Game machine

JP2025109619A5Pending Publication Date: 2025-10-02SANYO BUSSAN KK
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Patent Information

Application Number
JP2024003619
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-12
Publication Date
2025-10-02

AI Technical Summary

Technical Problem

Existing gaming machines lack optimal control and production methods during predetermined gaming states where variable displays are not performed, leading to a lack of player engagement.

Method used

The gaming machine incorporates start detection means, lottery means, variable display means, operation means, specific effect execution means, and display control means to execute a series of effects, including fortune-telling effects, which are controlled based on player interaction and time, ensuring consistent and engaging displays.

Benefits of technology

This approach enhances player engagement by providing consistent and interesting effects, maintaining player interest through varied and timed displays even during predetermined gaming states.

✦ Generated by Eureka AI based on patent content.

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Abstract

To perform not only display of a demonstration screen or the like, but also suitable control of a performance that further stimulates a player's desire to play a game which is different from a demonstration screen display in order to provide further interest, regarding a specific performance in a variation stop state.SOLUTION: In a state in which a decorative symbol is not changing, a game machine switches from a fortune-telling performance to the same one type of fortune-telling result display performance by sending the same ACT command from a voice lamp control device 5 to a display control device 6 in a first case where the fortune-telling performance ends due to the lapse of the upper limit time and in a second case where the fortune-telling performance ends due to the pressing operation of an operation button 20 before the lapse of the upper limit time. The fortune-telling result display performance is no longer displayed when the decorative symbol starts to change. In either the first case or second case, the display control device 6 performs display of the same period as the display period of the fortune-telling result display performance on the basis of receiving the ACT command.SELECTED DRAWING: Figure 229
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Description

Technical Field

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

Background Art

[0002] Conventionally, in gaming machines, a lottery is conducted based on a start winning, and the result of the lottery is produced as a variable display to provide interest. However, a predetermined gaming state occurs in which the variable display is not performed. And, a specific production is executed even during the predetermined gaming state to provide interest.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, for a specific production in a predetermined gaming state in which the variable display is not performed, more suitable control and production are desired.

[0005] An object of the present invention is to optimize control and production for a specific production in a predetermined gaming state in which the variable display is not performed.

Means for Solving the Problems

[0006] The gaming machine according to the present invention is start detection means (ball entry sensors 314a, 315a) for detecting a gaming ball when the gaming ball enters a start ball entry port (first winning port 314, second winning port 315), lottery means (MPU 41) capable of executing a predetermined lottery (big win lottery) when the start detection means detects a gaming ball, A variable display means (symbol display unit 341) capable of executing a predetermined variable display (decoration symbol variable display) based on the predetermined lottery by the lottery means, An operation means (operation button 20) operable by a player, A gaming machine comprising: In a predetermined gaming state (game standby state) where the predetermined variable display (decoration symbol variable display) is not performed, a specific effect execution means (voice lamp control device 5) capable of outputting a control signal for executing a series of specific effects (fortune-telling effect) based on the establishment of a predetermined condition (elapse of a specified time), A display control means (display control device 6) capable of executing the display of the series of specific effects (fortune-telling effect) based on the input of the control signal from the specific effect execution means (voice lamp control device 5), Comprising: The series of specific effects (fortune-telling effect) At least includes a start-corresponding effect (fortune-telling explanation effect) for a predetermined period, an interesting effect (during fortune-telling effect) that can be executed after the start-corresponding effect (fortune-telling explanation effect), and a plurality of types of end-corresponding effects (fortune-telling result display effect) that can be executed after the interesting effect (during fortune-telling effect), When one execution of the series of specific effects (fortune-telling effect) is performed, one type of end-corresponding effect (fortune-telling result display effect) is executed, The specific effect execution means (voice lamp control device 5) In a first case where a specific period (upper limit time of the during fortune-telling effect) has elapsed without a predetermined operation (pressing operation) being performed on the operation means (operation button 20) by the player during the predetermined interesting effect (during fortune-telling effect), outputs a predetermined control signal (ACT command) for switching from the display of the predetermined interesting effect (during fortune-telling effect) to the display of the end-corresponding effect (fortune-telling result display effect) to the display control means (display control device 6), In a second case where specific conditions (starting conditions for fortune-telling result display effects) are satisfied based on a predetermined operation (a pressing operation) being performed on the operation means (operation button 20) by the player during the predetermined fortune-telling performance (performance during fortune-telling), before the elapse of the specific period (upper limit time of the performance during fortune-telling), the same predetermined control signal (ACT command) as the one output in the first case is output to the display control means (display control device 6). The display control means (display control device 6) displays the end corresponding effect (fortune-telling result display effect) based on the input of the predetermined control signal (ACT command). In both the first case and the second case, the same one type of the end corresponding effect (fortune-telling result display effect) can be displayed until the start of the predetermined variable display (variable display of decorative symbols). The end corresponding effect (fortune-telling result display effect) is not displayed when the predetermined variable display (variable display of decorative symbols) starts. The display control means (display control device 6) is configured such that, in both the first case and the second case, based on receiving the predetermined control signal (ACT command), a display is performed for the same period as the display period of the end corresponding effect (fortune-telling result display effect).

Brief Description of the Drawings

[0007]

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MODE FOR CARRYING OUT THE INVENTION

[0008] Hereinafter, with reference to the attached drawings, each embodiment of the present invention will be described to facilitate understanding of the present invention. Further, each of the following embodiments is an example embodying the present invention and does not limit the technical scope of the present invention.

[0009] [First Embodiment] First, with reference to FIGS. 1 to 54, the gaming machine 10 according to the first embodiment of the present invention will be described.

[0010] [Schematic Configuration of Gaming Machine 10] Here, FIG. 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are developed views of the gaming machine 10, and FIGS. 4 to 6 are front views of the game board 31 of the gaming machine 10. Hereinafter, the expressions of front, rear, left, right, upper, and lower used in this embodiment shall be defined by the front-rear direction D1, up-down direction D2, and left-right direction D3 shown in FIGS. 1 to 3.

[0011] As shown in FIGS. 1 to 3, the gaming machine 10 is a pachinko gaming machine including a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a game hall by fixing the outer frame 14 to an island facility (not shown) in the game hall. In this embodiment, a pachinko gaming machine is taken as an example of the gaming machine for description. However, the present invention is also applicable to other gaming machines such as a rotary gaming machine (slot machine), an arranged ball gaming machine, and a jan ball gaming machine.

[0012] [Configuration of Front Frame 11] The front frame 11 is openable and closable with respect to the outer frame 14 by being rotatably supported at the left end by the outer frame 14. Further, the inner frame 12 is openable and closable with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11. Furthermore, the back pack unit 13 is openable and closable with respect to the inner frame 12 by being rotatably supported at the left end by the inner frame 12.

[0013] The front frame 11 includes operation buttons 20, a selection determination unit 21, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, and an electric decoration unit 27, etc.

[0014] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see FIG. 7) that switches the input signal to the sound lamp control device 5 described below depending on whether or not the operation button 20 is pressed. This allows the sound lamp control device 5 to determine the operation state (operation or no operation) of the operation button 20. The operation button 20 is operated to execute an operation button performance that is executed in response to an operation of the operation button 20 by a player during a predetermined operation acceptance period in a special game performance executed in a special game that clearly shows the lottery result in a jackpot lottery to a player.

[0015] The position of the operation button 20 is not limited to the front of the upper tray 23, and may be any position on the front frame 11 as long as the operation button 20 is operable by the player. The number of operation buttons 20 is not limited to one, and may be two or more. The operation button 20 may be equipped with a jog dial. In this case, by operating the jog dial, a desired item can be provisionally selected from options (items) on various setting screens when making various game settings, such as the performance stage (background performance), characters, and music during a jackpot game, as well as the frequency of selection of a predetermined performance and the expectation of a jackpot, and the provisionally selected option (item) can be selected by operating the operation button 20.

[0016] In addition, the operation means such as the operation button 20 that accepts operations by the player may be provided in one or more. Examples of the operation means include, in addition to the operation button 20, a rotatable handle, a rotatable lever, a push-in member that can move back and forth or up and down, a touch panel provided on the pattern display unit 341 or the sub-movable display unit 38 described below, or a combination of two or more of these operation means (for example, an operation means that can rotate and move back and forth), and the operation button 20 may be provided on these operation means (for example, an operation means in which the operation button 20 or a touch panel is provided on a handle or lever).

[0017] The selection determination unit 21 is operated by the player. For example, in a standby state where the game is not being executed, it receives the player's pressing operation and is a push button used when the player makes various game settings. Examples of the various game settings include settings for characters appearing in game effects, settings for the execution frequency of various effects such as button effects, and settings for the jackpot expectancy of various effects. This selection determination unit 21 includes a plurality of selection buttons 21A and a determination button 21B.

[0018] The plurality of selection buttons 21A are operated by the player to temporarily select a desired item from the options (items) on various setting screens when making various game settings, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Here, the temporary selection means a state in which the content temporarily selected is determined (stored in the RAM 512) when the determination button 21B is operated. Each of these selection buttons 211 to 214 is provided with an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d for switching the input signal to the audio lamp control device 5 as shown in FIG. 7. These switches 211a to 211d are connected to the input / output I / F of the audio lamp control device 5. Therefore, the audio lamp control device 5 can determine whether an operation on each of the selection buttons 211 to 214 has been performed based on the input signals of the switches 211a to 211d.

[0019] Also, in this embodiment, when it is detected that an operation on each of the selection buttons 211 to 214 has started, it is determined that an operation on each of the selection buttons 211 to 214 has been performed. Of course, it may be determined that an operation on each of the selection buttons 211 to 214 has been performed when it is detected that the operation on each of the selection buttons 211 to 214 continues or has ended.

[0020] On the one hand, the determination button 21B is operated by the player to determine the temporarily selected item. Further, the determination button 21B includes a determination operation switch 21Ba that switches an input signal to the voice lamp control device 5 described later. The determination operation switch 21Ba is connected to the input / output I / F of the voice lamp control device 5. Therefore, the voice lamp control device 5 can determine whether or not an operation on the determination operation switch 21Ba has been performed based on the input signal of the determination operation switch 21Ba.

[0021] Further, instead of the plurality of selection buttons 21A (211 to 214) and the determination button 21B, it is conceivable that a touch panel that receives the operation of the player is provided for the symbol display unit 341 and the sub-movable display unit 38 described later, and the touch panel is provided as an operation means. Further, instead of the plurality of selection buttons 21A (211 to 214), it is also conceivable to provide a rotating member such as a jog dial. Further, the selection operation switches 211a to 211d and the determination operation switch 21Ba (see FIG. 7) are contact type switches, but may be, for example, piezoelectric elements as long as they can be used to detect the presence or absence of an operation by the player.

[0022] The firing handle 22 is a rotary handle that the player operates to fire a game ball. In the gaming machine 10, a basic game is played by firing a game ball from a game ball firing mechanism 32 described later with a strength corresponding to the amount of rotation operation of the firing handle 22 by the player. In the gaming machine 10, in a situation where the firing handle 22 is being operated by the player, the game ball firing mechanism 32 is driven and controlled so that one game ball is fired toward the game area every 0.6 seconds.

[0023] The upper tray 23 is disposed below the panel 25 and is used to store the game balls paid out from the payout device 132 of the payout mechanism 130 described later and guide the stored game balls to the game ball firing mechanism 32 in a state where they are aligned in a row. Further, the lower tray 24 is provided further below the upper tray 23 and is used to store the game balls that are surplus in the upper tray 23.

[0024] The panel 25 is made of colorless transparent or colored transparent glass or synthetic resin through which a player can visually recognize the game board 31 of the inner frame 12 from the front of the gaming machine 10. The speakers 26 are a pair of speakers provided on the left and right at the upper end of the front frame 11, and execute a voice output effect for outputting voice. Note that the installation position of the speakers 26 is not limited to the upper end of the front frame 11. Further, the electric decoration part 27 incorporates a light source such as a display lamp or an LED, and executes a lamp effect according to a lighting color, a blinking mode such as lighting or extinguishing.

[0025] [Configuration of the inner frame 12] As shown in FIGS. 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. The inner frame 12 is openable and closable with respect to the front frame 11 by being supported at the left end rotatably by the front frame 11 as described above. Therefore, the game board 31, the game ball launching mechanism 32, and the control unit 33 are openable and closable with respect to the front frame 11. Note that in FIG. 2, for simplicity of illustration, the description on the board surface of the game board 31 is omitted.

[0026] The control unit 33 is provided on the back side of the game board 31 and has a main control unit 331 and a sub-control unit 332. In the gaming machine 10, a command (control signal) for instructing control content is transmitted in one direction from the main control unit 331 to the sub-control unit 332. Details of the main control unit 331 and the sub-control unit 332 will be described in detail later.

[0027] As shown in FIG. 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general winning port 313, a first winning port 314, a second winning port 315, a variable winning port 316, through gates 317L, 317R, an out port 318, a variable display unit 34, a main display unit 36, a sub-movable display unit 38, and a movable accessory member 39.

[0028] The inner rail 311 and the outer rail 312 are conveying paths for sending out the game balls launched from the game ball launching mechanism 32 towards the game area on the game board surface of the game board 31. After being launched from the inner rail 311 and the outer rail 312, the game balls that do not enter the general winning hole 313, the first winning hole 314, the second winning hole 315 or the variable winning hole 316 are discharged from the out hole 318.

[0029] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 322, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 towards the inner rail 311 and the outer rail 312 of the game board 31, and guides the game balls launched from the game ball launching mechanism 32 to the inner rail 311 and the outer rail 312. The ball feeding device 322 has driving means such as a solenoid, and supplies the game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is driving means for launching the game balls supplied onto the launching rail 321 towards the inner rail 311 and the outer rail 312. In the gaming machine 10, the solenoid 323 is driven and controlled according to the operation of the launch handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 onto the game board 31. Note that the game ball launching mechanism 32 may be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.

[0030] Returning to the description of FIG. 4, openings that penetrate the game board 31 in the front-rear direction are formed in the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the out opening 318. On the back side of the game board 31, ball entry sensors 313a, 314a, 315a, 316a (see FIG. 7) capable of individually detecting the entry of game balls are provided corresponding to the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, respectively. Further, the game balls that have passed through the openings of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the out opening 318 are collected on the back side of the game board 31 and detected by an out ball sensor 318a (see FIG. 7) described later. The through gates 317L, 317R are gates that penetrate vertically through which game balls can pass, and have ball entry sensors 317La, 317Ra (see FIG. 7) capable of individually detecting the game balls passing through the through gates 317L, 317R. In the game board 31, the game balls launched in the left region of the game board 31 may pass through the through gate 317L, and the game balls launched in the right region of the game board 31 may pass through the through gate 317R. Then, a normal hit lottery for determining whether or not to open the second winning opening 315 is executed when the passage of a game ball through the ball entry sensors 317La, 317Ra (see FIG. 7) is detected. When the lottery result in the normal hit lottery is a hit, game balls can enter the second winning opening 315 by opening an electric accessory 315b described later. That is, in the gaming machine 10, not only in the probability-variable gaming state (high probability mode and high-frequency support mode) and the time-saving gaming state (low probability mode and high-frequency support mode), but also by launching a game ball in the left region of the game board 31, it is possible to make a game ball enter the second winning opening 315 even in the normal gaming state (low probability mode and low-frequency support mode).

[0031] Note that the high-probability mode has a high jackpot probability of winning the jackpot in the result of the jackpot lottery (see Fig. 9(B)), and it is a mode that easily shifts to the jackpot game state where the jackpot game is executed. In contrast, the low-probability mode has a low jackpot probability of winning the jackpot in the result of the jackpot lottery (see Fig. 9(A)), and it is a mode that is difficult to shift to the jackpot game state where the jackpot game is executed. Also, the high-frequency support mode has a high common winning probability of winning the common prize in the result of the common prize lottery (see Fig. 12(B)), and since the operation frequency of the electric accessory 315b described later is high, it is a mode in which it is easy for the game balls to enter the second winning opening 315. In contrast, the low-frequency support mode has a low common winning probability of winning the common prize in the result of the common prize lottery (see Fig. 12(A)), and since the operation frequency of the electric accessory 315b is low, it is a mode in which it is difficult for the game balls to enter the second winning opening 315.

[0032] The ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a (see Fig. 7) are electrically connected to the main control unit 331, and the detection results of the ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are input to the main control unit 331. The main control unit 331 (MPU 41) transmits a command to cause the payout control device 7 to pay out game balls according to the detection results of the ball entry sensors 313a to 316a. Hereinafter, the detection of the entry of game balls by the ball entry sensors 313a to 316a may be referred to as a win. Also, the main control unit 331 (MPU 41) counts the number of out balls based on the detection result of the out ball sensor 318a. The number of out balls counted here matches the number of fired game balls launched onto the game board 31 by the game ball launching mechanism 32.

[0033] Note that the ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are, for example, electromagnetic induction type proximity sensors, but may be any sensors capable of individually detecting the entry of game balls by other detection methods.

[0034] In addition, the second winning opening 315 is provided with an electric accessory (electric accessory) 315b for switching the presence or absence of restriction on the entry of game balls into the second winning opening 315. The electric accessory 315b is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the electric accessory 315b opens, the entry of game balls into the second winning opening 315 becomes possible, and when the electric accessory 315b closes, the entry of game balls into the second winning opening 315 is restricted.

[0035] Furthermore, the variable winning opening 316 is provided with an opening / closing door 319 for switching the presence or absence of restriction on the entry of game balls into the variable winning opening 316. The opening / closing door 319 is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the opening / closing door 319 opens, the entry of game balls into the variable winning opening 316 becomes possible, and when the opening / closing door 319 closes, the entry of game balls into the variable winning opening 316 is restricted. Note that the opening / closing door 319 is moved to a position where it opens the variable winning opening 316 in the round game in the opening / closing execution mode in the jackpot game, and waits at a position where it closes the variable winning opening 316 otherwise. Thereby, in the round game in the jackpot game, game balls launched in the right area of the game board 31 can enter the variable winning opening 316.

[0036] In the gaming machine 10, when the entry of game balls into the first winning opening 314 or the second winning opening 315 is detected by the entry sensor 314a or the entry sensor 315a, the main control unit 331 conducts a jackpot lottery. Then, the main control unit 331 controls the display on the main display unit 36 according to the lottery result in the jackpot lottery. Also, the lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display on the variable display unit 34 and the like according to the lottery result.

[0037] In addition, in the gaming machine 10, when the entry of game balls into the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316 is detected by the ball entry sensors 313a to 316a, a preset number of prize balls are paid out. For example, the number of prize balls when a game ball enters the general winning opening 313 is 10, the number of prize balls when a game ball enters the first winning opening 314 or the second winning opening 315 is 3, and the number of prize balls when a game ball enters the variable winning opening 316 is 10. In particular, in the gaming machine 10, when the lottery result performed by the main control unit 331 is a big win, the gaming machine shifts to the big win gaming state, and the variable winning opening 316 is opened. By repeating the following-described round game a predetermined number of times (for example, 5 times or 16 times), a large amount of prize balls can be expected to be paid out.

[0038] In addition, when a game ball wins a prize at the first winning opening 314 or the second winning opening 315, a big win lottery is executed. When the lottery result is a winning, the gaming machine shifts to a predetermined big win gaming state that is more advantageous than the normal gaming state. In the present embodiment, the big win gaming state includes a 5R big win gaming state (a 5R normal big win gaming state and a 5R certain big win gaming state) and a 16R certain big win gaming state. The 5R big win gaming state is a gaming state including an opening / closing execution mode in which a round game in which the variable winning opening 316 is opened is performed 5 times until a predetermined time elapses or until the number of game balls winning a prize at the variable winning opening 316 reaches the upper limit number (for example, 9). The 16R certain big win gaming state is a gaming state including an opening / closing execution mode in which a round game is performed 16 times, and a larger amount of prize balls can be expected to be paid out than in the 5R big win gaming state, and it is a gaming state that is more advantageous for the player than the 5R big win gaming state.

[0039] As shown in FIG. 4, the variable display unit 34 has a symbol display unit 341 such as a liquid crystal display disposed so as to be visible through an opening 31A formed in a substantially central portion of the game board 31. The symbol display unit 341 displays a still image or a moving image, and the display content of the symbol display unit 341 is controlled by the sub-control unit 332. Specifically, in the symbol display unit 341, a variable display effect of decorative symbols according to the lottery result in the jackpot lottery performed by the main control unit 331 in response to the ball entry into the first winning port 314 or the second winning port 315, and various image effects such as a special symbol game effect executed along with the variable display effect are performed. Further, the symbol display unit 341 may have a dot matrix display, a plasma display, an organic EL display, etc., or may be a combination of a liquid crystal display or a plasma display and an organic EL display, and may further have a touch panel that accepts a touch operation by a player.

[0040] For example, the variable display effect of the decorative symbols in the symbol display unit 341 is performed by scrolling a plurality of types of decorative symbols with numbers from "1" to "9" in order in the vertical direction, horizontal direction, diagonal direction, etc. Note that sub-symbols such as other characters or symbols may be displayed between the decorative symbols. Also, in the present embodiment, there are no sub-symbols, and the types of decorative symbols are nine types from "1" to "9".

[0041] In the gaming machine 10, in the special symbol game, after the elapse of a preset variable display time from the start of the symbol variable display in the symbol display unit 341, the variable display of the decorative symbols is executed so that the variation of all the decorative symbols stops. More specifically, in the variable display of the decorative symbols, first, all the decorative symbols vary along a preset variation direction (for example, the horizontal direction, the vertical direction, etc.), and the variations of the plurality of decorative symbols stop in order. Then, when the variations of the decorative symbols in all lines stop and a predetermined time elapses, the variable display of the decorative symbols ends.

[0042] When the variable display of the decorative symbol in the symbol display unit 341 ends, the symbol display unit 341 will display a state in which the decorative symbols are arranged in one or more active lines. At this time, the stopped state of the decorative symbol will clearly indicate or imply the lottery result in the jackpot lottery by the main control unit 331. For example, when the lottery result is "5R sure-change jackpot", "16R sure-change jackpot", or "5R normal jackpot", a state in which the same type of decorative symbols are arranged in the active lines will be displayed, clearly indicating that it is a jackpot. Also, regarding the jackpot type, it may be clearly indicated by the combination of decorative symbols in the active lines, but it is not necessarily clearly indicated. Specifically, for example, when the lottery result is "16R sure-change jackpot", a state in which a combination of symbols such as "777", which is set as a symbol combination indicating 16R sure-change jackpot among the decorative symbols, is arranged in the active lines will be displayed, or a state in which a combination of the same decorative symbols other than "777" is arranged in the active lines will be displayed. Also, when the lottery result is "5R sure-change jackpot", a state in which a combination of symbols such as "333", which is set in advance as a symbol combination indicating 5R sure-change jackpot among the decorative symbols, is arranged in the active lines will be displayed, or a state in which a combination of the same decorative symbols other than the symbol combinations indicating 16R sure-change jackpot or 5R sure-change jackpot such as "777" and "333" is arranged in the active lines will be displayed. Also, when the lottery result is "5R normal jackpot", a state in which a combination of the same decorative symbols other than the symbol combinations indicating sure-change jackpots such as "222" and "444", which are set in advance as symbol combinations indicating normal jackpots among the decorative symbols, is arranged in the active lines will be displayed. Also, when the lottery result is "a miss", a state in which a combination of different decorative symbols is arranged in the active lines (for example, "323" or "723", etc.) will be displayed.

