in the second low-probability game state determined to be the second variable number, a specified presentation can be executed at the first variable number or at a variable display a specified number before the first variable number.

Citation Information

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