Gaming machine

The gaming machine enhances player engagement by incorporating special games, reserved displays, and notice presentations with sound and light effects, addressing the lack of excitement in conventional machines.

JP2026026438APending Publication Date: 2026-02-17KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024122191
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-29
Publication Date
2026-02-17

AI Technical Summary

Technical Problem

Conventional gaming machines lack features that enhance player engagement and enjoyment beyond the emphasis on effect symbols.

Method used

A gaming machine equipped with operable presentation means, judgment means, storage means, and presentation control means to execute special games, display reserved icons, and provide notice presentations with specific sounds and light emissions based on judgment results, allowing for various effect actions and changes to increase game excitement.

Benefits of technology

The solution increases player enjoyment by providing dynamic and engaging game experiences through special games, reserved displays, and notice presentations, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of improving interest in a game.SOLUTION: The game machine can execute a winning time notice performance for performing a specific sound and specific light emission when a game ball enters a start port, and can execute a first performance operation of a performance means and a second performance operation after the first performance operation during a variation performance. A first change performance for changing an impression of a reservation icon and a second change performance for changing an impression of a second performance operation of a performance means can be executed, and the second change performance is more easily executed in a variation performance when a winning time notice performance and the first change performance are executed than when the winning time notice performance is not executed and the first change performance is executed.SELECTED DRAWING: Figure 118
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Description

[Technical Field]

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

[0002] Among conventional gaming machines, there are gaming machines that perform a variable effect in which a display pattern is displayed in a variable manner and then stopped based on the determination result of determination information acquired when an acquisition condition is met.

[0003] Among such gaming machines, there are some that execute an effect that emphasizes effect symbols (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2020-127515 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in the gaming machines described in the above patent documents, there was room for improvement to increase the interest in the game, as they only emphasize the performance symbols.