[0043] In addition, on the symbol display unit 341, in the special figure game, along with the variable display of the decorative symbols, a special figure game effect that suggests the expectancy that the lottery result in the jackpot lottery is a jackpot is displayed. When, in the case where the lottery result is a "16R certain-variable jackpot", a state where a jackpot symbol combination other than the combination of decorative symbols indicating the 16R certain-variable jackpot is lined up on the effective line is displayed, as a special figure game effect, a suggestion effect indicating that it is a 5R certain-variable jackpot or a 5R normal jackpot is executed. In this case, in the jackpot game effect, an upgrading effect that clearly indicates that the lottery result for the special figure game is a 16R certain-variable jackpot is executed. Similarly, when, in the case where the lottery result is a "5R certain-variable jackpot", a state where a jackpot symbol combination other than the combination of decorative symbols indicating the certain-variable jackpot is lined up on the effective line is displayed, as a special figure game effect, a suggestion effect indicating that it is a 5R normal jackpot is executed. In this case, in the jackpot game effect, an upgrading effect or the like that clearly indicates that the lottery result for the special figure game is a 5R certain-variable jackpot is executed.

[0044] Furthermore, when the game state shifts to the jackpot game state, on the symbol display unit 341, a jackpot game effect including an opening effect, an opening / closing execution mode effect, and an ending effect is displayed.

[0045] The sub-movable display unit 38 includes a display device 381 such as a liquid crystal display, and is provided in the left area on the front side of the symbol display unit 341. In this sub-movable display unit 38, it is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see FIG. 7), and based on the display variation pattern command transmitted from the MPU 51 of the voice lamp control device 5, an image effect is executed on the display device 381 together with the symbol display unit 341 in the special figure game and the jackpot game under the control of the MPU 61.

[0046] Note that the display device 381 may be a dot matrix display, a plasma display, an organic EL display, etc., or may be a combination of a liquid crystal display or a plasma display and an organic EL display. Further, the sub-movable display unit 38 may further have a touch panel that receives a touch operation by a player in addition to the display device 381.

[0047] Further, the sub-movable display unit 38 is movable in the left-right direction D3 between a standby position (the position shown in FIG. 4) indicated by a virtual line in FIG. 5 and an operating position indicated by a solid line in FIG. 5.

[0048] Here, as shown in FIG. 7, the gaming machine 10 has a motor 38a that supplies a driving force to the sub-movable display unit 38, and a return detection unit 38b for detecting that the sub-movable display unit 38 has returned to the standby position. The motor 38a is a stepping motor, a DC motor, etc., and the return detection unit 38b is an optical sensor, a contact type sensor, etc. The sub-movable display unit 38 and the motor 38a are connected via a drive transmission mechanism such as a drive gear (not shown), and the sub-movable display unit 38 is moved in the right direction (operating direction) from the standby position (see FIG. 4) to the operating position (the solid line position in FIG. 5), or in the left direction (return direction) from the operating position (the solid line position in FIG. 5) to the standby position (see FIG. 4) according to the rotation direction of the motor 38a. For example, the sub-movable display unit 38 is moved from the standby position (see FIG. 4) to the operating position (the solid line position in FIG. 5) when the motor 38a is rotated in the forward direction, and conversely, is moved from the operating position (the solid line position in FIG. 5) to the standby position (see FIG. 4) when the motor 38a is rotated in the reverse direction.

[0049] In addition, the gaming machine 10 includes a motor driver 38c to which a motor 38a and a return detection unit 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the voice lamp control device 5. Then, the motor driver 38c controls the motor 38a according to the control instructions from the voice lamp control device 5. Also, the motor driver 38c can acquire the detection result by the return detection unit 38b and transmit it to the voice lamp control device 5. Note that the motor driver 38c may be omitted, and the motor 38a and the return detection unit 38b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.

[0050] Such a sub movable display unit 38 operates to execute an effect related to the lottery result in a jackpot lottery in a special figure game or a jackpot game. For example, in a special figure game, the sub movable display unit 38 operates as a jackpot confirmation effect indicating that the lottery result in the jackpot lottery is a jackpot, and also operates as a chance-up effect to improve the expectancy that the lottery result is a jackpot. Further, in a jackpot game, the sub movable display unit 38 operates as a promotion effect (round number promotion effect executed in a jackpot game or promotion effect from a normal jackpot to a probability-variable jackpot) that clarifies that the actual lottery result is more advantageous to the player than the lottery result suggested by the special figure game effect. In addition, during the reservation of the right to execute the special figure game executed after the end of the jackpot game, it is also possible to operate the sub movable display unit 38 as a reserved consecutive winning confirmation effect that notifies that the lottery result in the jackpot lottery includes a jackpot.

[0051] Note that the standby position and the operating position of the sub-movable display unit 38 are not limited to the left area on the front side of the symbol display unit 341, and may be other positions. Also, the number of sub-movable display units 38 is not limited to one, and may be plural, and the plurality of sub-movable display units 38 may cooperate, interlock, follow, or trail. Further, the sub-movable display unit 38 may be movable in other directions in addition to or instead of the left-right direction D3. For example, the sub-movable display unit 38 may be movable in the up-down direction D2, the diagonal direction, etc., and may further be rotatable in the clockwise direction, the counterclockwise direction, etc. Also, the sub-movable display unit 38 may be omitted, and instead of the sub-movable display unit 38, one or more non-movable display devices may be provided.

[0052] As shown in FIG. 4, the main display unit 36 includes a normal symbol display unit 361, a first special symbol display unit 362, a second special symbol display unit 363, a first special symbol retention number display unit 364, and a second special symbol retention number display unit 365 disposed in the upper right portion of the game board 31.

[0053] The normal symbol display unit 361 includes LED pairs as normal symbols (ordinary symbols), and displays the lottery result in the per-ordinary-symbol lottery for whether to open the electric accessory 315b executed upon winning in the through gates 317L and 317R by the combination of lighting and extinguishing of the LED pairs. The main control unit 331 (MPU 41) causes the LED pairs to blink (display the normal symbol variably) upon winning in the through gates 317L and 317R, and displays the result of the per-ordinary-symbol lottery by lighting or extinguishing each LED (displaying the normal symbol stopped) after the elapse of the variable display time. Note that displaying the lottery result in the per-ordinary-symbol lottery by the variable display and the stopped display of the normal symbol (ordinary symbol) is referred to as "normal symbol game" or "ordinary symbol game".

[0054] The first special symbol display section 362 includes a 7-segment display device as the first special symbol (first special figure), and displays the lottery result in the first special symbol lottery (first special figure lottery, jackpot lottery) for determining whether to execute a jackpot game triggered by winning the first winning opening 314 by a combination of lighting and extinguishing of seven segments in the 7-segment display device. The main control unit 331 (MPU 41) blinks the seven segments of the 7-segment display device (display the first special symbol variably) triggered by winning the first winning opening 314, and lights or extinguishes each segment (stops displaying the first special symbol) after the elapse of the variable display time to display the result of the jackpot lottery. Note that displaying the lottery result in the jackpot lottery by the variable display and the stop display of the first special symbol (first special figure) is referred to as the "first special symbol game" or the "first special figure game".

[0055] The second special symbol display section 363 includes a 7-segment display device as the second special symbol (second special figure), and displays the lottery result in the second special symbol lottery (second special figure lottery, jackpot lottery) for determining whether to execute a jackpot game triggered by winning the second winning opening 315 by a combination of lighting and extinguishing of seven segments in the 7-segment display device. The main control unit 331 (MPU 41) blinks the seven segments of the 7-segment display device (display the second special symbol variably) triggered by winning the second winning opening 315, and lights or extinguishes each segment (stops displaying the second special symbol) after the elapse of the variable display time to display the result of the jackpot lottery. Note that displaying the lottery result in the jackpot lottery by the variable display and the stop display of the second special symbol (second special figure) is referred to as the "second special symbol game" or the "second special figure game".

[0056] In the following, the first special symbol (first special figure) and the second special symbol (second special figure) may be referred to as "special symbol" or "special figure", and the first special symbol game (first special figure game) and the second special symbol game (second special figure game) may be referred to as "special symbol game" or "special figure game".

[0057] The first special drawing remaining count display section 364 includes an LED group composed of four LEDs, and displays the first special drawing remaining count N, which is the remaining count of the right to execute the first special drawing game generated by winning at the first winning opening 314, by the number of lit LEDs among the four LEDs.

[0058] The second special drawing remaining count display section 365 includes an LED group composed of four LEDs, and displays the second special drawing remaining count M, which is the remaining count of the right to execute the second special drawing game generated by winning at the second winning opening 315, by the number of lit LEDs among the four LEDs.

[0059] The movable accessory member 39 is movable in the vertical direction along the surface of the symbol display unit 341 between a predetermined standby position (the position shown by the phantom line in FIG. 6) located above the symbol display unit 341 and an operating position shown by the solid line in FIG. 6 set below the standby position. The operating position (refer to the solid line in FIG. 6) is closer to the center of the symbol display unit 341 than the standby position (refer to FIG. 4). Further, when the movable accessory member 39 is in the operating position (refer to the solid line in FIG. 6), the coverage rate of the movable accessory member 39 with respect to the surface of the symbol display unit 341 is higher than when it is in the standby position (refer to FIG. 4). Further, a plurality of lamps 391 are arranged in an annular shape at the peripheral portion of the movable accessory member 39. In the present embodiment, 15 lamps 391 are arranged on the movable accessory member 39, and each lamp 391 can be individually turned on and off. Further, each of the plurality of lamps 391 is, for example, an LED lamp and can be turned on in a plurality of colors including white, yellow, green, red, or a mixed color thereof. Thus, since each lamp 391 can be individually turned on and off and can be turned on in a plurality of colors, for example, when the movable accessory member 39 is operated, the degree of expectation (big win expectation degree) that the lottery result in the big win lottery that triggered the specific figure game is a big win can be suggested by the lighting pattern, lighting color, and number of lit lamps of each lamp 391, or it becomes possible to clearly indicate that the lottery result is a big win. For example, regarding the lighting color, the big win expectation degree can be set to increase in the order of white, yellow, green, and red, and by appropriately setting the lighting pattern and lighting color, it is also possible to execute a confirmation effect that clearly indicates that the lottery result in the big win lottery is a big win by executing a rainbow lamp effect. Further, in the present embodiment, although the movable accessory member 39 is exposed from the opening 31A in the standby position (refer to FIG. 4), it is also conceivable to execute an effect that suggests the degree of expectation that the lottery result in the big win lottery is a big win by using the lamps 391 in the portion exposed from the opening 31A. For example, in the present embodiment, since the four lamps 391 located on the lower side are exposed from the opening 31A (refer to FIG. 4), it is conceivable to suggest the big win expectation degree depending on which of these lamps 391 is lit.In addition to the four lamps 391 located on the lower side, it is also conceivable to suggest the jackpot expectancy by the image displayed on the symbol display unit 341.

[0060] Note that the movable accessory member 39 may be entirely hidden without being exposed from the opening 31A in the standby position. Also, the gaming machine 10 may include a plurality of movable accessory members 39. Furthermore, the movable accessory member 39 may be a combination of a plurality of separated movable members, deformable into two or more forms, or provided with a display such as a liquid crystal display device. Of course, the movable accessory member 39 is not limited to covering a part of the display screen of the symbol display unit 341, and may cover the entire display screen. Also, the central portion of the movable accessory member 39 may be configured as a lighting and extinguishing decorative portion. In this case, it becomes possible to execute an effect that suggests the jackpot expectancy or explicitly indicates a jackpot by lighting or flashing the decorative portion.

[0061] Such a movable accessory member 39 is operated to execute an effect related to the lottery result in the jackpot lottery in special symbol games and jackpot games. For example, in a special symbol game, the movable accessory member 39 operates as a jackpot confirmation effect indicating that the lottery result in the jackpot lottery is a jackpot, and also operates as a chance-up effect that improves the expectancy of the lottery result being a jackpot. Also, in a jackpot game, the movable accessory member 39 operates as a promotion effect (round number promotion effect executed in a jackpot game or promotion effect from a normal jackpot to a sure-change jackpot) that explicitly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special symbol game effect, and it is also possible to operate it as a reserved consecutive win confirmation effect that notifies that the lottery result in the jackpot lottery includes a jackpot during the reservation of the right to execute a special symbol game after the end of the jackpot game.

[0062] As shown in FIG. 7, the gaming machine 10 has a motor 39a that supplies a driving force to the movable accessory member 39, and a return detection unit 39b for detecting that the movable accessory member 39 has returned to the standby position. The motor 39a is a stepping motor, a DC motor, etc., and the return detection unit 39b is an optical sensor, a contact sensor, etc. The movable accessory member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and the movable accessory member 39 is moved from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6) in the downward direction (operating direction), or from the operating position (see the solid line in FIG. 6) to the standby position (see FIG. 4) in the upward direction (return direction) according to the rotation direction of the motor 39a. For example, the movable accessory member 39 is moved from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6) when the motor 39a rotates in the forward direction, and conversely, it is moved from the operating position (see the solid line in FIG. 6) to the standby position (see FIG. 4) when the motor 39a rotates in the reverse direction.

[0063] In addition, the gaming machine 10 includes a motor driver 39c to which the motor 39a and the return detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the voice lamp control device 5. And the motor driver 39c controls the motor 39a according to the control instruction from the voice lamp control device 5. Also, the motor driver 39c can acquire the detection result by the return detection unit 39b and transmit it to the voice lamp control device 5. Note that the motor driver 39c may be omitted, and the motor 39a and the return detection unit 39b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.

[0064] Also, each lamp 391 of the movable accessory member 39 is individually connected to the input / output I / F 52 of the voice lamp control device 5, and each lamp 391 can be individually lit and extinguished and lit in a plurality of colors by the voice lamp control device 5.

[0065] In addition, it is also conceivable to provide a magnetic sensor and a radio wave sensor (both not shown) on the game board 31. The magnetic sensor is provided, for example, around the first winning opening 314 and the variable winning opening 316. The magnetic sensor is electrically connected to the main control unit, and the detection result of the magnetic sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally guide a game ball to the first winning opening 314 or the variable winning opening 316 using a magnet, it is possible to detect such illegal behavior. On the other hand, the radio wave sensor is provided, for example, around the first winning opening 314 and the second winning opening 315. The radio wave sensor is electrically connected to the main control unit 331, and the detection result of the radio wave sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally input radio waves to the ball entry sensors 314a and 315a to falsely detect the entry of a game ball, it is possible to detect such illegal behavior. Note that the radio wave sensor can detect radio waves in the range of, for example, 50 MHz to 3 GHz.

[0066] [Rear pack unit 13] As shown in FIG. 3, the rear pack unit 13 includes a payout mechanism 130 and a peripheral control unit 140.

[0067] The payout mechanism 130 includes a tank 131 that stores game balls supplied from island equipment (not shown) in the game hall, and a payout device 132 that pays out game balls from the tank 131 toward the upper tray 23. When the game balls on the upper tray 23 are saturated, the game balls paid out from the payout device 132 are paid out to the lower tray 24.

[0068] The peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132. The launch control device 8 controls the game ball launch mechanism 32 in response to an operation of the launch handle 22. The power supply control device 9 converts the power supplied from island equipment (not shown) to which the gaming machine 10 is connected to a predetermined voltage level and supplies it to the control device and drive means provided in the gaming machine 10.

[0069] [System configuration of the gaming machine 10] Next, while referring to FIGS. 7 to 16, the system configuration of the gaming machine 10 will be described.

[0070] [Main control unit 331] As shown in FIG. 7, the main control unit 331 includes a main control device 4 that executes the main control of the game in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for shifting to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.

[0071] The MPU 41 is an arithmetic device configured as a one-chip microcomputer. Further, a ROM 411 and a RAM 412 are built in the MPU 41. The MPU 41 executes processing according to a control program stored in the ROM 411 and the like. Also, part or all of the processing executed by the main control device 4 may be executed by an electronic circuit.

[0072] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4. Further, ball-in sensors 313a to 316a, 317La, 317Ra, and an out ball sensor 318a are connected to the input / output I / F 42. Then, the MPU 41 determines the presence or absence of entry of game balls into the general winning port 313, the first winning port 314, the second winning port 315, and the variable winning port 316, and the presence or absence of passage of game balls through the through gates 317L and 317R based on the detection signals from the ball-in sensors 313a to 316a, 317La, 317Ra. Also, the MPU 41 counts the number of out balls (number of launched balls) based on the detection signal from the out ball sensor 318a. Further, an audio lamp control device 5, a payout control device 7, a launch control device 8, a power supply control device 9, and the like are connected to the input / output I / F 42.

[0073] Then, the MPU 41 outputs commands such as a general pattern change command, an electric accessory release command, an electric accessory closing command, a special pattern change command, a first special pattern hold command, a second special pattern hold command, a special pattern shift command, a big win game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a big win game end command, and a game setting value change command to the voice lamp control device 5.

[0074] The general pattern change command is a command for notifying the voice lamp control device 5 of the variable display time (general pattern change pattern) of the normal symbols in the general pattern game and the lottery result in the general pattern per draw. The general pattern change command is set in step S1709 in the general pattern change start process of FIG. 24 described later based on the information stored in the general pattern hold storage area 412c (see FIG. 11) when starting the variable display of the normal symbols in the normal symbol display section 361 of the main display section 36. Note that the general pattern change command may be a command for notifying only the variable display time (general pattern change pattern) of the normal symbols in the general pattern game to the voice lamp control device 5. In this case, the command for notifying the lottery result in the general pattern per draw to the voice lamp control device 5 is set as a command different from the general pattern change command.

[0075] The electric accessory release command is a command for notifying the voice lamp control device 5 that the electric accessory 315b is released (activated). The electric accessory release command is set in step S1809 in the general pattern per game control process of FIG. 25 described later when releasing (activating) the electric accessory 315b.

[0076] The electric accessory closing command is a command that notifies the voice lamp control device 5 that the electric accessory 315b is closed (returned). The electric accessory closing command is set in step S1816 in the game control process per general drawing of FIG. 25 described later when closing (returning) the electric accessory 315b.

[0077] The special figure variation pattern command is a command that notifies the voice lamp control device 5 of the variation display time of the special symbol in the special figure game and the lottery result in the big win lottery, and includes information regarding the big win type when the lottery result in the big win lottery is a big win. The special figure variation pattern command is set in step S2105 in the special figure variation start process of FIG. 28 described later based on the information stored in the special figure hold storage area 412b (see FIG. 8) described later when starting the variation display of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Note that the special figure variation pattern command includes information that can identify the type of the special symbol when the variation is started. However, the special figure variation pattern command when the variation of the first special symbol is started and the special figure variation pattern command when the variation of the second special symbol is started may be set as different special figure variation commands. Further, the special figure variation pattern command may be a command that notifies only the variation display time of the special symbol in the special figure game to the voice lamp control device 5. In this case, the command that notifies the lottery result and the big win type in the big win lottery to the voice lamp control device 5 is set as a command different from the special figure variation pattern command.

[0078] The first special figure hold command and the second special figure hold command are commands that notify the voice lamp control device 5 of the lottery result in the jackpot lottery for the increased hold, the variable display time (special figure variation pattern) of the special symbol, and the first special figure hold number N or the second special figure hold number M when the first special figure hold number N or the second special figure hold number M stored in the special figure hold storage area 412b (see FIG. 8) described below increases due to the entry of a game ball into the first winning port 314 or the second winning port 315. The first special figure hold command and the second special figure hold command are set in the first special figure hold command setting process of step S1105 in the start winning process of FIG. 18 described below (step S1207 or S1209 of the first special figure hold command setting process of FIG. 19 described below) or the second special figure hold command setting process of step S1110 based on the information stored in the special figure hold storage area 412b (see FIG. 8) described below when there is an increase in the first special figure hold number N or the second special figure hold number M.

[0079] The special figure shift command is a command that notifies the voice lamp control device 5 that the special figure win / loss information indicating the lottery result in the jackpot lottery in the first hold area REA1 to the fourth hold area REA4 of the first special figure hold storage area REA or the first hold area REB1 to the fourth hold area REB4 of the second special figure hold storage area REB (see FIG. 8) has shifted when the first special figure hold number N or the second special figure hold number M decreases due to the start of the special figure game (variable display of the special figure). The special figure shift command is set in step S2008 in the special figure data setting process of FIG. 27 described below.

[0080] The jackpot game start command is a command that notifies the voice lamp control device 5 to start the jackpot game, that is, to shift the game state to the jackpot game state, and is set in step S2204 in the jackpot game control process of FIG. 29 described below when shifting to the jackpot game state.

[0081] The opening start command is a command for notifying the voice lamp control device 5 to start the opening of the jackpot game. When starting the opening of the jackpot game, it is set in step S2208 in the jackpot game control process of FIG. 29 described later. Note that since the opening start command can notify the voice lamp control device 5 that the opening of the jackpot game is started by the jackpot game start command, it can be omitted.

[0082] The opening end command is a command for notifying the voice lamp control device 5 to end the opening of the jackpot game. When ending the opening of the jackpot game, it is set in step S2214 in the jackpot game control process of FIG. 30 described later.

[0083] The opening / closing execution mode start command is a command for notifying the voice lamp control device 5 to start the opening / closing execution mode of the jackpot game. When starting the opening / closing execution mode of the jackpot game, it is set in step S2216 in the jackpot game control process of FIG. 30 described later.

[0084] The round game start command is a command for notifying the voice lamp control device 5 to start each round game and the round number information indicating which round the round game is in the opening / closing execution mode in the jackpot game. When starting each round game, it is set in step S2217 in the jackpot game control process of FIG. 30 described later. Note that separately from the round game start command, a command indicating the round number of the round game to be started next may be set at the start of the round game and transmitted to the voice lamp control device 5.

[0085] The round game end command is a command for notifying the voice lamp control device 5 to end the current round game in the opening / closing execution mode in the jackpot game. When ending each round game, it is set in step S2229 in the jackpot game control process of FIG. 31 described later.

[0086] The interval start command is a command that notifies the voice lamp control device 5 to start an interval between round games in the open / close execution mode of the jackpot game. When starting the interval, it is set in step S2233 in the jackpot game control process of FIG. 31 described later.

[0087] The interval end command is a command that notifies the voice lamp control device 5 to end an interval between round games in the open / close execution mode of the jackpot game. When ending the interval, it is set in step S2239 in the jackpot game control process of FIG. 32 described later.

[0088] The open / close execution mode end command is a command that notifies the voice lamp control device 5 to end the open / close execution mode of the jackpot game. When ending the open / close execution mode, it is set in step S2241 in the jackpot game control process of FIG. 31 described later.

[0089] The ending start command is a command that notifies the voice lamp control device 5 to start the ending of the jackpot game. When starting the ending, it is set in step S2242 in the jackpot game control process of FIG. 31 described later.

[0090] The ending end command is a command that notifies the voice lamp control device 5 to end the ending of the jackpot game. When ending the ending, it is set in step S2248 in the jackpot game control process of FIG. 32 described later.

[0091] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game has ended. When ending the jackpot game, it is set in step S2250 in the jackpot game control process of FIG. 29 described later.

[0092] The game setting value change command is a command that notifies the voice lamp control device 5 that the game setting value has been changed and the game setting value after the change. When the game setting value is changed, it is set in step S2408 in the game setting value change process of FIG. 35 described later.

[0093] In addition, commands other than the above-mentioned commands may be output from the main control device 4 to the voice lamp control device 5, but their descriptions are omitted.

[0094] Also, the main control device 4 is equipped with an oscillation circuit and a frequency division circuit as means for supplying an operation clock to the MPU 41. The oscillation circuit outputs a clock signal having a predetermined frequency, and the frequency division circuit changes the frequency of the clock signal output from the oscillation circuit and inputs it to the MPU 41. Specifically, the execution period of the main timer interrupt process described later executed by the MPU 41 is determined by the clock signal output from the frequency division circuit.

[0095] In this embodiment, a clock signal is supplied from the frequency division circuit to the MPU 41 at a preset interval (for example, 4 msec), and the MPU 41 starts and executes the main timer interrupt process described later every time the rising (or falling) of the clock signal occurs. Note that the oscillation circuit and the frequency division circuit are also mounted on the sub-control unit 332 and the peripheral control unit 140 as needed, and supply the operation clock of the control main body in the sub-control unit 332 and the peripheral control unit 140. Also, a clock signal may be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140.

[0096] The ROM 411 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (work area) for the process executed by the MPU 41. For example, the RAM 412 is used for setting commands transmitted to the voice lamp control device 5 and the like. Note that the RAM 412 may be a non-volatile storage unit.

[0097] Here, while referring to FIG. 8, a storage area in the MPU 41 of the main control device 4 of the gaming machine 10 for performing jackpot lottery and normal pattern hit lottery will be described. Specifically, the MPU 41 uses the counter information stored in the lottery counter storage area 412a, special pattern hold storage area 412b, and normal pattern hold storage area 412c of the RAM 412 to execute the jackpot lottery result and the setting of the variable display time of the special pattern, the normal pattern hit lottery result and the setting of the variable display time of the normal symbol, and the like.

[0098] In the lottery counter storage area 412a, as lottery counters, a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3 are stored. The jackpot random number counter C1 is used for the jackpot lottery to determine whether to execute a jackpot game. The jackpot type counter C2 is used when determining the jackpot type when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used when determining the non-winning type when the result of the jackpot lottery is a miss. Also, in the lottery counter storage area 412a, a jackpot random number initial value counter CIN1 and a special pattern variation type counter CS1 are stored. The jackpot random number initial value counter CIN1 is used for setting the initial value of the jackpot random number counter C1. The special pattern variation type counter CS1 is used for determining the variable display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Further, in the lottery counter storage area 412a, as lottery counters, a normal hit random number counter C4, a normal hit type random number counter C5, a normal hit random number initial value counter CIN2, and a normal pattern variation type counter CS2 are stored. The normal hit random number counter C4 is used for the normal pattern hit lottery to determine whether to set the electric accessory 315b of the second winning port 315 to the electrically released state. The normal hit type random number counter C5 is used for sorting the normal hit type (short release or long release) when the result of the normal pattern hit lottery is a normal pattern hit. The normal hit random number initial value counter CIN2 is used for setting the initial value of the normal hit random number counter C4. The normal pattern variation type counter CS2 is used for determining the variable display time of the normal symbol in the normal symbol display section 361 of the main display section 36.

[0099] Then, each lottery counter C1 to C5, CIN1, CIN2, CS1, CS2 is used as a loop counter that is incremented by 1 from the previous value at short time intervals by the MPU 41 and returns to 0 after reaching a preset maximum value. The updated values are recorded in each lottery counter C1 to C5, CIN1, CIN2, CS1, CS1, and are referred to by the MPU 41 when setting the jackpot lottery result, the variable display time of the special symbols, the jackpot type and the non-winning type, the lottery result per general symbol, the variable display time of the general symbols, and the type per general symbol.

[0100] The special symbol hold storage area 412b includes a first special symbol hold storage area REA, a second special symbol hold storage area REB, and a special symbol execution area AE. The first special symbol hold storage area REA includes a first hold area REA1, a second hold area REA2, a third hold area REA3, a fourth hold area REA4, and a first special symbol hold count storage area NAA. The second special symbol hold storage area REB includes a first hold area REB1, a second hold area REB2, a third hold area REB3, a fourth hold area REB4, and a second special symbol hold count storage area NAB.

[0101] When a game ball enters the first winning opening 314, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure variation type counter CS1 stored in the RAM 412 is acquired as special figure win / loss information used in the jackpot lottery, and is stored in any one of the first storage areas REA1 to the fourth storage areas REA4 of the first special figure hold storage area REA. When a game ball enters the second winning opening 315, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure variation type counter CS1 stored in the RAM 412 is acquired as special figure win / loss information used in the jackpot lottery, and is stored in any one of the first storage areas REB1 to the fourth storage areas REB4 of the second special figure hold storage area REB. Note that lottery counter storage areas 412a (such as the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure variation type counter CS1) may be provided individually corresponding to each of the first special figure hold storage area REA and the second special figure hold storage area REB.

[0102] Thus, in the gaming machine 10, in addition to the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, the special figure variation type counter CS1 is stored in any one of the first storage areas REA1 to the fourth storage areas REA4 of the first special figure hold storage area REA and the first storage areas REB1 to the fourth storage areas REB4 of the second special figure hold storage area REB.

[0103] Therefore, in addition to the lottery result of the jackpot lottery for the special figure game executed based on the special figure win / loss information stored in the first storage areas REA1 to the fourth storage areas REA4 of the first special figure hold storage area REA and the first storage areas REB1 to the fourth storage areas REB4 of the second special figure hold storage area REB, it is possible to pre-judge the variation display time (special figure variation pattern) for the special symbol (decoration symbol on the symbol display unit 341) on the first special symbol display unit 362 or the second special symbol display unit 363 in the special figure game.

[0104] Specifically, when a game ball enters the first winning opening 314, the special drawing approval / rejection information is stored in the available area in the order of priority of the first reserved area REA1, the second reserved area REA2, the third reserved area REA3, and the fourth reserved area REA4 in the first special drawing reserved storage area REA. In the first special drawing reserved number storage area NAA, the number of the special drawing approval / rejection information stored in the first reserved area REA1 to the fourth reserved area REA4 is stored as the first special drawing reserved number N.

[0105] Also, when a game ball enters the second winning opening 315, the special drawing approval / rejection information is stored in the available area in the order of priority of the first reserved area REB1, the second reserved area REB2, the third reserved area REB3, and the fourth reserved area REB4 in the second special drawing reserved storage area REB. In the second special drawing reserved number storage area NAB, the number of the special drawing approval / rejection information stored in the first reserved area REB1 to the fourth reserved area REB4 is stored as the second special drawing reserved number M.

[0106] That is, in the gaming machine 10, the special drawing approval / rejection information as the winning history for the first winning opening 314 and the second winning opening 315 can be reserved up to a maximum of 4 each by a total of 8 storage areas corresponding to the maximum reserved numbers of the first reserved area REA1 to the fourth reserved area REA4 in the first special drawing reserved storage area REA and the first reserved area REB1 to the fourth reserved area REB4 in the second special drawing reserved storage area REB.

[0107] Note that it is also conceivable as another embodiment that there is a reserved area with a maximum reserved number of 8 provided in common for the first winning opening 314 and the second winning opening 315. Even in this case, it is possible to reserve the special drawing approval / rejection information as the winning history up to a maximum of 8 in total. The storage process of the special drawing approval / rejection information is executed by the MPU 41 by executing the process according to the control program.

[0108] The special figure execution area AE is a storage area used to move the special figure success / failure information stored in the first hold area REA1 of the first special figure hold storage area REA or the first hold area REB1 of the second special figure hold storage area REB when the variable display of the special figure starts in the first special figure display section 362 or the second special figure display section 363 of the main display section 36. Specifically, the special figure success / failure information in the first hold area REB1 of the second special figure hold storage area REB is preferentially moved to the special figure execution area AE. When there is no special figure success / failure information in the first hold area REB1 of the second special figure hold storage area REB and the second special figure hold count M stored in the second special figure hold count storage area NAB is 0, the special figure success / failure information in the first hold area REA1 of the first special figure hold storage area REA is moved to the special figure execution area AE. That is, in the gaming machine 10, the second special figure game is preferentially executed over the first special figure game. In the probability-variable gaming state and the time-saving gaming state, which are high-frequency support modes, the so-called right shot, in which a game ball is launched into the right area of the game board 31, is executed, and mainly the second special figure game is executed.

[0109] In addition, in another embodiment, when the difference between the first special figure hold count N stored in the first special figure hold count storage area NAA of the first special figure hold storage area REA and the second special figure hold count M stored in the second special figure hold count storage area NAB of the second special figure hold storage area REB is 2 or more, the value in the hold area with the larger count is preferentially moved to the special figure execution area AE. Also, in another embodiment, the special figure success / failure information in the first hold area REA1 of the first special figure hold storage area REA and the first hold area REB1 of the second special figure hold storage area REB may be alternately moved to the special figure execution area AE.

[0110] Then, when starting a special figure game once, the MPU 41 conducts a jackpot lottery or the like based on the numerical information stored as special figure win / loss information in the special figure execution area AE. At this time, when the first reserved area REA1 of the first special figure reserved storage area REA is moved to the special figure execution area AE, the special figure win / loss information stored in the second reserved area REA2 shifts to the first reserved area REA1, the special figure win / loss information stored in the third reserved area REA3 shifts to the second reserved area REA2, and the special figure win / loss information stored in the fourth reserved area REA4 shifts to the third reserved area REA3.

[0111] Similarly, when the first reserved area REB1 of the second special figure reserved storage area REB is moved to the special figure execution area AE, the special figure win / loss information stored in the second reserved area REB2 shifts to the first reserved area REB1, the special figure win / loss information stored in the third reserved area REB3 shifts to the second reserved area REB2, and the special figure win / loss information stored in the fourth reserved area REB4 shifts to the third reserved area REB3.

[0112] The jackpot random number counter C1 is periodically updated by being incremented by 1 in sequence within a range of, for example, 0 to 637 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is reset to 0 after reaching the maximum value. Also, when the jackpot random number counter C1 makes one full cycle, the value of the jackpot random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. Note that the jackpot random number initial value counter CIN1 is a loop counter updated in the same manner as the jackpot random number counter C1. Then, the value of the jackpot random number counter C1 at the timing when the game ball wins in the first winning port 314 or the second winning port 315 is stored in the first to fourth reserved areas REA1 to REA4, REB1 to REB4 of the first special figure reserved storage area REA or the second special figure reserved storage area REB.

[0113] The values of the random numbers that result in a big win are set in two types corresponding to the low-probability mode which is the normal game state or the time-saving game state, and the high-probability mode which is the probability-variable game state, according to the win / loss table stored in the win / loss table storage area in the ROM 411. Here, FIG. 9(A) shows a low-probability mode win / loss table corresponding to the low-probability mode, and FIG. 9(B) is a diagram showing an example of a high-probability mode win / loss table corresponding to the high-probability mode.

[0114] In the examples shown in FIGS. 9(A) and 9(B), as the low-probability mode win / loss table and the high-probability mode win / loss table, a plurality of win / loss tables are provided in which the probability (big win probability) that the lottery result in the big win lottery becomes a big win varies according to the game setting value. The low-probability mode win / loss table and the high-probability mode win / loss table each include six win / loss tables corresponding to six game setting values 1 to 6. In the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, the big win probability that the lottery result in the big win lottery becomes a big win is high and advantageous to the player.

[0115] In game setting value 1, out of 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 206 (0 to 205) for the low-probability mode win / loss table and 821 (0 to 820) for the high-probability mode win / loss table. That is, in game setting value 1, the big win probability in the low-probability mode is about 1 / 318.1 (206 / 65536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 79.9 (820 / 65536).

[0116] In game setting value 2, out of 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 212 (0 to 211) for the low-probability mode win / loss table and 845 (0 to 844) for the high-probability mode win / loss table. That is, in game setting value 2, the big win probability in the low-probability mode is about 1 / 309.1 (212 / 65536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 77.6 (845 / 65536).

[0117] In game setting value 3, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 218 (0 to 217) for the low-probability mode pass / fail table and 869 (0 to 868) for the high-probability mode pass / fail table. That is, in game setting value 3, the jackpot probability in the low-probability mode is approximately 1 / 300.6 (218 / 65,536), and the jackpot probability in the high-probability mode is approximately 4 times that of the low-probability mode, about 1 / 75.4 (869 / 65,536).

[0118] In game setting value 4, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 224 (0 to 223) for the low-probability mode pass / fail table and 893 (0 to 892) for the high-probability mode pass / fail table. That is, in game setting value 4, the jackpot probability in the low-probability mode is approximately 1 / 292.6 (224 / 65,536), and the jackpot probability in the high-probability mode is approximately 4 times that of the low-probability mode, about 1 / 73.4 (893 / 65,536).

[0119] In game setting value 5, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 230 (0 to 229) for the low-probability mode pass / fail table and 917 (0 to 916) for the high-probability mode pass / fail table. That is, in game setting value 5, the jackpot probability in the low-probability mode is approximately 1 / 284.9 (230 / 65,536), and the jackpot probability in the high-probability mode is approximately 4 times that of the low-probability mode, about 1 / 71.5 (917 / 65,536).

[0120] In game setting value 6, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery is a big win is 236 (0 to 235) for the low probability mode pass / fail table and 941 (0 to 940) for the high probability mode pass / fail table. That is, in game setting value 6, the big win probability in the low probability mode is approximately 1 / 277.7 (236 / 65,536), and the big win probability in the high probability mode is approximately 4 times that of the low probability mode, about 1 / 69.6 (941 / 65,536).

[0121] Note that when the value of the big win random number counter C1 is other than these random number values for which a big win is selected, the lottery result in the big win lottery will be a miss.

[0122] Here, in the low probability mode pass / fail table and the high probability mode pass / fail table, although the random numbers for which the lottery result in the big win lottery is a big win are common among the same game setting values, it is also conceivable that the random numbers for which a big win occurs are not common. Also, the random numbers for which a big win is selected may not be consecutive values, and some or all of them may be discrete values.

[0123] Also, the low probability mode pass / fail table and the high probability mode pass / fail table are provided six each according to six levels of game setting values, but at least one pass / fail table for each mode is sufficient. That is, the game setting values are not limited to six levels. Also, it is conceivable to provide multiple low probability mode pass / fail tables corresponding to multiple levels of game setting values while providing one high probability mode pass / fail table. That is, it is also conceivable to provide multiple levels of game setting values for the low probability mode and not provide stepped game setting values for the high probability mode to make the big win probability uniform. Of course, the big win probability in the low probability mode may be made uniform, and multiple levels of game setting values may be provided for the high probability mode.

[0124] The jackpot type counter C2 is incremented by 1 in sequence within the range of 0 to 19, and after reaching the maximum value, it is reset to 0. The jackpot type counter C2 is updated periodically and stored in the special figure hold storage area 412b at the timing when the game ball wins in the first winning port 314 or the second winning port 315. In the gaming machine 10, the values of the jackpot type counter C2 corresponding to two types of jackpot types, namely the probability-variable jackpot and the normal jackpot, are set according to the distribution table stored in the distribution table storage area in the ROM 411.

[0125] Here, FIG. 9(C) is a diagram showing an example of the distribution table. In the example shown in FIG. 9(C), when the type of the special figure game is the first special figure game triggered by winning in the first winning port 314, the number of random numbers for the 5R probability-variable jackpot is 10 from 0 to 9, the number of random numbers for the 16R probability-variable jackpot is 5 from 10 to 14, and the number of random numbers for the 5R normal jackpot is 5 from 15 to 19. On the other hand, when the type of the special figure game is the second special figure game triggered by winning in the second winning port 315, the number of random numbers for the 5R probability-variable jackpot is 5 from 0 to 4, the number of random numbers for the 16R probability-variable jackpot is 10 from 5 to 14, and the number of random numbers for the 5R normal jackpot is 5 from 15 to 19. That is, in the gaming machine 10, the probabilities of the probability-variable jackpots in the first special figure game and the second special figure game are set to be the same at 75%, but the probability of the 16R probability-variable jackpot in the second special figure game is set higher than that in the first special figure game. That is, in the probability-variable game state (high probability mode and high-frequency support mode with a high opening probability of the electric accessory 315b), and the time-saving game state (low probability mode and high-frequency support mode), compared with the normal game state (low probability mode and low-frequency support mode with a low opening probability of the electric accessory 315b), the expected value of the game balls obtained when the lottery result in the jackpot lottery is a jackpot is set higher.

[0126] In both the first special figure game and the second special figure game, when the result of the jackpot lottery is a probability-variable jackpot, after the jackpot game ends, a probability-variable game state (high probability mode and high-frequency support mode) is entered. In the gaming machine 10, there is no upper limit set for the number of special figure games that can be executed in the probability-variable game state, and the gaming machine 10 is configured as a so-called loop probability-variable machine.

[0127] Also, when the result of the jackpot lottery is a normal jackpot, after the jackpot game ends, a time-saving game state (low probability mode and high-frequency support mode) is entered. In the gaming machine 10, an upper limit value (100 times in this embodiment) is set for the number of special figure games (time-saving game times) that can be executed in the time-saving game state. If the result of the jackpot lottery does not result in a jackpot within the number of special figure games up to this upper limit value, after the execution of the special figure games up to the upper limit value, the machine enters the normal game state which is the low-frequency support mode. Note that the number of special figure games in the time-saving game state is not limited to 100 times and may be other numbers.

[0128] Note that the transition from the probability-variable game state to the normal game state is not limited to the case where the special figure games up to the upper limit value are executed. For example, it may be executed when winning a state transition lottery (fall lottery). In this case, until a predetermined number of special figure games are executed, the transition (fall) from the probability-variable game state to the normal game state is prevented, and it is also conceivable to guarantee this predetermined number as the minimum number of special figure games executed in the probability-variable game state. This prevents the number of special figure games executed in the probability-variable game state from becoming extremely small.

[0129] In addition, in this embodiment, an individual distribution table is set for each of the first winning port 314 that triggers the execution of the first special symbol game upon winning and the second winning port 315 that triggers the execution of the second special symbol game upon winning. The probability of distributing jackpot types varies depending on whether the game ball wins through the first winning port 314 or the second winning port 315. However, it is also conceivable that the probability of distributing jackpot types is the same between the first special symbol game and the second special symbol game. Further, the gaming machine 10 may be configured not only as a loop probability variation machine but also as an ST machine including a V-ST machine, a one-kind and two-kind mixed machine, or the like.

[0130] Then, based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the special drawing execution area AE, the MPU 41 determines whether the lottery result in the jackpot lottery is any one of "5R probability variation jackpot", "16R probability variation jackpot", "5R normal jackpot", and "miss".

[0131] Here, when the lottery result in the jackpot lottery is a 5R probability variation jackpot or a 5R normal jackpot, an opening and closing execution mode is executed in which the round game in which the variable winning port 316 is opened in a predetermined manner is repeated 5 times in the jackpot game. Also, when the lottery result in the jackpot lottery is a 16R probability variation jackpot, an opening and closing execution mode is executed in which the round game is repeated 16 times in the jackpot game. As the opening mode of the variable winning port 316 in each round game, for example, it is conceivable to open the variable winning port 316 once. Of course, it is also conceivable to open the variable winning port 316 a plurality of times in some or all of the round games.

[0132] In the case of a 5R probability variation jackpot or a 16R probability variation jackpot, after the jackpot game ends, it transitions to a probability variation game state that is a high probability mode with a high probability of winning the jackpot and a high frequency support mode with a high opening probability of the electric accessory 315b. And in this embodiment, the probability variation game state continues until the MPU 41 determines that the lottery result in the jackpot lottery is "5R probability variation jackpot", "16R probability variation jackpot", or "5R normal jackpot".

[0133] On the other hand, in the case of a 5R normal jackpot, after the end of the jackpot game, it shifts to a short game state which is a low-probability mode with a low winning probability of the jackpot after the end of the jackpot game and a high-frequency support mode with a high opening probability of the electric accessory 315b. And in the present embodiment, the short game state (low-probability mode and high-frequency support mode) continues until, for example, the lottery result in a lottery of a preset specified number of times such as 100 times is notified to the player, or ends when it is notified to the player that the lottery result in the lottery of the jackpot is a jackpot before the elapse of the specified number of times.

[0134] Also, it is also conceivable as another embodiment to perform a fall lottery from the probability-variable game state to the short game state or the normal game state in the special figure game. Note that when the lottery result in the jackpot lottery is a miss, it does not shift from the probability-variable game state to the jackpot game state and the short game state. In the present embodiment, the case where the gaming machine 10 has three types of jackpot categories, namely, 5R probability-variable jackpot, 16R probability-variable jackpot, and 5R normal jackpot, will be described as an example, but it is not limited thereto, and for example, it is also conceivable to have other jackpot categories such as 2-round probability-variable jackpot, 2-round normal jackpot, 16R normal jackpot, etc.

[0135] Also, the reach random number counter C3 is periodically updated by being incremented by 1 in order within a range of, for example, 0 to 238 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is reset to 0 after reaching the maximum value. Then, the value of the reach random number counter C3 at the timing when the game ball wins the first winning port 314 or the second winning port 315 is stored in the first to fourth reserved areas REA1 to REA4, REB1 to REB4 of the first special figure reserved storage area REA1 or the second special figure reserved storage area REA2.

[0136] In the gaming machine 10, when the lottery result in the jackpot lottery is a miss, the type of stop result of the variable display shown on the symbol display unit 341 is selected by the reach random number counter C3. Specifically, according to the miss type table stored in the miss type table storage area in the ROM 411, the reach random number counter C3 values corresponding to three types of miss types are set: the before-and-after miss reach where, after a reach occurs, the final stop symbol stops with a deviation of only one position before or after the reach symbol; the reach other than before-and-after miss where, after a reach occurs, the final stop symbol stops at a position other than before or after the reach symbol; and the complete miss where no reach occurs.

[0137] Here, FIG. 9(D) is a diagram showing an example of the miss type table. In the example shown in FIG. 9(D), the random number values for the before-and-after miss reach are from 0 to 8, the random number values for the reach other than before-and-after miss are from 9 to 38, and the random number values for the complete miss are from 39 to 238. Note that the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3 in a special symbol game that wins a 5R certain-variable jackpot, a 16R certain-variable jackpot, or a 5R normal jackpot, that is, a special symbol game that transitions to a jackpot game state.