[0006] The present invention has been made in consideration of the above-mentioned problems, and has as its object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] In order to solve the above-mentioned problems, the present invention provides a gaming machine capable of executing special games (jackpot games, small jackpot games) advantageous to players, which comprises: operable presentation means (first movable member, presentation button, etc.); judgment means for judging judgment information (special symbol judgment information, normal symbol judgment information) acquired by the establishment of an acquisition condition (ball entering a starting hole, ball entering a normal symbol gate); storage means for storing the judgment information as a reserved memory; advance judgment means for judging the judgment information before the judgment means; and presentation control means for executing a variable presentation in which identification information (presentation symbols) is displayed in a variable manner and then stopped, based on the judgment result of the judgment means, wherein the presentation control means is capable of displaying a reserved display (reserved icon) corresponding to the reserved memory, and is capable of executing a notice presentation (a notice presentation at the time of winning) accompanied by the output of a specific sound (a winning notice sound) and / or specific light emission (light emission in a notice light emission mode) of a light-emitting means (presentation button LED, etc.), based on the judgment result of the advance judgment means, Based on the determination result, a hold effect can be executed in which the hold display is displayed in a special mode (blue, red, rainbow, etc.) different from the normal mode, a first effect action (notice action, screen destruction action) can be executed to operate the effect means during the variation effect, a second effect action (successful decision action) can be executed to operate the effect means during the variation effect and after the first effect action, a first change effect (highlighting the hold icon) can be executed to change the impression of the hold display, and a second change effect (highlighting the successful decision action) can be executed to change the impression of the second effect action of the effect means, and the second change effect (highlighting the successful decision action) is more likely to be executed in the variation effect when the notice effect (notice effect when winning) and the first change effect (highlighting the hold icon) are executed than when the notice effect (notice effect when winning) is not executed and the first change effect (highlighting the hold icon) is executed. [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. [Figure 2] FIG. 2 is a perspective view of a portion of the front side of the gaming machine. [Figure 3] This is an oblique view of the gaming machine without the glass frame. [Figure 4] FIG. [Figure 5] FIG. 2 is a block diagram of the gaming machine and peripheral devices. [Figure 6] FIG. 2 is a block diagram of the gaming machine and peripheral devices. [Figure 7] A diagram showing a list of messages related to communication between the main control board and the frame control board. [Figure 8] 10 is a flowchart showing main processing of the main control board. [Figure 9] 10 is a flowchart showing main processing of the main control board. [Figure 10] 10 is a flowchart showing main processing of the main control board. [Figure 11] 10 is a flowchart showing a timer interrupt process of the main control board. [Figure 12] 10 is a flowchart showing an input control process of the main control board. [Figure 13] This is a flowchart showing the first start port detection switch input processing of the main control board. [Figure 14] 10 is a flowchart showing the special diagram special voltage control processing of the main control board. [Figure 15] 10 is a flowchart showing the special symbol memory determination process of the main control board. [Figure 16] 10 is a flowchart showing the jackpot determination process of the main control board. [Figure 17] FIG. 10 is a diagram showing a jackpot determination table for special symbols. [Figure 18] FIG. 10 is a diagram showing a special symbol determination table. [Figure 19] A figure showing a special chart fluctuation pattern determination table for non-time-saving states. [Figure 20] A figure showing a special chart fluctuation pattern determination table for time-saving mode. [Figure 21] FIG. 10 is a diagram showing a pre-determination table. [Figure 22] 10 is a flowchart showing the special pattern variation processing of the main control board. [Figure 23] 10 is a flowchart showing the special symbol stop processing of the main control board. [Figure 24] 10 is a flowchart showing the jackpot game processing of the main control board. [Figure 25] 10 is a flowchart showing the small win game processing of the main control board. [Figure 26] 10 is a flowchart showing the jackpot game ending processing of the main control board. [Figure 27] FIG. 10 is a diagram showing a game status setting table. [Figure 28] This is a game flow of the gaming machine. [Figure 29] 10 is a flowchart showing the acquisition upper limit management process of the main control board. [Figure 30] 10 is a flowchart showing an increment counter update process for a main control board. [Figure 31] 10 is a flowchart showing the process of determining whether the acquisition upper limit device is activated on the main control board. [Figure 32] 10 is a flowchart showing an error control process of the main control board. [Figure 33] 10 is a flowchart showing the HC / fraud monitoring information management processing of the main control board. [Figure 34] FIG. 10 is a diagram showing a list of messages related to communication between the frame control board and the dedicated unit. [Figure 35] 10 is a flowchart showing the main processing of the frame control board. [Figure 36] 10 is a flowchart showing a timer interrupt process of the frame control board. [Figure 37] 10 is a flowchart showing an error control process of the frame control board. [Figure 38] A diagram showing the display content and display priority of the frame control display when various alarm