[0138] Here, a reach means a variable state in which, from the start of the variable display of symbols on the symbol display unit 341 until the symbols stop being displayed, a state is shown in which it is easy to form a symbol combination of decorative symbols indicating winning a jackpot. In one example, it is a state in which the same symbol stops being displayed at two of the three stop positions of the decorative symbols on the effective line in the symbol display unit 341, and the display symbol corresponding to the remaining one stop position varies. Also, during the variable state of the reach in the symbol display unit 341, a story production process that shows a video of a predetermined character or the like to suggest the degree of expectation, and a player participation type operation production process in which the operation of the operation button 20 by the player is reflected in the production are executed. Note that during the execution of these production processes, it is conceivable that the variable display on the symbol display unit 341 becomes non-displayed, or is displayed in a reduced or enlarged manner.

[0139] The special figure variation type counter CS1 is incremented by 1 in sequence within a range of, for example, 0 to 199, and after reaching the maximum value, it is reset to 0. Specifically, the special figure variation type counter CS1 determines the special figure variation pattern type (the variation display time of the special figure) indicating the variation display time of the special figure (the decorative figure in the figure display unit 341) in the first special figure display unit 362 or the second special figure display unit 363 of the main display unit 36 according to the lottery result in the jackpot lottery. In this way, by determining the special figure variation pattern type, in the voice lamp control device 5, the variation type (performance pattern) in rough special figure games such as the multi-reach performance, super-reach performance, and special-reach performance of the high-speed variation performance (basic performance, non-reach performance) is determined according to the special figure variation pattern type (the variation display time of the special figure). The special figure variation type counter CS1 is updated at least once in step S1402 every time the main process of FIG. 21 described later is executed once by the MPU 41, and is repeatedly updated in step S1414 even within the remaining time in the main process. Then, in the first to fourth reserved areas REA1 to REA4, REB1 to REB4 of the first special figure reserved storage area REA1 or the second special figure reserved storage area REA2, the value of the special figure variation type counter CS1 at the timing when the game ball wins the first winning port 314 or the second winning port 315 is stored.

[0140] Then, the MPU 41 determines the special figure variation pattern indicating the variation display time of the special figure based on the special figure variation type counter CS1 and a variation table (see FIGS. 10(A) to 10(C)) preset according to the result of the jackpot lottery. Specifically, the MPU 41 specifies the special figure variation pattern type by referring to the normal jackpot variation table (see FIG. 10(A)), the sure-win jackpot variation table (see FIG. 10(B)), or the non-winning variation table (see FIG. 10(C)) stored in advance in the variation table storage area of the ROM 411. Note that these variation tables may be provided separately for the low-probability mode and the high-probability mode. Also, the sure-win jackpot variation table may be provided individually for each of the 5R sure-win jackpot and the 16R sure-win jackpot.

[0141] Here, FIGS. 10(A), 10(B), and 10(C) are diagrams showing an example of a variation table. In the normal jackpot variation table shown in FIG. 10(A), the sure-win jackpot variation table shown in FIG. 10(B), and the non-winning variation table shown in FIG. 10(C), specific variation patterns are pre-associated according to the value of the special figure variation type counter CS1. Then, when the lottery result in the jackpot lottery is "5R normal jackpot", the MPU 41 refers to the normal jackpot variation table shown in FIG. 10(A), when the lottery result is "5R sure-win jackpot" or "16R sure-win jackpot", it refers to the sure-win jackpot variation table shown in FIG. 10(B), and when the lottery result is "non-winning", it refers to the non-winning variation table shown in FIG. 10(C) to identify the type of the special figure variation pattern.

[0142] More specifically, as shown in FIGS. 10(A) and 10(B), in the normal jackpot variation table and the sure-win jackpot variation table, any one of the special figure variation patterns "01" to "03" is selected according to the value of the special figure variation type counter CS1. Here, when the special figure variation pattern "01" is selected, the voice lamp control device 5 determines a normal reach effect pattern with a variation display time of 30 s as the variation type (effect pattern type), and a special game effect is executed in the symbol display unit 341 or the like according to the normal reach effect pattern. The normal reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is the normal reach effect. Also, when the special figure variation pattern "02" is selected, the voice lamp control device 5 determines a super reach effect pattern with a variation display time of 60 s as the variation type (effect pattern type), and a special game effect is executed in the symbol display unit 341 or the like according to the super reach effect pattern. The super reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is the super reach effect. Further, when the special figure variation pattern "03" is selected, the voice lamp control device 5 determines a special reach effect pattern with a variation display time of 90 s, which is the longest, as the variation type (effect pattern), and a special game effect is executed in the symbol display unit 341 or the like according to the special reach effect pattern. The special reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is the special reach effect.

[0143] As shown in FIG. 10(C), in the deviation variation table, corresponding to the stop display type of the decorative symbol pattern at the time of deviation (front-back deviation reach, reach other than front-back deviation, complete deviation) determined by the value of the reach random number counter C3, the correspondence between the special figure variation type counter CS1 and the special figure variation pattern is defined. More specifically, when the stop display type at the time of deviation is a front-back deviation reach or a reach other than a front-back deviation, any one of the special figure variation patterns "01" to "03" is selected according to the value of the special figure variation type counter CS1. On the other hand, when the stop display type at the time of deviation is a complete deviation, either the special figure variation pattern "04" or "05" is selected according to the value of the special figure variation type counter CS1. When the special figure variation pattern "04" is selected, in the voice lamp control device 5, a reachless effect pattern (7-second non-reach effect pattern) with a variation display time of 7 s is determined as the variation type (effect pattern type), and a special figure game effect is executed according to the 7-second non-reach effect pattern on the symbol display unit 341 and the like. Also, when the special figure variation pattern "05" is selected, in the voice lamp control device 5, a reachless effect pattern (10-second non-reach effect pattern) with a variation display time of 10 s is determined as the variation type (effect pattern type), and a special figure game effect is executed according to the 10-second non-reach effect pattern on the symbol display unit 341 and the like.

[0144] For example, in the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "04", a variation display of a deviation pattern in which the variation display of the decorative symbol is stopped as a combination of deviation symbols is executed without accompanying a preview effect such as displaying a character, a message, etc. Also, in the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "05", a variation display of a deviation pattern in which the variation display of the decorative symbol is stopped as a combination of deviation symbols is executed with accompanying a preview effect such as displaying a character, a message, etc. Also, at the time of the variation display at the time of deviation corresponding to the special figure variation pattern "05", a player participation type operation effect that reflects the operation of the operation button 20 by the player may be executed as a preview effect.

[0145] Note that the types of the special figure variation patterns are not limited to the examples shown in FIGS. 10(A), 10(B), and 10(C).

[0146] For example, in the gaming machine 10, as the normal reach effect executed in the normal reach effect pattern corresponding to the special figure variation pattern "01", a plurality of types of normal reach effects with different characters, stories, etc. are prepared, and any one of the normal reach effects selected from them is executed.

[0147] Similarly, in the gaming machine 10, as the super reach effect executed in the super reach effect pattern corresponding to the special figure variation pattern "02", a plurality of types of super reach effects with different characters, stories, etc. are prepared, and any one of the super reach effects selected from them is executed. The super reach effect is a reach effect with a longer variation time than the normal reach effect, and is executed when suggesting to the player that the probability (expectation) that the lottery result in the big win lottery is a big win is higher than that of the normal reach effect and lower than that of the special reach effect.

[0148] Furthermore, in the gaming machine 10, as the special reach effect executed in the special reach effect pattern corresponding to the special figure variation pattern "03", a plurality of types of special reach effects with different characters and stories, etc. are prepared, and any one of the special reach effects selected from them is executed. The special reach effect is a reach effect with a longer variation time than the normal reach effect and is, for example, an effect that develops from the normal reach effect or the super reach effect. The special reach effect is executed when suggesting to the player that the probability (expectation) of winning a big win is higher than that of the normal reach effect or the special reach effect.

[0149] In addition, the production patterns corresponding to the special figure change patterns may include player participation type operation productions such as operation productions in which the operation status of the operation button 20 by the player is reflected in the production, for example, single-shot operation productions in which single-shot operations are reflected in the production, rapid-fire operation productions in which rapid-fire operations of the operation button 20 by the player are reflected in the production, and long-press operation productions in which long-press operations of the operation button 20 by the player are reflected in the production.

[0150] When the MPU 41 identifies the variation display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (the variation display time of the decorative symbol in the symbol display section 341), it inputs a special symbol variation pattern command indicating the special symbol variation display time and the lottery result in the big win lottery to the voice lamp control device 5. Specifically, when the lottery result is "5R normal big win", the MPU 41 outputs any one of the special symbol variation pattern commands "A01" to "A03" with "A" indicating that it is a 5R normal big win attached before the special symbol variation patterns "01" to "03". Also, when the lottery result is "5R sure win big win", the MPU 41 outputs any one of the special symbol variation pattern commands "B01" to "B03" with "B" indicating that it is a 5R sure win big win attached before the special symbol variation patterns "01" to "03". Further, when the lottery result is "16R sure win big win", the MPU 41 outputs any one of the special symbol variation pattern commands "C01" to "C03" with "C" indicating that it is a 16R sure win big win attached before the special symbol variation patterns "01" to "03". Also, when the lottery result is "miss", the MPU 41 outputs any one of the special symbol variation pattern commands "D01" to "D05" with "D" indicating that it is a miss attached before the special symbol variation patterns "01" to "05". That is, the special symbol variation pattern command includes not only the special symbol variation pattern (the time of the special symbol game) which is the variation display time of the special symbol, but also information specifying the result of the big win lottery. And in the voice lamp control device 5, based on the special symbol variation pattern command, it is possible to judge not only the special symbol variation pattern (the time of the special symbol game) which is the variation display time of the special symbol, but also the result of the big win lottery, and based on the variation display time (the time of the special symbol game) of the special symbol and the result of the big win lottery, it determines details such as the variation type (production pattern) displayed on the symbol display section 341 and the stop display combination of the decorative symbol. Then, based on the details such as the determined variation type (production pattern), the voice lamp control device 5 causes the decorative symbol to be variably displayed and stopped displayed on the symbol display section 341, executes an image production in accordance with the variable display of the decorative symbol, further executes a voice production by the speaker 26 in accordance with the variable display of the decorative symbol, and causes the lighting decoration section 27 to execute a lighting decoration production (lamp production).

[0151] Thus, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process of determining the variation display time of the decorative symbols on the symbol display unit 341 based on the special drawing variation type counter CS1 and the variation table. Therefore, even when the MPU 41 of the gaming machine 10 is configured with an 8-bit microcomputer, the MPU 41 can stably execute the jackpot lottery. Also, since the details of the variation mode of the decorative symbols actually displayed on the symbol display unit 341 are determined by the voice lamp control device 5, it is possible to selectively execute various variation modes as the variation mode.

[0152] The variation tables shown in FIGS. 10(A) to 10(C) are commonly used in various gaming states (normal gaming state, time-limited gaming state, and probability-variable gaming state), but variation tables may be set individually for each gaming state, or variation tables may be set individually for the high-frequency support mode (time-limited gaming state and probability-variable gaming state) and the low-frequency support mode. Also, when setting variation tables individually for each gaming state or each support mode, the average value of the variation display time is set longer, for example, in the normal gaming state (low-frequency support mode) than in the time-limited gaming state and the probability-variable gaming state (high-frequency support mode). Also, when setting different variation tables for the time-limited gaming state and the probability-variable gaming state, the average value of the variation display time may be set longer in the time-limited gaming state than in the probability-variable gaming state, or may be set longer in the probability-variable gaming state than in the time-limited gaming state.

[0153] Here, FIG. 11 is a block diagram showing an example of the general drawing reservation storage area 412c in the storage area of the main control device 4 shown in FIG. 8. As shown in FIG. 11, the general drawing reservation storage area 412c includes a general drawing first reservation area SE1, a general drawing second reservation area SE2, a general drawing third reservation area SE3, a general drawing fourth reservation area SE4, a general drawing variation reservation number storage area SNA, and a general drawing execution area SAE.

[0154] The general drawing first reserved area SE1 to the general drawing fourth reserved area SE4 are storage areas for storing the normal hit random number counter C4, the normal hit type random number counter C5, and the general drawing variation type counter CS2, which are obtained as general drawing pass / fail information used in the general drawing per draw when the game ball passes through the through gates 317L and 317R.

[0155] The general drawing variation reserved number storage area SNA stores the number of the general drawing first reserved area SE1 to the general drawing fourth reserved area SE4 in which the general drawing pass / fail information is stored. That is, the general drawing variation reserved number storage area SNA is a storage area for storing the number of reserved rights to execute the general drawing game.

[0156] The general drawing execution area SAE is a storage area used to move the general drawing pass / fail information in the general drawing first reserved area SE1 when the variation display of the normal symbol starts in the normal symbol display section 361 of the main display section 36. Then, when starting a single general drawing game, the MPU 41 performs a general drawing hit lottery using the following general drawing hit pass / fail table (see FIGS. 12(A) and 12(B)) and the general drawing hit type distribution table (see FIGS. 12(C) and 12(D)) based on the numerical information (the values of the normal hit random number counter C4, the normal hit type random number counter C5, and the general drawing variation type counter CS2) stored as the general drawing pass / fail information in the general drawing execution area SAE, and determines the general drawing variation display time for the normal symbol using the general drawing variation table (not shown). At this time, when the general drawing pass / fail information stored in the general drawing first reserved area SE1 is moved to the general drawing execution area SAE, the general drawing pass / fail information stored in the general drawing second reserved area SE2 is shifted to the general drawing first reserved area SE1, the general drawing pass / fail information stored in the general drawing third reserved area SE3 is shifted to the general drawing second reserved area SE2, and the general drawing pass / fail information stored in the general drawing fourth reserved area SE4 is shifted to the general drawing third reserved area SE3.

[0157] The normal hit random number counter C4 is periodically updated by being incremented by 1 in sequence within a range of, for example, 0 to 299 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is reset to 0 after reaching the maximum value. Then, the values of the normal hit random number counter C4 at the timing when the game balls enter the through gates 317L and 317R are stored in the first normal storage area SE1 to the fourth normal storage area SE4 of the normal storage area 412c. Also, at a predetermined timing, a normal hit lottery is performed to determine whether to keep the electric accessory 315b open for a predetermined time based on the value of the normal hit random number counter C4 stored in the normal storage area 412c.

[0158] Here, FIGS. 12(A) and 12(B) are diagrams showing an example of a normal hit win / loss table. In the present embodiment, two types of normal hit win / loss tables are set: the low-frequency support mode normal hit win / loss table shown in FIG. 12(A) and the high-frequency support mode normal hit win / loss table shown in FIG. 12(B). That is, in the present embodiment, as will be described later, the normal hit probability is different between the low-frequency support mode and the high-frequency support mode, and the normal hit probability in the high-frequency support mode is set higher than that in the low-frequency support mode.

[0159]

[0160] ​The high-frequency support mode general drawing win / loss table shown in FIG. 12(B) is a table used in the general drawing lottery in the probability variable gaming state and the short-time gaming state, which are high-frequency support modes. As shown in FIG. 12(B), in the high-frequency support mode general drawing win / loss table, contrary to the low-frequency support mode general drawing win / loss table, it is a miss when the value of the general drawing random number counter C4 is 0, and it is set as a general drawing win when the value of the general drawing random number counter C4 is 1 to 299. That is, in the probability variable gaming state and the short-time gaming state (high-frequency support mode), the general drawing win probability is set to 299 / 300, which is set higher than that in the normal gaming state (low-frequency support mode), and the operation frequency of the electric accessory 315b is increased.

[0161] Note that the general drawing win probability in the low-frequency support mode and the general drawing win probability in the high-frequency support mode are not limited to the examples shown in FIGS. 12(A) and 12(B) and can be changed as appropriate.

[0162] The normal win type random number counter C5 is periodically updated by adding 1 in sequence within a range of, for example, 0 to 199 in step S1003 of the main timer interrupt process of FIG. 17 described later, and is reset to 0 after reaching the maximum value. Then, the values of the normal win type random number counter C5 at the timing when the game balls enter the through gates 317L and 317R are stored in the first general drawing reserved area SE1 to the fourth general drawing reserved area SE4 of the general drawing reserved storage area 412c. Also, when the value of the normal win random number counter C4 stored in the first general drawing reserved area SE1 to the fourth general drawing reserved area SE4 is a general drawing win, the type of the general drawing win (short opening general drawing win and long opening general drawing win), that is, the opening time of the electric accessory 315b is set according to the value of the normal win type random number counter C5 stored in the first general drawing reserved area SE1 to the fourth general drawing reserved area SE4.

[0163] Here, FIGS. 12(C) and 12(D) are diagrams showing an example of a type allocation table per general drawing. In the present embodiment, two types of type allocation tables per general drawing are set: the low-frequency support mode type allocation table per general drawing shown in FIG. 12(C) and the high-frequency support mode type allocation table per general drawing shown in FIG. 12(D). That is, in the present embodiment, as will be described later, the allocation probabilities of types per general drawing (per short-open general drawing and per long-open general drawing) are different between the low-frequency support mode and the high-frequency support mode.

[0164] Here, in the case of per short-open general drawing, a game per short-open general drawing is executed in which the electric accessory 315b is opened for a short time (e.g., 0.1 second), and a game ball can enter the second winning opening 315 for a short time (e.g., 0.1 second). In this game per short-open general drawing, since the opening time of the electric accessory 315b is short, it is difficult for a game ball to enter the second winning opening 315, and in many cases, no game ball enters the second winning opening 315.

[0165] On the other hand, in the case of per long-open general drawing, a game per long-open general drawing is executed in which the electric accessory 315b is opened for a longer time (e.g., 6 seconds) than in the game per short-open general drawing, and a game ball can enter the second winning opening 315 for a longer time (e.g., 6 seconds) than in the game per short-open general drawing. In this game per long-open general drawing, since the opening time of the electric accessory 315b is long, it is easy for a game ball to enter the second winning opening 315, and it is possible to reserve the right to execute the second special figure game up to the upper limit number (e.g., 4).

[0166] The low-frequency support mode general drawing hit type distribution table shown in FIG. 12(C) is a table used in the general drawing hit lottery in the normal game state which is the low-frequency support mode. As shown in FIG. 12(C), in the low-frequency support mode general drawing hit type distribution table, when the value of the general drawing hit type random number counter C5 is from 0 to 99, it is set to a short release general drawing hit, and when the value of the general drawing hit type random number counter C5 is from 100 to 199, it is set to a long release general drawing hit. That is, in the normal game state (low-frequency support mode), the distribution rate of the short release general drawing hit and the long release general drawing hit is set to 1:1. Of course, the distribution rate of the short release general drawing hit and the long release general drawing hit in the normal game state (low-frequency support mode) does not necessarily have to be 1:1 and can be changed as appropriate. For example, it is also possible to set the distribution rate of the long release general drawing hit to zero (the value of the normal hit type random number counter C5 for the long release general drawing hit is zero) or approximately zero (the value of the normal hit type random number counter C5 for the long release general drawing hit is 1 or 2).

[0167] The high-frequency support mode general drawing hit type distribution table shown in FIG. 12(D) is a table used in the general drawing hit lottery in the probability-variable game state and the time-saving game state which are the high-frequency support mode. As shown in FIG. 12(D), in the high-frequency support mode general drawing hit type distribution table, when the value of the general drawing hit type random number counter C5 is 0, it is set to a short release general drawing hit, and when the value of the general drawing hit type random number counter C5 is from 1 to 199, it is set to a long release general drawing hit. That is, in the probability-variable game state and the time-saving game state (high-frequency support mode), it is set so that it is easier to be distributed to the long release general drawing hit than the short release general drawing hit. Of course, the distribution rate of the short release general drawing hit and the long release general drawing hit in the probability-variable game state and the time-saving game state (high-frequency support mode) is not limited to the example shown in FIG. 12(D) and can be changed as appropriate. For example, it is also possible to set the distribution rate of the short release general drawing hit to zero (the value of the normal hit type random number counter C5 for the short release general drawing hit is zero).

[0168] Note that the release of the electric accessory 315b is not limited to once per general pattern win per game, and it may be released multiple times. In this case, the release time and release interval (release interval) of each release of the electric accessory 315b in one general pattern win per game may be of one type or multiple types.

[0169] The general pattern variation type counter CS2 is incremented by 1 in order within a range of, for example, 0 to 99, so that it is updated at least once in step S1402 each time the main process of FIG. 21 described later is executed, and is repeatedly updated in step S1414 even within the remaining time in the main process. Then, the values of the general pattern variation type counter CS2 at the timing when the game balls enter the through gates 317L and 317R are stored in the first general pattern hold area SE1 to the fourth general pattern hold area SE4 of the general pattern hold storage area 412c. Also, at a predetermined timing, based on the value of the general pattern variation type counter CS2 stored in the general pattern hold storage area 412c, the general pattern variation display time is determined by referring to a general pattern variation display table (not shown).

[0170] The general pattern variation display table (not shown) includes, for example, a high-frequency support mode general pattern variation table referred to in the case of the high-frequency support mode and a low-frequency support mode general pattern variation display table referred to in the case of the low-frequency support mode. In the high-frequency support mode general pattern variation display table and the low-frequency support mode general pattern variation display table, a plurality of general pattern variation display times are set corresponding to, for example, the value of the general pattern variation type counter CS2. Also, usually, the average time of the general pattern variation display time of the high-frequency support mode general pattern variation display table is set to be shorter than that of the low-frequency support mode general pattern variation display table. For example, some of the variation display times set in the high-frequency support mode general pattern variation display table may be set to be longer than some of the variation display times set in the low-frequency support mode general pattern variation display table, or all of the variation display times set in the high-frequency support mode general pattern variation display table may be set to be longer than all of the variation display times set in the low-frequency support mode general pattern variation display table.

[0171] In addition, a common general drawing variation display table may be set for both the high-frequency support mode and the low-frequency support mode, and the general drawing variation display time set in at least one of the general drawing variation display tables of the high-frequency support mode general drawing variation display table and the low-frequency support mode general drawing variation display table may be of one type. Further, the general drawing variation display time may be set according to the number X of general drawing variations held. For example, the general drawing variation display time may be set such that it becomes shorter as the number X of general drawing variations held is larger, and may be set such that it becomes longer as the number X of general drawing variations held is smaller.

[0172] Here, FIG. 13 is a block diagram showing an example of a game information storage area 412d set in the RAM 412 of the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. Game information such as game history and ball payout performance is stored in the game information storage area 412d. In the present embodiment, in the game information storage area 412d, as game information, "number of out balls", "number of balls paid out from the general winning opening", "number of balls paid out from the first winning opening", "number of balls paid out from the second winning opening", "number of balls paid out from the variable winning opening", "set value", "base information", "continuous accessory ratio information", "accessory ratio information", "cumulative jackpot lottery count", "unit jackpot lottery count", "jackpot count", and "continuous miss count" are stored. Among these game information, "game setting value", "base information", "continuous accessory ratio information", "accessory ratio information", and "unit jackpot lottery count" correspond to game information (performance information) related to ball payout performance.

[0173] The "number of out balls" is an integrated value of the number of game balls launched onto the game board 31 in the normal game state (low probability mode and low-frequency support mode). This "number of out balls" is stored as a value obtained by counting the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17 described later.

[0174] "The number of game balls paid out from the general winning opening" is the accumulated value of the game balls paid out for a win at the general winning opening 313 in the normal game state (low probability mode and low frequency support mode). When a win at the general winning opening 313 is detected by the ball entry sensor 313a in the normal game state, this "number of game balls paid out from the general winning opening" is updated to the value obtained by adding the number of game balls paid out for this win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the general winning opening 313 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.

[0175] "The number of game balls paid out from the first winning opening" is the accumulated value of the game balls paid out for a win at the first winning opening 314 in the normal game state (low probability mode and low frequency support mode). When a win at the first winning opening 314 is detected by the ball entry sensor 314a in the normal game state, this "number of game balls paid out from the first winning opening" is updated to the value obtained by adding the number of game balls paid out for this win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the first winning opening 314 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.

[0176] "The number of game balls paid out from the second winning opening" is the accumulated value of the game balls paid out for a win at the second winning opening 315 in the time-saving game state (low probability mode and high frequency support mode). When a win at the second winning opening 315 is detected by the ball entry sensor 315a in the time-saving game state, this "number of game balls paid out from the second winning opening" is updated to the value obtained by adding the number of game balls paid out for this win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the second winning opening 315 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.

[0177] "Variable prize opening payout ball count" is the integrated value of game balls paid out for winning at the variable prize opening 316 in the jackpot game state. When a win at the variable prize opening 316 is detected by the ball entry sensor 316a in the jackpot game state, this "variable prize opening payout ball count" is updated to the value obtained by adding the number of balls to be paid out for the current win when setting a prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win at the variable prize opening 316 in the prize ball command setting process of step S1403 in the main process of FIG. 21 described later.

[0178] "Game setting value" is for selecting a low probability mode win / loss table (see FIG. 9(A)) and a high probability mode win / loss table (see FIG. 9(B)) used in the jackpot lottery (win / loss determination). In other words, the "game setting value" defines the jackpot probabilities in the low probability mode and the high probability mode. In this embodiment, as described later, six levels of setting values (six types of low probability mode win / loss tables with different jackpot probabilities (see FIG. 9(A)) and a high probability mode win / loss table (see FIG. 9(B))) are prepared. The "game setting value" is updated in the game setting value change process of FIG. 35 described later.

[0179] "Base information" is information regarding the "base", which is the payout rate (payout ball rate) in the normal game state (low probability mode and low frequency support mode). This "base" is the ratio of the total payout balls of the "general winning port payout balls" and the "first winning port payout balls" to the "out balls" in the normal game state. When expressing the "base" in a mathematical formula, "base" = 100×("general winning port payout balls" + "first winning port payout balls") / "out balls". "Base information" includes information regarding the current base BL, the previous 60,000 balls base B1, and the previous-previous 60,000 balls base B2. Here, the previous 60,000 balls base B1 and the previous-previous 60,000 balls base B2 are updated every time the number of out balls reaches 60,000 in the specific performance information update process of FIG. 36 described later (steps S2505 and S2506). Specifically, when the most recent number of out balls reaches 60,000, the "base" is used as the previous 60,000 balls base B1, and when the number of out balls reached 60,000 one time before that, the "base" is used as the previous-previous 60,000 balls base B2, and they are respectively stored as the "base information" in the game information storage area of the RAM 412. Also, until the counter value of the number of out balls reaches 60,000, it is calculated as the current base BL (step S1804), and the current base BL is stored as the "base information" in the game information storage area of the RAM 412. Also, when it is calculated as the current base BL until the counter value of the number of out balls reaches 60,000, in addition to the "general winning port payout balls", "first winning port payout balls", and "out balls" described above, the "general winning port payout balls", "first winning port payout balls", and "out balls" for base calculation are stored in the "base information".

[0180] Note that in this embodiment, the "base information" includes the "current base BL", the "previous 60,000 balls base B1", and the "previous-previous 60,000 balls base B2", and the 60,000 balls bases for the past two times are left as a history, but the 60,000 balls bases for three or more past times may be left as a history. Also, as the "base information", the cumulative base from when the gaming machine 10 was installed in the game hall until now may be included.

[0181] "Continuous accessory ratio information" is information regarding the "continuous accessory ratio", which is the ratio occupied by the payout balls of the variable winning opening in the total number of payout balls due to winning at all winning openings (general winning opening 313, first winning opening 314, second winning opening 315, and variable winning opening 316) where there is a payout of prize balls. When expressing the "continuous accessory ratio" as a mathematical formula, "continuous accessory ratio" = 100 × "payout balls of variable winning opening" / "total payout balls". "Continuous accessory ratio information" is updated, for example, in the specific performance information update process of FIG. 36 described later. In the present embodiment, the "continuous accessory ratio information" is stored as the cumulative continuous accessory ratio from when the gaming machine 10 was installed in the game hall until the present. Note that the "continuous accessory ratio information" may be the continuous accessory ratio for a certain period (for example, for a certain number of jackpot occurrences (for example, 100 times), the period until a certain number of jackpot lotteries (for example, 1000 times) in the normal gaming state are executed, the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "continuous accessory ratio information" may include both the cumulative continuous accessory ratio and the continuous accessory ratio for a certain period.

[0182] "Accessory ratio information" is information regarding the "accessory ratio", which is the ratio occupied by the total payout balls of the second winning opening and the variable winning opening in the total number of payout balls due to winning at all winning openings (general winning opening 313, first winning opening 314, second winning opening 315, and variable winning opening 316) where there is a payout of prize balls. When expressing the "accessory ratio" as a mathematical formula, "accessory ratio" = 100 × ("payout balls of second winning opening" + "payout balls of variable winning opening") / "total payout balls". "Accessory ratio information" is updated, for example, in the specific performance information update process of FIG. 36 described later. In the present embodiment, the "accessory ratio information" is stored as the cumulative accessory ratio from when the gaming machine 10 was installed in the game hall until the present. Note that the "accessory ratio information" may be the accessory ratio for a certain period (for example, for a certain number of jackpot occurrences (for example, 100 times), the period until a certain number of jackpot lotteries (for example, 1000 times) in the normal gaming state are executed, the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "continuous accessory ratio information" may include both the cumulative accessory ratio and the accessory ratio for a certain period.

[0183] The "cumulative jackpot lottery count" is the number of times a jackpot lottery has been conducted in the normal game state (low probability mode and low frequency support mode) from the start of activation of the gaming machine 10 before the start of business of the game hall until the present. In other words, the "cumulative jackpot lottery count" is also the cumulative number of times the variable display of the first special symbol has been executed in the first special symbol display section 362 of the main display section 36 triggered by winning at the first winning opening 314 in the normal game state. The "cumulative jackpot lottery count" is incremented by one each time the variable display of the first special figure or the second special figure is started in the first special figure display section 362 or the second special figure display section 363 of the main display section 36 in step S2106 of the special figure variable start process in FIG. 28 described later. Further, the "cumulative jackpot lottery count" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.

[0184] The "number of jackpot draws per unit" is the number of times a jackpot draw is conducted triggered by a winning in the first winning opening 314 per a certain number of minus balls in the normal game state (low probability mode and low frequency support mode) (the number of times the symbol variation display of the first special symbol display section of the main display section 36 is executed). In the present embodiment, the certain number is "250 balls", and the minus balls are the number of balls obtained by subtracting the number of balls paid out from the general winning opening and the number of balls paid out from the first winning opening from the "number of out balls". That is, the "number of jackpot draws per unit" is the number of times the variation display of the first special symbol (the number of times a jackpot draw is conducted) is executed in the first special symbol display section 362 with an average of 1000 yen when receiving a loan of 250 balls per 1000 yen in the game hall. Note that the "number of jackpot draws per unit" may be the number of times a jackpot draw is conducted per a certain number of "number of out balls" in the normal game state. The "number of jackpot draws per unit" is updated in the specific performance information update process of FIG. 36 described later. In the present embodiment, the "number of jackpot draws per unit" is stored as the cumulative number of jackpot draws per unit from when the gaming machine 10 is installed in the game hall until the present. Note that the "number of jackpot draws per unit" may be for a certain period (for example, for a certain number of jackpot times (for example, 100 times), the period until a certain number of jackpot draws (for example, 1000 times) in the normal game state are executed, the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, as the "number of jackpot draws per unit", both the cumulative number of jackpot draws per unit and the number of jackpot draws per unit for a certain period may be stored as game information.

[0185] The "number of jackpot times" is the number of times the lottery result in the jackpot draw conducted from the start of activation of the gaming machine 10 before the start of business in the game hall until the present is a jackpot. The "number of jackpot times" is incremented by 1 each time a jackpot game is started, for example, in the jackpot game control process of FIG. 29 described later. Also, the "number of jackpot times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.

[0186] The "consecutive non-winning times" refers to the number of times the lottery result in the big win lottery has consecutively been a non-win in the normal game state (low probability mode and low frequency support mode), and is cleared to 0 times when the lottery result is a big win. The "consecutive non-winning times" is incremented by 1 each time the result of the win / loss determination based on the low probability mode win / loss table in step S2103 is a non-win when starting the variable display of the first special symbol or the second special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 in the special symbol variation start process of FIG. 28 described later, and is cleared to 0 times when the result of the win / loss determination is a big win. In the present embodiment, the "consecutive non-winning times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off. Of course, the "consecutive non-winning times" may not be cleared from the game information storage area 412d when the main power supply of the gaming machine 10 is turned off.

[0187] Returning to the description of FIG. 14, the performance information display device 4A displays "base information" and "set values" stored as game information (performance information) in the game information storage area 412d set in the RAM 412. The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a set value display section 45, a set value change operation section 46, and a ROM 47. Here, FIG. 15 is a diagram schematically showing an example of the performance information display device 4A.

[0188] As shown in FIG. 15, the performance display monitor 43 displays the "base information" in the gaming machine 10, and is provided at a visible position in a state where the inner frame 12 is expanded (see FIG. 3). The performance display monitor 43 is composed of a plurality (four in the present embodiment) of 7-segment displays 431 to 434, and is referred to as a 4-digit 7-segment. Note that the performance display monitor 43 is preferably provided in the main control device 4, but may be provided in a device other than the main control device 4 in the main control unit 331, or may be provided in other components of the game other than the main control unit 331. It is also conceivable to display the "base information" using the first special symbol display section 362 and / or the second special symbol display section 363 of the main display section 36.

[0189] The seven-segment displays 431 to 434 can display the numbers from "0" to "9" and the alphabets from "A" to "F". In the seven-segment displays 431 to 434, when displaying the alphabet "B", a dot is lit to distinguish it from the number "8" and it is displayed as "8.", and when displaying the alphabet "D", a dot is lit to distinguish it from the number "0" and it is displayed as "0.". Also, in the case of displaying any of the alphabets from "A" to "F", it is conceivable to light a dot to indicate that it is an alphabet.

[0190] The performance display monitor 43 has, among the four seven-segment displays 431 to 434, the left two seven-segment displays 431 and 432 as identification segments on which the "base type" is displayed in abbreviated form, and the right two seven-segment displays 433 and 434 as ratio segments on which the base value (%) calculated by the MPU 41 is displayed. For example, when the current base BL is 31%, in the left two seven-segment displays 431 and 432 which are the identification segments, the abbreviation "BL" of the current base BL is displayed as "8." and "L", and in the right two seven-segment displays 433 and 434 which are the ratio segments, the base value "31" is displayed as "3" and "1". That is, in the four seven-segment displays 431 to 434, they are displayed as "8.", "L", "3", "1" in order from the left.

[0191] The performance display switch 44 is used to collectively switch the power supply of the performance display monitor 43 (four 7-segment displays 431 to 434) on and off by a pressing operation, and is provided at a position where it is easy to operate in the state where the inner frame 12 is unfolded (see Fig. 3). In the illustrated example, when the upper half of the performance display switch 44 is pressed, the power is turned on, and when the lower half is pressed, the power is turned off. When an operation to turn on the power is performed on the performance display switch 44, the four 7-segment displays 431 to 434 are energized, and the display of the base information on the performance display monitor 43 becomes possible. On the other hand, when an operation to turn off the power is performed on the performance display switch 44, the power supply to the four 7-segment displays 431 to 434 is cut off, and the base information on the performance display monitor 43 becomes non-displayed. Note that the performance display switch 44 may be provided outside the main control device 4.

[0192] Here, Fig. 15(A) is an example of the display on the performance display monitor 43. As shown in Fig. 15(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are in the off state, so the base information is in the non-display state. As shown in Figs. 15(B) to 15(D), when the performance display switch 44 is turned on, as long as the performance display switch 44 is not turned off, as "base information", the current base BL → the previous 60,000-piece base B1 → the previous-previous 60,000-piece base B2 → the current base BL loop in order, and each base is repeatedly displayed at regular intervals. The example shown in Fig. 15(B) shows that the current base BL is 28%, the example shown in Fig. 15(C) shows that the previous 60,000-piece base B1 is 34%, and the example shown in Fig. 15(D) shows that the previous-previous 60,000-piece base B2 is 32%. On the other hand, as shown in Fig. 15(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off, and the base information on the performance display monitor 43 becomes non-displayed.

[0193] Incidentally, programs necessary to display "base information" on the performance display monitor 43, such as a program for calculating the current base BL, the previous 60,000-piece base B1, and the base B2 of the game before the previous one, and a program for sequentially displaying the current base BL, the previous 60,000-piece base B1, and the base B2 of the game before the previous one on the performance display monitor 43 at regular intervals, are stored in a ROM 47 provided separately from the ROM 412 of the MPU 41 in the main control device 4. This can reduce the load on the ROM 411 of the MPU 41. However, if there is sufficient capacity in the ROM 411 of the MPU 41, the program necessary to display "base information" on the performance display monitor 43 may be stored in the ROM 411. Also, the program necessary to display "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM provided separately from the main control device 4.

[0194] Also, on the performance display monitor 43, instead of or in addition to "base information", other performance information stored in the game information storage area 412d such as "continuous accessory ratio information" and "accessory ratio information" may be displayed.

[0195] Also, the performance display monitor 43 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display.

[0196] Returning to the description of FIG. 14, the set value display unit 45 displays the above-described game set values for selecting the low-probability mode determination table (see FIG. 9(A)) and the high-probability mode determination table (see FIG. 9(B)) referred to in the jackpot lottery, and is configured by a 7-segment display. Incidentally, the set value display unit 45 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display, and the game set values may be displayed using the performance display monitor 43.

[0197] The setting value change operation unit 46 switches the power of the 7-segment display on and off by a pressing operation, and enables the change of the setting value by being rotated when the power of the 7-segment display is on. The setting value change operation unit 46 has, for example, a function as a contact type switch that is turned on and off by a pressing operation, and a function as a rotary switch whose contacts are switched by a rotation operation (rotation by a predetermined angle). Here, FIG. 16 is a diagram showing a display example on the setting value display unit 45 of the main control device 4.

[0198] As shown in FIG. 16(A), when a pressing operation is performed on the setting value change operation unit 46 when the setting value display unit 45 is in the off state, the 7-segment display is energized and numbers are displayed on the setting value display unit 45. The numbers displayed at this time are the setting values stored in the game information storage area 412d of the RAM 412, indicating the current setting values. In the illustrated example, the setting value is "1". On the other hand, when a pressing operation is performed on the setting value change operation unit 46 when the setting value display unit 45 is in the on state, the power supply to the 7-segment display is cut off, and the setting value display unit 45 becomes the off state.

[0199] As shown in FIG. 16(B), when a rotation operation is performed on the set value change operation unit 46 when the set value display unit 45 is in the lit state, the number displayed on the set value display unit 45 is changed. In the illustrated example, when the set value display unit 45 is rotated clockwise, the number displayed on the set value display unit 45 increases, and when the set value display unit 45 is rotated counterclockwise, the number displayed on the set value display unit 45 decreases. Then, when the number displayed on the set value display unit 45 is changed by rotating the set value display unit 45, the changed number is stored as the set value in the game information storage area 412d of the RAM 412. Therefore, when the power of the 7-segment display is turned off by pressing the set value change operation unit 46 with the number corresponding to the target set value displayed on the set value display unit 45, the number displayed immediately before the power is turned off is determined as the set value. Thereby, the MPU 41 can perform a jackpot lottery based on the low-probability mode validity determination table (see FIG. 9(A)) or the high-probability mode validity determination table (see FIG. 9(B)) selected according to the set value stored in the game information storage area 412d of the RAM 412.

[0200] Note that the method of changing the set value is not limited to the method of turning off the power of the set value display unit 45 after rotating the set value change operation unit 46. For example, a method of determining the set value by pressing the operation button 20 (see FIG. 1) after rotating the set value change operation unit 46, a method of changing the number displayed on the set value display unit 45 by repeatedly pressing or long-pressing the operation button 20 (see FIG. 1) and then turning off the power of the set value display unit 45, a method of changing the number displayed on the set value display unit 45 by inserting a key into a keyhole provided in the main control device 4 or the like and rotating the key and then removing the key, etc. may also be used.

[0201] Here, the performance information display device 4A including the set value display unit 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. Further, the control unit 33 is provided on the back side of the game board 31 and is openable and closable with respect to the front frame 11. Therefore, the set value display unit 45 is provided on the back side of the game board 31, and by opening and closing the control unit 33 together with the game board 31 with respect to the front frame 11, it is possible to select a state where it is visible and a state where it is not visible from the outside of the gaming machine 10 (the front side of the front frame 11). That is, when the game board 31 (control unit 33) is closed with respect to the front frame 11, the set value display unit 45 cannot be visually recognized, while when the game board 31 (control unit 33) is opened with respect to the front frame 11, the set value display unit 45 can be visually recognized. Thereby, when the player executes a game on the gaming machine 10, as long as the game board 31 is not opened, the set value display unit 45 is not visually recognized, so it is possible to prevent the player from grasping the set value by the numbers displayed on the set value display unit 45. And, when the set value display unit 45 is in the lit state, it is turned off by performing a pressing operation on the set value change operation unit 46. Therefore, by maintaining the off state of the set value display unit 45 during the business hours of the game hall, even if the set value display unit 45 becomes visible by opening the game board 31 due to ball jamming or the like in the gaming machine 10 or the like, it is possible to prevent the player from grasping the set value by the set value display unit 45.

[0202] On the other hand, when the set value display unit 45 is in the off state, it is turned on by performing a pressing operation on the set value change operation unit 46, and the numbers corresponding to the game set values are made non-displayed. Therefore, outside the business hours of the game hall, by opening the game board 31 with respect to the front frame 11 and performing a pressing operation on the set value change operation unit 46, the set value display unit 45 is turned on, and based on the numbers displayed on the set value display unit 45, the game set values can be confirmed. Further, the game set values can be changed by performing a rotating operation on the set value change operation unit 46. Thereby, while ensuring the confidentiality of the set values during business hours, it becomes possible to change the set values outside business hours by a simple operation.

[0203] In the present embodiment, the performance information display device 4A is provided in the main control device 4. However, the performance information display device 4A may be provided separately from the main control device 4 in the main control unit 331, or may be provided separately from the main control unit 331 in the control unit 33.

[0204] [Sub-control unit 332] As shown in FIG. 7, the sub-control unit 332 includes an audio lamp control device 5 and a display control device 6, and executes symbol variation display and effect display in the symbol display unit 341 based on a control signal input from the main control unit 331.

[0205] [Audio lamp control device 5] The audio lamp control device 5 includes an MPU 51, an input / output I / F 52, etc. The MPU 51 is an arithmetic device configured as a one-chip microcomputer. Further, the MPU 51 has a built-in ROM 511 and RAM 512.

[0206] The ROM 511 is a non-volatile storage unit in which a control program and parameter information are stored in advance. Further, the ROM 511 also stores information such as audio and lamp blinking patterns used in special figure game effects, jackpot game effects, etc. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for processing executed by the MPU 51. Note that the RAM 512 may be a non-volatile storage unit.

[0207] The voice lamp control device 5 executes processing according to a control program stored in the ROM 511 by the MPU 51, and based on a command (control signal) input from the main control device 4, inputs a command (control signal) to the display control device 6 and controls the display of the symbol display unit 341. Further, the voice lamp control device 5 also controls the reproduced voice output from the speaker 26 and the blinking mode of the lighting decoration unit 27 in accordance with the display of the symbol display unit 341. For example, when the MPU 51 executes a special pattern game effect and a big win game effect described later, it controls the image display on the symbol display unit 341, the reproduced voice output from the speaker 26, and the blinking mode of the lighting decoration unit 27.

[0208] The input / output I / F 52 is an input / output interface that inputs signals to the voice lamp control device 5 and outputs control signals from the voice lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52. Then, commands such as a special pattern variation pattern command, a first special pattern hold command, a second special pattern hold command, and a special pattern shift command are input from the main control device 4 to the voice lamp control device 5. Further, the voice lamp control device 5 outputs a display variation pattern command and the like to the display control device 6. Note that a configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the voice lamp control device 5 is also considered as another embodiment. Also, a configuration in which the sub-control unit 332 includes a single control device having the functions of both the voice lamp control device 5 and the display control device 6 is also considered as another embodiment.

[0209] In addition, a speaker 26 and a lighting unit 27 are connected to the input / output I / F 52. In the voice lamp control device 5, the MPU 51 controls the voice output from the speaker 26 and the blinking pattern of the lighting unit 27 based on commands input from the main control device 4. An operation switch 20a is also connected to the input / output I / F 52. As a result, the MPU 51 can detect that an operation has been performed on the operation button 20, and based on the detection result, control the image game effects executed on the symbol display unit 341, the voice output effects in which voice is output from the speaker 26, the lamp effects based on the blinking pattern of the lighting unit 27, and the like.

[0210] The MPU 51 executes predetermined arithmetic processing based on commands such as a general pattern variation command, an electric accessory release command, an electric accessory closing command, a special pattern variation command, a first special pattern hold command, a second special pattern hold command, a special pattern shift command, a big win game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a big win game end command, and a game setting value change command input from the main control device 4.

[0211] Specifically, when a special pattern variation command is input, the MPU 51 determines a special pattern variation pattern based on the special pattern variation command, transmits a display variation pattern command corresponding to the special pattern variation pattern to the display control device 6 (see step S3107 in the command determination process of FIG. 47), and starts the symbol variation display on the symbol display unit 341. At this time, on the symbol display unit 341, when the special pattern variation command indicates a miss, a combination of decorative symbols corresponding to the miss is displayed.

[0212] [Display Control Device 6] The display control device 6 controls the display of the symbol display unit 341 based on the commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 executes symbol variation display and effect display by controlling the display of the symbol display unit 341 based on display variation pattern commands and the like input from the voice lamp control device 5.

[0213] The display control device 6 includes an MPU 61 and an input / output I / F 62, etc. The voice lamp control device 5 and the symbol display unit 341 are connected to the input / output I / F 62. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.

[0214] The MPU 61 is an arithmetic device configured as a one-chip microcomputer. A ROM 611 and a RAM 612 are built into the MPU 61. In addition, other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts are also built into the display control device 6. The MPU 61 executes processing according to the control program stored in the ROM 611, etc. Also, part or all of the processing executed by the display control device 6 may be executed by an electronic circuit.

[0215] In addition to the control program, the ROM 611 stores multiple types of images such as variation symbols like decorative symbols used in the symbol variation display of the symbol display unit 341, preview effect images, reach effect images, big win effect images, and losing effect images. Note that the images displayed on the symbol display unit 341 include still images and moving images. Also, a display schedule corresponding to each variation display pattern command is stored in the ROM 611. Specifically, the display schedule includes the type of image to be used, the display timing, and also the variation display time of the variation symbol. Then, in the display control device 6, the MPU 61 causes the symbol display unit 341 to display an image according to the display schedule corresponding to the variation display pattern command, thereby realizing symbol variation display and effect display.

[0216] The RAM 612 is a volatile memory unit capable of reading and writing various information, and is used as the primary storage area (working area) for the processes executed by the MPU 61. Note that the RAM 612 may be a non-volatile memory unit.

[0217] [Payout control device 7] The payout control device 7 is equipped with an MPU 71, an input / output I / F 72, etc. The MPU 71 is an arithmetic unit configured as a one-chip microcomputer. Also, the MPU 71 has a built-in ROM 711 and RAM 712.

[0218] The ROM 711 is a non-volatile memory unit in which a control program and parameter information are stored in advance. Also, the RAM 712 is a volatile memory unit capable of reading and writing various information, and is used as the primary storage area (working area) for the processes executed by the MPU 71. Note that the RAM 712 may be a non-volatile memory unit.

[0219] The input / output I / F 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7. Specifically, a payout device 132 and a ball lending device 100 are connected to the input / output I / F 72.

[0220] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and includes a drive unit 132a such as a motor that drives a ball stop member for switching the presence or absence of payout of game balls, and a payout sensor 132b that individually detects the payout game balls. The payout control device 7 controls the drive unit 132a based on the detection result by the payout sensor 132b to payout an arbitrary number of game balls. Also, the payout control device 7 is provided with a state return switch 73. The state return switch 73 is operated, for example, to eliminate a ball jam (return to the normal state) when a payout error such as a ball jam in the payout device 132 occurs.

[0221] The ball lending device 100 is installed in the island facility together with the gaming machine 10. The ball lending device 100 can pay out and lend to a player a number of gaming balls corresponding to a preset amount within the range of the amount stored in a recording medium such as a card inserted into the ball lending device 100 in response to an operation of a ball lending operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal for paying out a predetermined number of gaming balls is input from the ball lending device 100 to the payout control device 7, the payout device 132 is controlled by the MPU 71 to pay out a predetermined number of gaming balls. Note that the recording medium is not limited to a card, and may be, for example, a coin-type or stick-type storage medium incorporating an IC chip. Further, the ball lending device 100 may be capable of lending a predetermined number of gaming balls corresponding to the inserted cash when cash is inserted.

[0222] [Launch control device 8] The launch control device 8 includes a launch control IC 81 that controls the drive of the gaming ball launch mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeder 322 of the gaming ball launch mechanism 32 to supply the gaming balls stored in the upper tray 23 onto the launch rail 321. Then, the launch control IC 81 detects the operation amount of the launch handle 22, and drives the solenoid 323 of the gaming ball launch mechanism 32 according to the operation amount to launch the gaming balls on the launch rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeder 322 and the solenoid 323 using a clock signal that switches between ON and OFF at a preset cycle (for example, 0.6 sec) as a drive signal. As a result, in the gaming machine 10, one gaming ball is launched toward the game area every 0.6 sec.

[0223] In addition, the firing handle 22 is provided with a variable resistor for detecting the amount of rotational operation by the player, and a voltage is input to the firing control IC 81 according to the amount of rotational operation of the firing handle 22. Thereby, the firing control IC 81 adjusts the applied voltage to the solenoid 323 so that the firing intensity of the game ball from the game ball firing mechanism 32 becomes stronger as the amount of rotational operation of the firing handle 22 increases, based on the voltage value input according to the amount of rotational operation of the firing handle 22.

[0224] Furthermore, the firing handle 22 is provided with a touch sensor 21a for detecting that the player is touching the firing handle 22, and a ball stop switch 21b for the player to perform an operation to arbitrarily stop the firing of the game ball. The firing control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the firing of the game ball by the game ball firing mechanism 32 when it is detected by the touch sensor 21a that the player is not touching the firing handle 22, or when it is detected that the ball stop switch 21b is being operated by the player. Thereby, for example, gaming in a situation where the firing handle 22 is fixed in a state of being rotationally operated and the player is not touching the firing handle 22 is prevented. Also, the player can stop the firing of the game ball by operating the ball stop switch 21b with a thumb or the like at an arbitrary timing while rotating the firing handle 22.

[0225] [Power control device 9] The power control device 9 generates a +12V voltage for driving various sensors, drive units, etc., and a +5V voltage for logic used in the control device. Then, the power control device 9 supplies the generated +12V or +5V voltage to the main control device 4, the voice lamp control device 5, the display control device 6, the payout control device 7, the firing control device 8, etc.

[0226] Note that the power control device 9 is provided with a power switch 90 for turning on / off the power of the gaming machine 10 and a RAM erase switch 91 that is operated when returning the gaming machine 10 to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated to turn on the power with the RAM erase switch 91 in the ON state.

[0227] Also, the power control device 9 is provided with a capacitor and a secondary battery as charging means that are charged by the power supplied from the power supply facility. Thereby, in the gaming machine 10, even when the power supply from the power supply facility is interrupted, the information in the RAM provided in the control device is held for a predetermined period by the power discharged from the capacitor. Also, in the gaming machine 10, even when the power supply from the power supply facility is interrupted, the control device can be driven for a predetermined period by the power discharged from the secondary battery.

[0228] Furthermore, when the power control device 9 determines that the power supply has been interrupted, it inputs a power failure signal to the main control device 4, the voice lamp control device 5, the payout control device 7, etc. For example, when the power control device 9 outputs a preset DC voltage of 24V based on the power supplied from the power supply facility, it determines that it is in a power failure state when the DC voltage reaches less than the preset 22V. Note that when the main control device 4, the voice lamp control device 5, the payout control device 7, etc. receive a power failure signal from the power control device 9, they interrupt the ongoing control and execute a predetermined NMI interrupt process.

[0229] [Processing of the main control device 4] Next, with reference to FIGS. 17 to 41, the processes executed by the MPU 41 of the main control device 4 will be described. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is started when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is periodically started, an NMI interrupt process that is executed during a power failure, and the like. In this embodiment, descriptions of the startup process, the NMI interrupt process, etc. will be omitted, and the main timer interrupt process and the main process will be described. Also, in the startup process, it is confirmed whether the RAM 412 is operating normally, and the execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.

[0230] [Main Timer Interrupt Process of Main Control Device 4] Here, FIG. 17 is a flowchart for explaining an example of the procedure of the main timer interrupt process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed, for example, every 2 msec. Hereinafter, the main timer interrupt process will be described with reference to FIG. 17.

[0231] <Step S1001> As shown in FIG. 17, in step S1001, the MPU 41 executes a sensor detection process for determining the detection state of sensors and the like connected to the main control device 4. For example, it determines the detection states of the ball-in sensors 313a to 316a, 317La, 317Ra, the out ball sensor 318a, etc. At this time, when the MPU 41 detects the entry of a gaming ball into any of the ball-in sensors 313a to 316a, 317La, 317Ra, it stores that information in the RAM 412 as winning detection information. Also, when the MPU 41 detects an out ball by the out ball sensor 318a, it adds 1 to the number of out balls stored in the game information storage area 412d of the RAM 412 and updates the number of out balls in the game information storage area 412d.

[0232] <Step S1002> Next, in step S1002, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal hit random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values in the jackpot random number initial value counter CIN1 and the normal hit random number initial value counter CIN2, and clears the counter value to 0 when the counter value reaches the maximum value.

[0233] <Step S1003> Subsequently, in step S1003, the MPU 41 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal hit random number counter C4, and the normal hit type random number counter C5. Specifically, the MPU 41 adds 1 to the counter values in the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal hit random number counter C4, and the normal hit type random number counter C5, and clears the counter value to 0 when the counter values reach the maximum value.

[0234] <Steps S1004 and S1005> Thereafter, the MPU 41 executes a start winning process associated with winning in the first winning opening 314 or the second winning opening 315 (step S1004), and executes a firing control process (step S1005). The details of the start winning process will be described later with reference to FIG. 18.

[0235] The firing control process is a process of enabling the firing of a game ball on the condition that it is detected by the touch sensor 21a that the player is touching the firing handle 22 and the ball stop switch 21b for stopping the firing is not operated. Further, the firing control process is a process of disabling the firing of a game ball when it is detected by the touch sensor 21a that the player is not touching the firing handle 22 or when the ball stop switch 21b is operated. When the firing of a game ball is enabled, the MPU 41 gives an instruction to the firing control device 8 to fire a game ball.

[0236] <Step S1006> In step S1006, when a game ball passes through the through gates 317L and 317R, the MPU 41 executes a through gate process to update the information stored in the general drawing reservation storage area 412c of the RAM 412 by the MPU 41, and ends the main timer interrupt process. The details of the through gate process will be described later with reference to FIG. 20.

[0237] [Start winning process] Here, FIG. 18 is a flowchart showing an example of the procedure of the start winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of FIG. 17. Hereinafter, the start winning process will be described with reference to FIG. 18.

[0238] <Step S1101> As shown in FIG. 18, in step S1101, the MPU 41 determines whether there is a winning at the first winning port 314. Here, when the MPU 41 determines that there is a winning at the first winning port 314 (step S1101: Yes), the process proceeds to step S1102, and when the MPU 41 determines that there is no winning at the first winning port 314 (step S1101: No), the process proceeds to step S1106.

[0239] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the first special drawing reserved number N stored in the first special drawing reserved number storage area NAA of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the first special drawing reserved number N is the maximum reserved number (step S1102: Yes), the process proceeds to step S1106. On the other hand, if the first special drawing reserved number N is not the maximum reserved number (step S1102: No), the MPU 41 executes a process of adding 1 to the first special drawing reserved number N (step S1103).

[0240] <Step S1104> In step S1104, the MPU 41 acquires the counter values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S1003 in the main timer interrupt process of FIG. 17, and the special drawing variation type counter CS1 updated in steps S1402 and S1414 in the main process of FIG. 21 described later, and stores the counter values in the first available reserved area among the first to fourth reserved areas REA1 to REA4 of the first special drawing reserved storage area 412b in the special drawing reserved storage area of the RAM 412.

[0241] <Step S1105> In step S1105, the MPU 41 checks the content of the special drawing validity information for the first special drawing reservation acquired in step S1104 before the special drawing validity information becomes the object of the jackpot determination in step S2102 or S2103 in the special drawing variation start process of FIG. 28 described later, and executes the first special drawing reservation command setting process for setting the first special drawing reservation command in the RAM 412 based on the check result. The details of the first special drawing reservation command setting process will be described later with reference to FIG. 19.

[0242] <Step S1106> In step S1106, the MPU 41 determines whether there is a winning for the second winning port 315. Here, when the MPU 41 determines that there is a winning for the second winning port 315 (step S1106: Yes), the process proceeds to step S1107, and when the MPU 41 determines that there is no winning for the second winning port 315 (step S1106: No), the start winning process ends.

[0243] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the second special drawing reserved number M stored in the second special drawing reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the second special drawing reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 ends the start winning process. On the other hand, if the second special drawing reserved number M is not the maximum reserved number (step S1107: No), the MPU 41 executes a process of adding 1 to the second special drawing reserved number M (step S1108).

[0244] <Step S1109> In step S1109, the MPU 41 acquires the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the near-miss random number counter C3 updated in step S1003 of the main timer interrupt process in FIG. 17, and the special drawing variation type counter CS1 updated in steps S1402 and S1414 of the main process in FIG. 21 described later, and stores the counter values in the first available reserved area among the first to fourth reserved areas REB1 to REB4 of the second special drawing reserved storage area REB of the special drawing reserved storage area 412b in the RAM 412.

[0245] <Step S1110> In step S1110, the MPU 41 checks the content of the special drawing validity information for the second special drawing reservation acquired in step S1109 before the special drawing validity information becomes the subject of determining the winning or losing of the jackpot in steps S2102 or S2103 in the special drawing variation start process in FIG. 28 described later, and based on the check result, executes a second special drawing reservation command setting process of setting the second special drawing reservation command in the RAM 412. Here, since the second special drawing reservation command setting process is the same as the first special drawing reservation command setting process described later with reference to FIG. 19, a detailed description is omitted. Note that in the second special drawing reservation command setting process, in the first special drawing reservation command setting process in FIG. 19, "the first special drawing reservation command" may be read as "the second special drawing reservation command", and "the first special drawing reserved number N" may be read as "the second special drawing reserved number M".

[0246] [First Special Drawing Reservation Command Setting Process] Here, FIG. 19 is a flowchart showing the procedure of the first special figure hold command setting process executed by the MPU 41 in step S1105 of the start winning process of FIG. 18. The first special figure hold command includes information indicating that the command is the first special figure hold command, information such as the result of the jackpot lottery (jackpot type or miss), the special figure variation display time, and the first special figure hold number N. Hereinafter, the first special figure hold command setting process will be described with reference to FIG. 19.

[0247] <Step S1201> As shown in FIG. 19, the MPU 41 reads the first special figure hold number N from the first special figure hold number storage area NAA in the first special figure hold storage area REA, and reads the value of the jackpot random number counter C1 corresponding to each first special figure hold from the RAM 412 (step S1201).

[0248] <Step S1202> In step S1202, the MPU 41 determines whether it is in the high probability mode. If it is in the high probability mode (step S1202: Yes), the process proceeds to step S1203. On the other hand, when the MPU 41 is not in the high probability mode (step S1202: No), that is, when it is in the low probability mode, the process proceeds to step S1204. For example, the MPU 41 determines whether it is in the high probability mode based on the probability variation game state flag. The probability variation game state flag is a flag indicating whether it is in the probability variation game state, that is, whether it is in the high probability mode. This probability variation game state flag is set to on in step S2317 of FIG. 34 when the game state is shifted from the probability variation jackpot game state to the probability variation game state in the game state transition process described later, and is set to off in step S2309 of FIG. 33 when the game state is shifted from the probability variation game state to the probability variation jackpot game state or the normal jackpot game state.

[0249] <Steps S1203 and S1204> In step S1203, the MPU 41 reads out a high-probability mode pass / fail table (see FIG. 9(B)) that is stored according to the game setting values in step S2410 of the game setting value change process shown in FIG. 35 described later, and based on that high-probability mode pass / fail table, executes a pass / fail determination as to whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win. On the other hand, in step S1204, the MPU 41 reads out a low-probability mode pass / fail table (see FIG. 9(A)) that is stored according to the game setting values in step S2410 of the game setting value change process shown in FIG. 35 described later, and based on that low-probability mode pass / fail table, executes a pass / fail determination as to whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win.

[0250] Note that in steps S1203 and S1204, the pass / fail determination is executed based on the high-probability mode pass / fail table or the low-probability mode pass / fail table that is stored according to the game setting values in step S2410 of the game setting value change process shown in FIG. 35 described later. However, in step S1203 or S1204, after reading out the game setting values stored in step S2408 of the game setting value change process shown in FIG. 35 described later, a high-probability mode pass / fail table or a low-probability mode pass / fail table corresponding to those game setting values may be selected one by one to perform the pass / fail determination.

[0251] <Step S1205> In step S1205, the MPU 41 determines whether the counter value of the jackpot random number counter C1 is a value corresponding to a jackpot win. Here, when the MPU 41 determines that the counter value read out from the jackpot random number counter C1 is a value corresponding to a jackpot win (step S1205: Yes), the process proceeds to step S1206. On the other hand, when the MPU 41 determines that the counter value read out from the jackpot random number counter C1 is not a value corresponding to a jackpot win (step S1205: No), that is, when it is a miss, the process proceeds to step S1208.

[0252] <Step S1206> In step S1206, the MPU 41 reads the counter values of the jackpot type counter C2 and the special figure variation type counter CS1 from the RAM 412. For example, when the special figure hit determination information is stored in the third reserved area REA3 in step S1104 of the start winning process in FIG. 18, the counter values of the jackpot type counter C2 and the special figure variation type counter CS1 included in the special figure hit determination information stored in the third reserved area REA3 are read. Note that the reserved area in which the special figure hit determination information is stored in step S1104 of the start winning process in FIG. 18 among the first reserved area REA1 to the fourth reserved area REA4 can be determined based on the value of the reserved number N stored in the first special figure reserved number storage area NAA.

[0253] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the special figure variation type counter CS1, and the first special figure reserved number N in the first special figure reservation command. Thus, since the first special figure reservation command includes the first special figure reserved number N read in step S1201, the MPU 51 of the voice lamp control device 5 that receives the first special figure reservation command can recognize which of the first reserved area REA1 to the fourth reserved area REA4 the first special figure reservation command corresponds to the special figure hit determination information stored in by referring to the reserved number N included in the first special figure reservation command.

[0254] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the counter value of the special figure variation type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the jackpot lottery is a miss, the special figure variation type counter CS1, and the first special figure reserved number N in the first special figure reservation command (step S1209).

[0255] Note that the first special figure hold command set in step S1207 or S1209 of the first special figure hold command setting process is stored in the RAM 412 and is erased after being transmitted to the voice lamp control device 5 together with other commands in step S1401 of the main process shown in FIG. 21 to be executed by the MPU 41 of the main control device 4. Furthermore, the content of the first special figure hold command described here is only an example, and it is not limited to what is described here as long as the voice lamp control device 5 can grasp the same content as the first special figure hold command. For example, it is conceivable that part or all of the information of the first special figure hold command is included in other commands.

[0256] [Through gate process] Here, FIG. 20 is a flowchart showing the procedure of the through gate process executed by the MPU 41 in step S1006 of the main timer interrupt process in FIG. 17. In the through gate process, when the game ball passes through the through gates 317L and 317R, the information stored in the general figure hold storage area 412c of the RAM 412 is updated by the MPU 41. Hereinafter, the through gate process will be described with reference to FIG. 20.

[0257] <Step S1301> As shown in FIG. 20, in the through gate process, the MPU 41 first determines whether the game ball has passed through the left through gate 317L (step S1301). Whether the game ball has passed through the through gate 317L is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17. When the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), the process proceeds to step S1303, and when it determines that the game ball has not passed through the left through gate 317L (step S1301: No), the process proceeds to step S1302.

[0258] <Step S1302> When the MPU 41 determines that the game ball has not passed through the left through gate 317L (step S1301: No), it determines whether the game ball has passed through the right through gate 317R (step S1302). Whether the game ball has passed through the right through gate 317R is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17. When the MPU 41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), the process proceeds to step S1303. When the MPU 41 determines that the game ball has not passed through the right through gate 317R (step S1302: No), the through gate process ends.

[0259] <Step S1303> When the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), or when the MPU 41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), it determines whether the general drawing change hold number X stored in the general drawing change hold number storage area SNA set in the general drawing hold storage area 412c of the RAM 412 is the maximum hold number (4 in this embodiment) (step S1303). When the general drawing change hold number X is the maximum hold number (step S1303: Yes), the through gate process ends. When the general drawing change hold number X is not the maximum hold number (step S1303: No), the process proceeds to step S1304.

[0260] <Steps S1304 and S1305> When the general drawing variation retention number X is not the maximum retention number (step S1303: No), the MPU 41 adds 1 to the general drawing variation retention number X (step S1304), obtains the counter values of the normal hit random number counter C4 and the normal hit type random number counter C5 updated in step S1003 of the main timer interrupt process in FIG. 17, and the value of the general drawing variation type counter CS2 updated in steps S1402 and S1414 of the main process in FIG. 21 described later, and stores the counter value in the first available retention area among the general drawing first retention area SE1 to the general drawing fourth retention area SE4 in the general drawing retention storage area 412c in the RAM 412 (step S1305), and ends the through gate process.

[0261] [Main Process of Main Control Device 4] Next, with reference to FIG. 21, the main process executed by the MPU 41 of the main control device 4 will be described. In the main process, main control processes for the progress of general drawing games, special drawing games, and big hit games are executed. In the main process, the processes of steps S1401 to S1411 are executed as periodic processes with a period of, for example, 4 msec, and the counter update processes of steps S1413 and S1414 are executed in the remaining time from the end of the processes of steps S1401 to S1411 to the next period.

[0262] <Step S1401> As shown in FIG. 21, in step S1401, the MPU 41 executes an external output process of transmitting output data such as commands set in the main timer interrupt process of FIG. 17 or the previous main process to control devices such as the sub-control unit 332 and the peripheral control unit 140. For example, in the RAM 412, when commands such as a general drawing variation pattern command, an electric accessory release command, an electric accessory closing command, a special drawing variation pattern command, a first special drawing hold command, a second special drawing hold command, a special drawing shift command, a jackpot game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a jackpot game end command, and a game setting value change command are set, the command is transmitted to the voice lamp control device 5. Also, when a prize ball command is set in the RAM 412 in the prize ball command setting process of step S1403 described later in the main process, the prize ball command is transmitted to the payout control device 7.

[0263] <Step S1402> In step S1402, the MPU 41 updates the values of the special drawing variation type counter CS1 and the general drawing variation type counter CS2. Specifically, the MPU 41 adds 1 to the counter values in the special drawing variation type counter CS1 and the general drawing variation type counter CS2, and clears the counter value to 0 when the counter value reaches the maximum value.

[0264] <Step S1403> In step S1403, the MPU 41 sets a prize ball command to be output to the payout control device 7 and the sub-control unit 332 in the RAM 412. Specifically, the MPU 41 determines whether a prize has occurred at the general winning port 313, the first winning port 314, the second winning port 315, the variable winning port 316, etc., based on the winning detection information stored in the RAM 412. If a prize has occurred, the MPU 41 sets in the RAM 412 a prize ball command indicating the number of prize balls to be paid out according to the prize. At this time, in the normal game state (low probability mode and low frequency support mode), when a prize has occurred at the general winning port 313 or the first winning port 314, the MPU 41 updates the number of balls paid out from the general winning port or the number of balls paid out from the first winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out due to the current prize. Also, in the time-saving game state (low probability mode and high frequency support mode) or the probability-variable game state (high probability mode and high frequency support mode), when a prize has occurred at the second winning port 315, the MPU 41 updates the number of balls paid out from the second winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out due to the current prize. Further, in the big win game state, when a prize has occurred at the variable winning port 316, the MPU 41 updates the number of balls paid out from the variable winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out due to the current prize.

[0265] <Step S1404> In step S1404, the MPU 41 executes a normal pattern game control process for controlling the progress of the normal pattern game. The details of the normal pattern game control process will be described later with reference to FIGS. 22 to 24.

[0266] <Step S1405> In step S1405, the MPU 41 executes a normal pattern win game control process for controlling the progress of the normal pattern win game that is executed when the result of the normal pattern win lottery is a win. The details of the normal pattern win game control process will be described later with reference to FIG. 25.

[0267] <Step S1406> In step S1406, the MPU 41 executes a special figure game control process for controlling the progress of the special figure game. Although the details of the special figure game control process will be described later with reference to FIGS. 26 to 28, in the special figure game control process, when starting the variable display of the special symbols, a special figure variable pattern command necessary for the symbol variable display in the symbol display unit 341 is set. At this time, the MPU 41 sets a special figure variable pattern command indicating the lottery result of the jackpot lottery and the variable display time in the RAM 412 based on the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 of the main timer interrupt process in FIG. 17, and the special figure variable type counter CS1 updated in steps S1402 and S1414 of this process.

[0268] <Step S1407> In step S1407, the MPU 41 executes a jackpot game control process for controlling the progress of the jackpot game that is executed when the result of the jackpot lottery is a jackpot. The details of the jackpot game control process will be described later with reference to FIGS. 29 to 32.

[0269] <Step S1408> In step S1408, the MPU 41 executes a game state transition process for controlling the transition of various game states (normal game state, time-saving game state, probability-variable game state, probability-variable jackpot game state, and normal jackpot game state). The details of the game state transition process will be described later with reference to FIGS. 33 and 34.

[0270] <Step S1409> In step S1409, the MPU 41 executes a game setting value change process. In this game setting value change process, a process for controlling the display or non-display of the setting value or the change of the game setting value stored in the game information storage area 412d according to the operation on the setting value change operation unit 46 is executed. The details of the game setting value change process will be described later with reference to FIG. 35.

[0271] Also, in this embodiment, although the game setting value change process is executed in the main process, it is also conceivable that it is executed only in the startup process that is started when the power is turned on, or between after the startup process and before the launch of the game balls is started. As a result, after the game is started by the player, the game setting values cannot be changed until the next power-on, so it is possible to prevent the game setting values from being changed during the business hours of the game hall.

[0272] <Step S1410> In Step S1410, the MPU 41 executes a specific performance information update process among the game information. In this embodiment, as the specific performance information, base information and the like are updated. The details of the specific performance information update process will be described later with reference to FIGS. 36 and 37.

[0273] <Step S1411> In Step S1411, the MPU 41 executes a display control process of the performance display monitor 43. In this display control process of the performance display monitor 43, a process of displaying the base information updated by the specific performance information update process in Step S1410 on the performance display monitor 43 is executed. The details of the display control process of the performance display monitor 43 will be described later with reference to FIGS. 38 to 41.

[0274] <Step S1412> In step S1412, the MPU 41 determines whether the execution timing of the next main process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. Here, when the MPU 41 determines that the execution timing of the next main process has arrived (step S1412: Yes), it transfers the process to step S1401 and executes each process after S1401 described above. On the other hand, when the MPU 41 determines that the execution timing of the next main process has not arrived (step S1412: No), until the execution timing of the next main process arrives, that is, until the remaining time until the execution timing of the next main process is reached, steps S1413 and S1414 are repeatedly executed until it is determined that the execution timing of the next main process has arrived (step S1412: Yes).

[0275] <Step S1413> In step S1413, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal hit random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values in the jackpot random number initial value counter CIN1 and the normal hit random number initial value counter CIN2, and when the counter value reaches the maximum value, the counter value is cleared to 0.

[0276] <Step S1414> In step S1414, the MPU 41 updates the special figure variation type counter CS1 and the general figure variation type counter CS2. Specifically, 1 is added to the counter values in the special figure variation type counter CS1 and the general figure variation type counter CS2, and when their counter values reach the maximum value, the counter values are cleared to 0. Then, after the MPU 41 updates the special figure variation type counter CS1 and the general figure variation type counter CS2, the process returns to step S1412.

[0277] [General game control process] Here, FIG. 22 is a flowchart showing an example of the procedure of the general symbol game control process executed in step S1404 in the main process of FIG. 21. In the general symbol game control process, processes such as controlling the variable display and stop display of the general symbols on the general symbol display unit 361 of the main display unit 36 are executed. Hereinafter, the general symbol game control process will be described with reference to FIG. 22.

[0278] <Step S1501> As shown in FIG. 22, in the general symbol game control process, first, the MPU 41 determines whether or not a general symbol variable display in progress flag indicating that the general symbols are in variable display (during the execution of the general symbol game) is on (step S1501). The general symbol variable display in progress flag is set on in step S1711 when the variable display of the general symbols (general symbol game) is started in the general symbol variable start process of FIG. 24 described later, and is set off in step S1510 in this general symbol game control process when the general symbols are in stop display (the general symbol game ends).

[0279] When the general symbol variable display in progress flag is on (step S1501: Yes), that is, when the general symbol game is being executed, the MPU 41 transfers the process to step S1507. On the other hand, when the general symbol variable display in progress flag is off (step S1501: No), that is, when the general symbol game is not being executed, the MPU 41 transfers the process to step S1502.

[0280] <Step S1502> When the general symbol variable display in progress flag is off (step S1501: No), that is, when the general symbol game is not being executed, the MPU 41 determines whether or not an electric accessory open flag indicating that the electric accessory 315b is open (during the execution of the general symbol hit game) is on (step S1502). The electric accessory open flag is set on in step S1811 when the electric accessory 315b is opened in the general symbol hit game control process of FIG. 25 described later, and is set off in step S1818 when the electric accessory 315b is closed.

[0281] When the electric accessory release flag is on (step S1502: Yes), that is, when the common drawing game is being executed, the MPU 41 ends the common drawing game control process. On the other hand, when the electric accessory release flag is off (step S1502: No), that is, when the common drawing game is not being executed, the process proceeds to step S1503.

[0282] <Step S1503> When the electric accessory release flag is off (step S1502: No), that is, when the common drawing game is not being executed, the MPU 41 determines whether the jackpot game flag indicating that the jackpot game is being executed is on (step S1503). The jackpot game flag is set on in step S2206 when the jackpot game is started and set off in step S2252 when the jackpot game ends in the jackpot game control process of FIG. 29 described later.

[0283] When the jackpot game flag is on (step S1503: Yes), that is, when the jackpot game is being executed, the MPU 41 ends the common drawing game control process. That is, in the present embodiment, the common drawing game is not started during the execution of the jackpot game.

[0284] Of course, the normal drawing game may be started during the execution of the jackpot game. In this case, according to the support mode type (distinction between the high-frequency support mode and the low-frequency support mode) before the jackpot game is started, that is, according to the game state before shifting to the jackpot game state, the win / loss information (the values of the normal drawing win random number counter C4, the normal drawing win type random number counter C5, and the normal drawing variation type counter CS2) moved from the first normal drawing hold area SE1 of the normal drawing hold storage area 412c to the normal drawing execution area SAE is used as a basis to execute the win / loss determination for the normal drawing win lottery. That is, when the game state before the jackpot game is started is the probability-variable game state or the time-saving game state in the high-frequency support mode, based on the normal drawing win / loss table for the high-frequency support mode (refer to FIG. 12(B)), the normal drawing win type table (refer to FIG. 12(D)), and the normal drawing variation table (not shown), the normal drawing win lottery (win or loss in the normal drawing), the normal drawing win type (win with long opening in the normal drawing or win with short opening in the normal drawing), and the normal drawing variation display time are set. On the other hand, when the game state before the jackpot game is started is the normal game state in the low-frequency support mode, based on the normal drawing win / loss table for the low-frequency support mode (refer to FIG. 12(A)), the normal drawing win type table (refer to FIG. 12(C)), and the normal drawing variation table (not shown), the normal drawing win lottery (win or loss in the normal drawing), the normal drawing win type (win with long opening in the normal drawing or win with short opening in the normal drawing), and the normal drawing variation display time are set.

[0285] On the other hand, when the jackpot game in-play flag is off (step S1503: No), that is, when the jackpot game is not being executed, the MPU 41 shifts the process to step S1504.

[0286] <Step S1504> When the jackpot game flag is off (Step S1503: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the general pattern variation reserved number X stored in the general pattern variation reserved number storage area SNA set in the general pattern reserved storage area 412c of the RAM 412 is 0 (Step S1504). When the general pattern variation reserved number X is 0 (Step S1504: Yes), the MPU 41 ends the general pattern game control process. When the general pattern variation reserved number X is not 0 (Step S1504: No), the process proceeds to Step S1505.

[0287] <Step S1505> When the general pattern variation reserved number X is not 0 (Step S1504: No), the MPU 41 executes the general pattern data setting process for the general pattern pass / fail information stored in the general pattern reserved storage area 412c (Step S1505), and the process proceeds to Step S1506. The details of the general pattern data setting process will be described later with reference to FIG. 23.

[0288] <Step S1506> In Step S1506, the MPU 41 executes the general pattern variation start process for causing the main display unit 36 to execute the variable display of the normal symbol based on the information stored in the general pattern reserved storage area 412c, and ends the general pattern game control process. The details of the general pattern variation start process will be described later with reference to FIG. 24.

[0289] <Step S1507> When the general pattern variation display flag is on (Step S1501: Yes), that is, when the general pattern game is being executed, the MPU 41 determines whether the jackpot game flag indicating that the jackpot game is being executed is on (Step S1507). The jackpot game flag is set on in Step S2206 when the jackpot game is started and set off in Step S2252 when the jackpot game ends in the jackpot game control process of FIG. 29 described later.

[0290] When the jackpot game flag is on during the jackpot game (step S1507: Yes), that is, when the jackpot game is being executed, the MPU41 proceeds to step S1509. On the other hand, when the jackpot game flag is off (step S1507: No), that is, when the jackpot game is not being executed, the MPU41 proceeds to step S1508.

[0291] <Step S1508> When the jackpot game flag is off (step S1507: No), that is, when the jackpot game is not being executed, the MPU41 determines whether the general pattern variation display time has elapsed since the start of the general pattern variation display (step S1508). That is, the MPU41 determines whether it is the timing to stop the variation display of the general symbols (end the general pattern game) in the general symbol display section 361 of the main display section 36.

[0292] When the general pattern variation display time has elapsed (step S1508: Yes), that is, when it is the timing to stop the variation display of the general symbols (end the general pattern game) in the general symbol display section 361 of the main display section 36, the MPU41 proceeds to step S1509. On the other hand, when the general pattern variation display time has not elapsed (step S1508: No), that is, when it is not the timing to stop the variation display of the general symbols (end the general pattern game) in the general symbol display section 361 of the main display section 36, the general pattern game control process ends.

[0293] <Steps S1509 - S1511> When the flag indicating the common symbol variation display is on (step S1501: Yes) and the jackpot game flag is on during the jackpot game (step S1507: Yes), that is, when the jackpot game is started during the execution of the common symbol game, or when the common symbol variation display time of the normal symbol has elapsed (step S1508: Yes), that is, when it is the timing to stop the display of the common symbol being variably displayed (end the common symbol game), the MPU 41 stops the display of the common symbol at the symbol corresponding to the result of the common symbol per draw for the corresponding common symbol game (step S1509), and sets the flag indicating that the common symbol is being variably displayed (during the execution of the common symbol game) to off (step S1510). Further, the MPU 41 sets the common symbol variation stop display flag indicating that the common symbol has stopped being displayed, that is, the common symbol game has ended, to on (step S1511), and ends the corresponding common symbol game control process.

[0294] Note that the common symbol variation stop display flag is referred to in step S1801 of the common symbol per draw game control process in FIG. 25 described later to determine whether it is the timing to start the common symbol per draw game (release the electric accessory 315b).

[0295] Also, in the present embodiment, not only when it is the timing to stop the display of the common symbol being variably displayed (end the common symbol game) due to the elapse of the common symbol variation display time of the normal symbol, but also when the jackpot game is started during the execution of the common symbol game, the common symbol being variably displayed is stopped being displayed (the common symbol game is ended). That is, in the case where the jackpot game is started, the common symbol game is forcibly ended before the common symbol variation display time of the normal symbol elapses. Of course, the common symbol game may also be continuously executed until the common symbol variation display time of the normal symbol elapses even when the jackpot game is started.

[0296] [Common Symbol Data Setting Process] Here, FIG. 23 is a flowchart showing an example of the procedure of the general drawing data setting process executed by the MPU 41 in step S1505 of FIG. 22. In the general drawing data setting process, the stored content of the general drawing hold storage area 412c in the storage area of the main control device 4 in FIG. 11 is updated. Hereinafter, the general drawing data setting process will be described with reference to FIG. 23.

[0297] <Steps S1601 to S1603> As shown in FIG. 23, in the general drawing data setting process, first, the MPU 41 subtracts 1 from the general drawing change hold number X stored in the general drawing change hold number storage area SNA (step S1601), and moves the general drawing pass / fail information from the general drawing first hold area SE1 to the general drawing execution area SAE (step S1602). Subsequently, the MPU 41 shifts the general drawing pass / fail information stored in the general drawing second hold area SE2 to the general drawing fourth hold area SE4 one by one (step S1603). Specifically, in step S1603, the general drawing pass / fail information in the general drawing second hold area SE2 is moved to the general drawing first hold area SE1, the general drawing pass / fail information in the general drawing third hold area SE3 is moved to the general drawing second hold area SE2, and the general drawing pass / fail information in the general drawing fourth hold area SE4 is moved to the general drawing third hold area SE3.

[0298] [General drawing change start process] Here, FIG. 24 is a flowchart showing an example of the procedure of the general drawing change start process executed by the MPU 41 in step S1506 of FIG. 22. In the general drawing change start process, the variable display of the normal symbol on the normal symbol display unit 361 is started, and various commands and flags are set based on the lottery result in the general drawing lottery per hit. Hereinafter, the general drawing change start process will be described with reference to FIG. 24.

[0299] <Step S1701> As shown in FIG. 24, in the general pattern variation start process, the MPU 41 determines whether or not a high-frequency support mode flag indicating that it is in the high-frequency support mode (probability variable game state or time-limited game state) is on (step S1701). The high-frequency support mode flag is set on in step S2313 of FIG. 34 when the jackpot game ends in the game state transition process described later, and in step S2307 of FIG. 33 when the game state transitions from the probability variable game state or time-limited game state to the probability variable jackpot game state or normal jackpot game state, or is set off in step S2326 of FIG. 34 when the game state transitions from the time-limited game state to the normal game state.

[0300] When the high-frequency support mode flag is on (step S1701: Yes), that is, when it is in the probability variable game state or time-limited game state which is the high-frequency support mode, the MPU 41 transfers the process to step S1702. When the high-frequency support mode flag is off (step S1701: No), that is, when it is in the normal game state which is the low-frequency support mode, the MPU 41 transfers the process to step S1703.

[0301] <Steps S1702 and S1703> When it is in the probability variable game state or time-limited game state which is the high-frequency support mode (step S1701: Yes), the MPU 41 performs a determination of whether or not the values of the normal hit random number counter C4 and the normal hit type random number counter C5 included as numerical information in the normal hit information stored in the general pattern execution area SAE of the general pattern reservation storage area 412c correspond to the values corresponding to the general pattern hit based on the high-frequency support mode general pattern hit determination table (see FIG. 12(B)) and the high-frequency support mode general pattern hit type distribution table (see FIG. 12(D)).

[0302] On the other hand, when it is in the normal game state which is the low-frequency support mode (step S1701: No), a winning or losing determination per general pattern based on the low-frequency support mode is performed (step S1703). Specifically, the MPU 41 determines whether the normal winning random number counter C4 and the normal winning type random number counter C5 included as numerical information in the winning or losing information of the general pattern stored in the general pattern execution area SAE of the general pattern reservation storage area 412c are values corresponding to a winning per general pattern, based on the low-frequency support mode general pattern winning or losing table (see Fig. 12(A)) and the low-frequency support mode general pattern winning type distribution table (see Fig. 12(C)).

[0303] <Steps S1704 and S1705> When the MPU 41 has performed the winning or losing determination per general pattern (step S1702 or S1703), it determines whether the result of the winning or losing determination is a long-opening general pattern win in which the second winning port 315 is long-opened (step S1704). When the result of the winning or losing determination is a long-opening general pattern win (step S1704: Yes), the MPU 41 sets on the long-opening general pattern win flag indicating that the result of the winning or losing determination is a long-opening general pattern win (step S1705), and transfers the process to step S1708. On the other hand, when the result of the winning or losing determination is not a long-opening general pattern win (step S1704: No), the MPU 41 transfers the process to step S1706.

[0304] <Steps S1706 and S1707> When the result of the winning or losing determination is not a long-opening general pattern win (step S1704: No), the MPU 41 determines whether the result of the winning or losing determination is a short-opening general pattern win in which the second winning port 315 is short-opened (step S1706). When the result of the winning or losing determination is a short-opening general pattern win (step S1706: Yes), the MPU 41 sets on the short-opening general pattern win flag indicating that the result of the winning or losing determination is a short-opening general pattern win (step S1707), and transfers the process to step S1708. On the other hand, when the result of the winning or losing determination is not a short-opening general pattern win (step S1706: No), that is, when the result of the winning or losing determination is a miss, the MPU 41 transfers the process to step S1708.

[0305] <Step S1708 and S1709> When the long-open normal pattern per flag is set to on (step S1705), when the short-open normal pattern per flag is set to on (step S1707), or when the result of the pass / fail determination is off (step S1706: No), the MPU 41 executes a normal pattern variation pattern setting process for setting a normal pattern variation pattern, which is the variation display time of the normal symbol in the normal symbol display unit 361 of the main display unit 36 in the normal pattern game, with reference to a normal pattern variation display table (not shown). As described above, the normal pattern variation display table (not shown) includes a high-frequency support mode normal pattern variation table that is referred to when in the high-frequency support mode and a low-frequency support mode normal pattern variation display table that is referred to when in the low-frequency support mode. Therefore, in this normal pattern variation pattern setting process, the normal pattern variation pattern is set based on the normal pattern variation display table corresponding to the support mode type. Note that the high-frequency support mode normal pattern variation display table is set such that the average time of the variation display time of the normal symbol is shorter than that of the low-frequency support mode normal pattern variation display table. Therefore, in the high-frequency support mode, the time during which the normal pattern game is executed is shorter than in the low-frequency support mode.

[0306] Then, in addition to the normal pattern variation pattern set in step S1708, the MPU 41 sets a normal pattern variation pattern command for notifying the voice lamp control device 5 of the result of the pass / fail determination (the result of the normal symbol per lottery) in step S1702 or S1703 and the type of the support mode (the difference between the high-frequency support mode and the low-frequency support mode) (step S1709), and the process proceeds to step S1710.

[0307] Note that the general pattern variation pattern command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. On the other hand, based on the general pattern variation pattern command, the voice lamp control device 5 causes the pattern display unit 341 and the like to execute an effect corresponding to the general pattern game, for example, an effect indicating that the general pattern game is being executed or an effect indicating the result of the general pattern winning lottery.

[0308] Also, the general pattern variation pattern command only needs to be a command that notifies at least the general pattern variation pattern to the voice lamp control device 5. The result of the general pattern winning lottery and the type of support mode do not necessarily need to be notified to the voice lamp control device 5 as the general pattern variation pattern command. For example, the result of the general pattern winning lottery is set as a general pattern winning lottery result command when the success or failure determination is made in step S1702 or S1703, and the type of support mode is set as a support mode type command that can identify the type of support mode after the transition when transitioning to the high-frequency support mode or the low-frequency support mode, and may be notified to the voice lamp control device 5.

[0309] <Steps S1710 and S1711> In step S1710, the MPU 41 starts the variable display of the normal pattern on the normal pattern display unit 361 of the main display unit 36 (step S1710). Then, the MPU 41 sets the general pattern variation display in-progress flag indicating that the normal pattern is being variably displayed, that is, the general pattern game is being executed, to on (step S1711), and ends the general pattern variation start process.

[0310] Note that the general pattern variation display in-progress flag is referred to in step S1501 of the general pattern game control process in FIG. 22 to determine whether the general pattern game is being executed (during the variable display of the normal pattern).

[0311] [General Pattern Winning Game Control Process] Here, FIG. 25 is a flowchart showing an example of the procedure of the per-ordinary-symbol game control process executed in step S1405 in the main process of FIG. 21. In the per-ordinary-symbol game control process, when the result of the per-ordinary-symbol lottery is a winning result, a process of switching between a permitted state that permits the entry of game balls into the second winning opening 315 and a restricted state that restricts it by performing opening / closing control of the electric accessory 315b is executed. Hereinafter, the per-ordinary-symbol game control process will be described with reference to FIG. 25.

[0312] <Step S1801> As shown in FIG. 25, in the per-ordinary-symbol game control process, first, the MPU 41 determines whether or not a per-ordinary-symbol variation stop display flag indicating that the normal symbol has stopped being displayed (that the per-ordinary-symbol game has ended) is on (step S1801). That is, the MPU 41 determines whether it is a timing at which the per-ordinary-symbol game can be started. The per-ordinary-symbol variation stop display flag is set to on in step S1511 when the normal symbol stops being displayed in the per-ordinary-symbol game control process of FIG. 22.

[0313] When the per-ordinary-symbol variation stop display flag is on (step S1801: Yes), that is, when it is a timing at which the per-ordinary-symbol game can be started, the MPU 41 shifts the process to step S1802. On the other hand, when the per-ordinary-symbol variation stop display flag is off (step S1801: No), that is, when it is not a timing at which the per-ordinary-symbol game can be started, the MPU 41 shifts the process to step S1813.

[0314] <Step S1802> When the per-ordinary-symbol variation stop display flag is on (step S1801: Yes), that is, when it is a timing at which the per-ordinary-symbol game can be started, the MPU 41 determines whether or not a jackpot game in-progress flag indicating that the jackpot game is being executed is on (step S1802). The jackpot game in-progress flag is set to on in step S2206 when the jackpot game is started and set to off in step S2252 when the jackpot game ends in the jackpot game control process of FIG. 29 described later.

[0315] When the jackpot game flag is on during the jackpot game (step S1802: Yes), that is, when the jackpot game is being executed, the MPU 41 ends the common winning game control process. That is, in the present embodiment, when the jackpot game is forcibly ended by the start of the jackpot game, even if the result of the common winning lottery for the common game is a common win, the common winning game is not started. That is, in the present embodiment, the common winning game is not started during the execution of the jackpot game. Of course, a new common game may be started during the execution of the jackpot game.

[0316] On the other hand, when the jackpot game flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 transfers the process to step S1803.

[0317] <Step S1803> When the jackpot game flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the long-open common winning flag is set to on (step S1803). The long-open common winning flag is a flag indicating that the result of the common winning lottery is a long-open common win, and is set to on in step S1705 of the common variation start process in FIG. 24 when the result of the common winning lottery is a long-open common win. That is, the MPU 41 determines whether the result of the common winning lottery for the ended common game is a long-open common win. When the long-open common winning flag is set to on (step S1803: Yes), the MPU 41 transfers the process to step S1804, and when the long-open common winning flag is set to off (step S1803: No), the MPU 41 transfers the process to step S1806.

[0318] <Steps S1804 and S1805> When the flag for a long-open normal pattern win is set to on (step S1803: Yes), that is, when the result of the normal pattern win lottery for the ended normal pattern game is a long-open normal pattern win, the MPU 41 sets, as the value of the opening time counter, a value corresponding to 6 seconds, which is the opening time (the time when game balls can enter the second winning opening 315) of the electric accessory 315b in the long-open normal pattern win game (step S1804). The opening time counter is referred to in step S1815 of the normal pattern win game control process to determine the return timing of the electric accessory 315b. Then, the MPU 41 sets the long-open normal pattern win flag to off (step S1805) and shifts the process to step S1809.

[0319] <Step S1806> When the flag for a long-open normal pattern win is set to off (step S1803: No), that is, when the result of the normal pattern win lottery for the ended normal pattern game is not a long-open normal pattern win, the MPU 41 determines whether the flag for a short-open normal pattern win is set to on (step S1806). The flag for a short-open normal pattern win is a flag indicating that the result of the normal pattern win lottery is a short-open normal pattern win, and it is set to on in step S1707 of the normal pattern variation start process in FIG. 24 when the result of the normal pattern win lottery is a short-open normal pattern win. That is, the MPU 41 determines whether the result of the normal pattern win lottery for the ended normal pattern game is a short-open normal pattern win. When the flag for a short-open normal pattern win is set to on (step S1806: Yes), the MPU 41 shifts the process to step S1807, and when the flag for a short-open normal pattern win is set to off (step S1806: No), that is, when the result of the normal pattern win lottery for the ended normal pattern game is a miss, the MPU 41 shifts the process to step S1812.

[0320] <Steps S1807 and S1808> When the short winning normal pattern flag is set to on (step S1806: Yes), that is, when the result of the normal pattern winning lottery for the ended normal pattern game is a short winning normal pattern, the MPU 41 sets, as the value of the opening time counter, a value corresponding to 0.1 seconds, which is the opening time of the electric accessory 315b (the time when game balls can enter the second winning port 315) in the short winning normal pattern game (step S1807). Then, the MPU 41 sets the short winning normal pattern flag to off (step S1808) and shifts the process to step S1809.

[0321] <Steps S1809 to S1811> When the flag indicating the normal pattern winning type (long opening normal pattern winning flag or short opening normal pattern winning flag) is set to off when the result of the normal pattern winning lottery is a win (step S1805 or S1808), the MPU 41 activates the electric accessory 315b (step S1809). As a result, the second winning port 315 is opened, and a permitted state is set to permit game balls to enter the second winning port 315. Then, the MPU 41 sets an electric accessory opening command to notify the voice lamp control device 5 that the electric accessory 315b is open (step S1810), sets an electric accessory opening flag indicating that the electric accessory 315b is open to on (step S1811), and shifts the process to step S1812.

[0322] Note that the electric accessory opening command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. From this, the voice lamp control device 5 can start an effect indicating that the electric accessory 315b is open, for example, on the symbol display unit 341 or the like, based on the electric accessory opening command.

[0323] <Step S1812> When the process of releasing the electric accessory 315b is executed when the result of the lottery per normal symbol is a winning result (Steps S1803 to S1811), or when both the long-release normal symbol win flag and the short-release normal symbol win flag are set to off (when the result of the lottery per normal symbol is a losing result) (both Steps S1803 and S1806 are No), the MPU 41 sets the normal symbol variation stop display flag indicating that the normal symbol has stopped being displayed (the normal symbol game has ended) to off (Step S1812), and ends the game control process per normal symbol.

[0324] <Step S1813> When the normal symbol variation stop display flag is off (Step S1801: No), the MPU 41 determines whether the electric accessory release in progress flag, which is set to on when the electric accessory 315b is released in Step S1811 of the game control process per normal symbol, is set to on (Step S1813). That is, the MPU 41 determines whether the game per normal symbol is being executed. When the electric accessory release in progress flag is set to on (Step S1813: Yes), that is, when the game per normal symbol is being executed, the process proceeds to Step S1814. On the other hand, when the electric accessory release in progress flag is set to off (Step S1813: No), that is, when the game per normal symbol is not being executed, the game control process per normal symbol is ended.

[0325] <Steps S1814 and S1815> When the electric accessory open flag is set to on (step S1813: Yes), that is, when the game per common pattern is being executed, the MPU 41 subtracts 1 from the value of the open time counter set in step S1804 or S1807 of the game control process per common pattern (step S1814), and determines whether the value of the open time counter after subtraction is 0 (step S1815). That is, the MPU 41 determines whether it is the timing to return the electric accessory 315b. When the value of the open time counter after subtraction is 0 (step S1815: Yes), that is, when it is the timing to return the electric accessory 315b, the process proceeds to step S1816. On the other hand, when the value of the open time counter after subtraction is not 0 (step S1815: No), that is, when it is not the timing to return the electric accessory 315b, the game control process per common pattern ends.

[0326] <Steps S1816 to S1818> When the value of the open time counter after subtraction is 0 (step S1815: Yes), that is, when it is the timing to return the electric accessory 315b, the MPU 41 returns the electric accessory 315b (step S1816). As a result, the second winning port 315 is closed, and the entry of game balls into the second winning port 315 is restricted. Then, the MPU 41 sets an electric accessory closing command to notify the voice lamp control device 5 that the electric accessory 315b has been closed (step S1817), sets the electric accessory open flag indicating that the electric accessory 315b is open to off (step S1818), and ends the game control process per common pattern.

[0327] Note that the electric accessory closing command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. As a result, the voice lamp control device 5 can end the effect indicating that the electric accessory being executed in, for example, the symbol display unit 341 is open, based on the electric accessory closing command.

[0328] [Special Figure Game Control Process] Here, FIG. 26 is a flowchart showing an example of the procedure of the special figure game control process executed in step S1406 in the main process of FIG. 21. In the special figure game control process, the stored content of the special figure reservation storage area 412b set in the RAM 412 of the main control device 4 is updated, and the progress of the first special figure game or the second special figure game is controlled. For example, the variable display and stop display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363 are controlled. Hereinafter, the special figure game control process will be described with reference to FIG. 26.

[0329] <Step S1901> As shown in FIG. 26, in step S1901, the MPU 41 determines whether the jackpot game in progress flag indicating that the jackpot game is being executed is on. The jackpot game in progress flag is set on in step S2206 when the jackpot game is started in the jackpot game control process of FIG. 29 described later, and is set off in step S2252 when the jackpot game ends.

[0330] If the jackpot game in progress flag is on (step S1901: Yes), that is, if the jackpot game is being executed, the MPU 41 ends the special figure game control process. That is, in this embodiment, when the jackpot game is being executed, the special figure game is not started. Of course, the special figure game may be started during the execution of the jackpot game.

[0331] On the other hand, if the jackpot game in progress flag is off (step S1901: No), that is, if the jackpot game is not being executed, the MPU 41 transfers the process to step S1902.

[0332] <Step S1902> When the jackpot game flag is off (step S1901: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the special figure variation display flag indicating that the first special symbol or the second special symbol is in the variation display (during the execution of the first special figure game or the second special figure game) is on (step S1902). The special figure variation display flag is set on in step S2107 when the variation display of the first special symbol or the second special symbol starts in the special figure variation start process of FIG. 28 described later, and is set off in step S1909 when the first special symbol or the second special symbol stops being displayed in the special figure game control process.

[0333] When the special figure variation display flag is on (step S1902: Yes), that is, when the special symbol is in the variation display (during the execution of the special figure game), the MPU 41 transfers the process to step S1906. On the other hand, when the special figure variation display flag is off (step S1902: No), that is, when the special symbol is not in the variation display (during the execution of the special figure game) when the jackpot game is not being executed, the MPU 41 transfers the process to step S1903.

[0334] <Step S1903> When the special figure variation display flag is off (step S1902: No), that is, when the special symbol is not in the variation display (during the execution of the special figure game) when the jackpot game is not being executed, the MPU 41 determines whether both the first special figure reserved number N stored in the first special figure reserved number storage area NAA of the special figure reserved storage area 412b and the second special figure reserved number M stored in the second special figure reserved number storage area NAB are 0 (step S1903).

[0335] When both the first special drawing reserved number N and the second special drawing reserved number M are 0 (step S1903: Yes), that is, when there is no reservation of the right to execute the first special drawing game and no reservation of the right to execute the second special drawing game, the MPU 41 ends the special drawing game control process. On the other hand, when either the first special drawing reserved number N or the second special drawing reserved number M is not 0 (step S1903: No), that is, when there is at least one of the reservation of the right to execute the first special drawing game and the reservation of the right to execute the second special drawing game, the process proceeds to step S1904.

[0336] <Step S1904> When either the first special drawing reserved number N or the second special drawing reserved number M is not 0 (step S1903: No), that is, when there is at least one of the reservation of the right to execute the first special drawing game and the reservation of the right to execute the second special drawing game, the MPU 41 executes a special drawing data setting process for the data of the special drawing pass / fail information (special drawing data) stored in the special drawing reservation storage area 412b (step S1904), and the process proceeds to step S1905. The details of the special drawing data setting process will be described later with reference to FIG. 27.

[0337] <Step S1905> In step S1905, the MPU 41 executes a special drawing variation start process for starting the variation display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363 (executing the first special drawing game or the second special drawing game), and ends the special drawing game control process. The details of the special drawing variation start process will be described later with reference to FIG. 28.

[0338] <Step S1906> When the special figure change display flag is ON (step S1902: Yes), that is, when the first special symbol or the second special symbol is in the change display (during the execution of the special figure game), the MPU 41 determines whether the special figure change display time set in the special figure change pattern setting process of step S2104 in the special figure change start process of FIG. 28 described later has elapsed since the start of the change display of the first special symbol or the second special figure game (step S1906). That is, the MPU 41 determines whether it is the timing to stop the display of the special symbol in the change display and end the special figure game.

[0339] When the special figure change display time has elapsed since the start of the change display of the first special symbol or the second special symbol (step S1906: Yes), that is, when it is the timing to stop the display of the special symbol in the change display and end the special figure game, the process proceeds to step S1907. On the other hand, when the change display time has not elapsed since the start of the change display of the first special symbol or the second special symbol (step S1906: No), that is, when it is not the timing to stop the display of the special symbol in the change display and end the special figure game, the special figure game control process ends.

[0340] <Steps S1907 - S1909> When the change display time has elapsed since the start of the change display of the first special symbol or the second special symbol (step S1906: Yes), that is, when it is the timing to stop the display of the special symbol in the change display and end the special figure game, the MPU 41 stops and displays the special symbol in a manner corresponding to the result of the jackpot lottery for the special figure game on the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (step S1907). Then, the MPU 41 sets the special figure change stop flag indicating that the first special symbol or the second special symbol has stopped being displayed to ON (step S1908), sets the special figure change display flag indicating that the first special symbol or the second special symbol is in the change display (the special figure game is being executed) to OFF (step S1909), and ends the special figure game control process.

[0341] [Special Figure Data Setting Process] Here, FIG. 27 is a flowchart showing an example of the procedure of special figure data setting processing executed by the MPU 41 in step S1904 of FIG. 26. In the special figure data setting processing, the stored content of the special figure hold storage area 412b set in the RAM 412 of the main control device 4 is updated. Hereinafter, the special figure data setting processing will be described with reference to FIG. 27.

[0342] <Step S2001> As shown in FIG. 27, in step S2001, the MPU 41 determines whether the second special figure hold number M for the second special figure game is 0. When the second special figure hold number M is 0 (step S2001: Yes), that is, when there is no second special figure hold for the second special figure game and there is a first special figure hold for the first special figure game (see step S1903 in the special figure game control processing of FIG. 26), the process proceeds to step S2002. On the other hand, when the second special figure hold number M is not 0 (step S2001: No), that is, when there is a second special figure hold for the second special figure game, the process proceeds to step S2005. That is, by determining whether the second special figure hold number M for the second special figure game is 0, the MPU 41 starts the second special figure game prior to the first special figure game.

[0343] In this embodiment, the second special figure game is started prior to the first special figure game. However, the first special figure game may be started prior to the second special figure game. Also, the special figure game may be started according to the order of entry (hold order) of the game balls into the first winning opening 314 or the second winning opening 315, and either the first special figure game or the second special figure game may be executed. Further, without providing a priority order for starting the first special figure game and the second special figure game, the first special figure game and the second special figure game may be executed independently of each other, and the first special figure game and the second special figure game may be executed simultaneously (so-called simultaneous variation of special figures).

[0344] <Steps S2002 to S2004> When the second special figure reserved number M is 0 (step S2001: Yes), the MPU 41 subtracts 1 from the first special figure reserved number N stored in the first special figure reserved number storage area NAA of the first special figure reserved storage area REA (step S2002), and moves the special figure approval information from the first reserved area REA1 of the first special figure reserved storage area REA to the special figure execution area AE (step S2003). Subsequently, the MPU 41 shifts the special figure approval information of the second to fourth reserved areas REA2 to REA4 of the first special figure reserved storage area REA one by one (step S2004). Specifically, in step S2004, the special figure approval information of the second reserved area REA2 of the first special figure reserved storage area REA is moved to the first reserved area REA1, the special figure approval information of the third reserved area REA3 is moved to the second reserved area REA2, and the special figure approval information of the fourth reserved area REA4 is moved to the third reserved area REA3. When the process of step S2004 is completed, the MPU 41 transfers the process to step S2008.

[0345] <Steps S2005 - S2007> When the second special figure reserved number M is not 0 (step S2001: No), the MPU 41 subtracts 1 from the second special figure reserved number M stored in the second special figure reserved number storage area NAB of the second special figure reserved storage area REB (step S2005), and moves the special figure approval information from the first reserved area REB1 of the second special figure reserved storage area REB to the special figure execution area AE (step S2006). Subsequently, the MPU 41 shifts the special figure approval information of the second to fourth reserved areas REB2 to REB4 of the second special figure reserved storage area REB one by one (step S2007). Specifically, in step S2007, the special figure approval information of the second reserved area REB2 is moved to the first reserved area REB1, the special figure approval information of the third reserved area REB3 is moved to the second reserved area REB2, and the special figure approval information of the fourth reserved area REB4 is moved to the third reserved area REB3. When the process of step S2007 is completed, the MPU 41 transfers the process to step S2008.

[0346] <Step S2008> In step S2008, the MPU 41 sets a special drawing shift command indicating that the special drawing pass / fail information in the first to fourth reserved areas REA1 to REA4 of the first special drawing storage area REA or the first to fourth reserved areas REB1 to REB4 of the second special drawing storage area REB has shifted to the RAM 412, and ends the special drawing data setting process. This special drawing shift command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can change the number of reserved displays corresponding to the first special drawing reservation and the second special drawing reservation displayed on the symbol display unit 341 based on the special drawing shift command.

[0347] [Special Drawing Variation Start Process] Here, FIG. 28 is a flowchart showing an example of the procedure of the special drawing variation start process executed by the MPU 41 in step S1905 of FIG. 26. In the special drawing variation start process, the first special game or the second special drawing game (special drawing game) is started by the start of the variation display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363, and various processes associated with the start of the special drawing game are executed. Hereinafter, the special drawing variation start process will be described with reference to FIG. 28.

[0348] <Step S2101> As shown in FIG. 28, in step S2101, the MPU 41 determines whether the game state is a probability-variable game state in the high probability mode. Whether it is in the high probability mode is determined by whether the probability-variable game state flag indicating that the game state is a probability-variable game state in the high probability mode is set to on. The probability-variable game state flag is set to on when the game state is shifted from the probability-variable big win game state to the probability-variable game state in step S2317 of FIG. 34 in the game state transition process described later, and is set to off when the game state is shifted from the probability-variable game state to the probability-variable big win game state or the normal big win game state in step S2309 of FIG. 33.

[0349] When the gaming state is a probability-variable gaming state in the high-probability mode (step S2101: Yes), the MPU 41 proceeds with the process to step S2102. When the gaming state is not a probability-variable gaming state in the high-probability mode (step S2101: No), that is, when the gaming state is a short gaming state or a normal gaming state in the low-probability mode, the MPU 41 proceeds with the process to step S2103.

[0350] <Steps S2102 and S2103> When the gaming state is a probability-variable gaming state in the high-probability mode (step S2101: Yes), the MPU 41 reads out a high-probability mode pass / fail table (see FIG. 9(B)) that is stored according to the game setting values in step S2410 of the game setting value change process in FIG. 35 described later, and executes a pass / fail determination based on the high-probability mode pass / fail table (step S2102).

[0351] On the other hand, when the gaming state is not a probability-variable gaming state in the high-probability mode (step S2101: No), that is, when the gaming state is a short gaming state or a normal gaming state in the low-probability mode, the MPU 41 reads out a low-probability mode pass / fail table (see FIG. 9(A)) that is stored according to the game setting values in step S2410 of the game setting value change process in FIG. 35 described later, and executes a pass / fail determination based on the low-probability mode pass / fail table (step S2103).

[0352] In steps S2102 and S2103, a pass / fail determination is executed based on the high-probability mode pass / fail table or the low-probability mode pass / fail table that is stored according to the game setting values in step S2410 of the game setting value change process in FIG. 35 described later. However, in steps S2102 and S2103, after reading out the game setting values stored in step S2408 in the game setting value change process in FIG. 35 described later, a pass / fail determination may be made by selecting one by one the high-probability mode pass / fail table or the low-probability mode pass / fail table corresponding to the game setting values.

[0353] <Step S2104> When the determination of pass / fail is made in step S2102 or S2103, the MPU 41 sets the variation display time of the first special symbol or the second special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 in the special figure game as a special figure variation pattern (step S2104).

[0354] Note that the variation display time (special figure variation pattern) of the first special symbol or the second special symbol is set based on the special figure variation type counter CS1 and the normal big win variation table (see FIG. 10(A)) when the result of the pass / fail determination in step S2102 or S2103 is a normal big win, and is set based on the special figure variation type counter CS1 and the sure win big win variation table (see FIG. 10(B)) when the result of the pass / fail determination in step S2102 or S2103 is a sure win big win, and is set based on the special figure variation type counter CS1 and the losing variation table (see FIG. 10(C)) when the result of the pass / fail determination in step S2102 or S2103 is a loss.

[0355] <Step S2105> In step S2105, the MPU 41 sets a special figure variation pattern command including the lottery result in the big win lottery for the special figure game, which is the result of the pass / fail determination in step S2102 or S2103, and the special figure variation pattern set in step S2104, in the RAM 412, and transfers the process to step S2106. The special figure variation pattern command is transmitted to the voice lamp control device 5 in step S1401 of the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can execute a special figure game effect on the symbol display section 341 or the like based on the special figure variation pattern command.

[0356] Note that, as described above, when the result of the big hit lottery is "normal big hit", the MPU 41 sets one of "A01" to "A03" with "A" indicating that it is a 5R normal big hit in the special figure variation patterns "01" to "03" as the special figure variation pattern command in the RAM 412. Also, when the result of the big hit lottery is "5R sure win big hit", the MPU 41 sets one of "B01" to "B03" with "B" indicating that it is a 5R sure win big hit in the special figure variation patterns "01" to "03" as the special figure variation pattern command in the RAM 412. Further, when the result of the big hit lottery is "16R sure win big hit", the MPU 41 sets one of "C01" to "C03" with "C" indicating that it is a 16R sure win big hit in the special figure variation patterns "01" to "03" as the special figure variation pattern command in the RAM 412. Also, when the result of the big hit lottery is "miss", the MPU 41 sets one of "D01" to "D08" with "D" indicating a miss in the special figure variation patterns "01" to "08" as the special figure variation pattern command in the RAM 412. Also, when the result of the big hit lottery is "miss", the MPU 41 includes information indicating the miss type (front and back miss reach, reach other than front and back miss, complete miss) in the special figure variation pattern command.

[0357] <Step S2106> In step S2106, the MPU 41 starts the special figure game by starting the variable display of the special figure on the first special figure display section 362 or the second special figure display section 363 of the main display section 36, and transfers the process to step S2107.

[0358] Note that when the MPU 41 starts the variable display of the special figure, it adds 1 to the "cumulative big hit lottery count" stored in the game information storage area 412d set in the RAM 412. Further, when the result of the win / loss determination based on the low probability mode win / loss table in step S2103 is a miss, the MPU 41 adds 1 to the "consecutive miss count" stored in the game information storage area 412d, and clears the "consecutive miss count" to 0 when the win / loss result is a big hit.

[0359] <Step S2107> In step S2107, the MPU 41 sets on a special figure variable display flag indicating that the special figure is in variable display (special figure game is being executed), and transfers the process to step S2108. The special figure variable display flag is referred to in step S1902 in the special figure game control process of FIG. 26 to determine whether the special figure is in variable display (special figure game is being executed) in the first special figure display section 362 or the second special figure display section 363 of the main display section 36.

[0360] <Step S2108> In step S2108, the MPU 41 sets off a special figure variable stop flag indicating that the special figure has stopped fluctuating (special figure game has ended), and transfers the process to step S2109. The special figure variable stop flag is set on when the first special figure display section 362 or the second special figure display section 363 of the main display section 36 stops displaying in step S1908 in the special figure game control process of FIG. 26, and is referred to in step S2202 of the jackpot game control process of FIG. 29 described later to determine whether it is the timing ...

Claims

1. A specific game state that is executed when a specific condition is met based on the establishment of a starting condition; a predetermined operation means for executing a predetermined operation state a plurality of times when the specific game state is reached; a control means for executing control relating to the specific game state and control of the predetermined operation means; A gaming machine equipped with The control means the device is configured to be capable of generating either a first state that is predetermined in association with the stop of the predetermined operating state or a second state that is different from the first state that is predetermined in association with the stop of the predetermined operating state during a period from the start of the predetermined operating state until a specified period has elapsed, and when at least the first state or the second state occurs after the predetermined operation means has entered the predetermined operation state in the specific game state, the predetermined operation means is shifted to a predetermined stop state, a maintenance state execution means for maintaining the predetermined operation means in the predetermined stopped state for at least a predetermined period when the predetermined operation means is shifted to the predetermined stopped state, A gaming machine characterized in that, in the specific gaming state, when the first state occurs and causes the predetermined operation means to transition to the predetermined stopped state, the predetermined operation state is transitioned to earlier than when the second state occurs and causes the predetermined operation means to transition to the predetermined stopped state.

2. A gaming machine as described in claim 1, characterized in that the second state is more advantageous to the player than the first state.