events occur. [Figure 39] FIG. 2 is a diagram showing the connection relationship between the gaming machine and other devices. [Figure 40] FIG. 2 is a diagram showing an information signal output from the gaming machine. [Figure 41] 10A and 10B are diagrams showing game information and test information that are output when various events occur. [Figure 42] 10A and 10B are diagrams showing game information and test information that are output when various events occur. [Figure 43] 10A and 10B are diagrams showing game information and test information that are output when various events occur. [Figure 44] 10 is a timing chart showing the output of various signals when a gaming ball enters a general winning slot. [Figure 45] 10 is a timing chart showing the output of various signals when a gaming ball enters the starting hole. [Figure 46] 1 is a timing chart 1 relating to the output of various signals when a special symbol is displayed in a variable manner. [Figure 47] 10 is a timing chart 2 relating to the output of various signals when a variable display of a special symbol is performed. [Figure 48] 10 is a timing chart showing the output of various signals when the winning limit device is activated during the variable display of special symbols. [Figure 49] 10 is a timing chart showing the output of various signals when a second jackpot game is executed. [Figure 50] 10 is a timing chart showing the output of various signals when a third jackpot game is executed. [Figure 51] This is a timing chart for the output of various signals when transitioning to a time-saving game state after the end of a jackpot game. [Figure 52] 10 is a timing chart showing the output of various signals when the winning limit device is activated during a jackpot game. [Figure 53] 10 is a timing chart showing the output of various signals when the winning limit device is activated during the time-saving game mode. [Figure 54] 10 is a timing chart relating to the output of various signals when the glass frame / inner frame is opened. [Figure 55]10 is a timing chart relating to the output of various signals when a radio wave detection error / magnet detection error occurs. [Figure 56] This is a timing chart regarding the output of various signals when a game ball enters a general winning slot while a communication error occurs. [Figure 57] 10 is a timing chart showing the output of various signals when a game ball enters the starting hole while a communication error occurs. [Figure 58] 10 is a timing chart showing the output of various signals when a variable display of a special symbol is performed while a communication error occurs. [Figure 59] This is a timing chart showing the output of various signals when a 4-round jackpot game is executed while a communication error occurs. [Figure 60] This is a timing chart showing the output of various signals when the game is controlled to a special probability game state during a communication error. [Figure 61] 10 is a flowchart showing the main processing of the performance control unit. [Figure 62] 10 is a flowchart showing timer interrupt processing of the performance control unit. [Figure 63] 10 is a flowchart showing a command analysis process of the performance control unit. [Figure 64] 10 is a diagram showing types of notifiable events, priorities of notifiable events, and notification modes of notifiable events. FIG. [Figure 65] 10 is a diagram showing types of notifiable events, priorities of notifiable events, and notification modes of notifiable events. FIG. [Figure 66] 10 is a diagram showing types of notifiable events, priorities of notifiable events, and notification modes of notifiable events. FIG. [Figure 67] 10 is a flowchart showing an icon change effect determination process performed by the effect control unit. [Figure 68] FIG. 10 is a diagram showing an icon final display mode determination table. [Figure 69] FIG. 10 is a diagram showing a change scenario determination table. [Figure 70] This is a flowchart showing the process of determining the preview performance when a prize is won by the performance control unit. [Figure 71]A figure showing a table for determining the preview performance pattern when winning. [Figure 72] 10 is a flowchart showing the continuous preview performance determination process of the performance control unit. [Figure 73] A figure showing a consecutive preview type determination table. [Figure 74] A figure showing a consecutive preview type determination table. [Figure 75] A figure showing a continuous preview performance scenario determination table. [Figure 76] A figure showing a continuous preview performance scenario determination table. [Figure 77] 10 is a flowchart showing the variable presentation pattern determination process of the presentation control unit. [Figure 78] A figure showing a variable effect pattern determination table. [Figure 79] A figure showing a variable effect pattern determination table. [Figure 80] 10 is a flowchart showing the process of determining a winning preview effect performed by the effect control unit. [Figure 81] FIG. 10 is a diagram showing a pre-reach notice determination table. [Figure 82] FIG. 10 is a diagram showing a dialogue preview pattern determination table. [Figure 83] 10A and 10B are diagrams showing a step-up notice pattern determination table and an action notice pattern determination table. [Figure 84] FIG. 10 is a diagram showing a pseudo consecutive effect pattern determination table. [Figure 85] FIG. 10 is a diagram showing a reach-achi achievement effect pattern determination table. [Figure 86] FIG. 10 is a diagram showing a development effect pattern determination table. [Figure 87] FIG. 10 is a diagram showing a cut-in effect pattern determination table. [Figure 88] FIG. 10 is a diagram showing a deciding effect pattern determination table. [Figure 89] 10A and 10B are diagrams showing a re-lottery effect pattern determination table and a fixed effect pattern determination table. [Figure 90]FIG. 10 is a diagram showing an example of an icon change effect. [Figure 91] A figure showing an example of a preview effect when a prize is won. [Figure 92] A figure showing an example of a pre-reading chance eye effect. [Figure 93] FIG. 10 is a diagram showing an example of a pre-reading effect presentation. [Figure 94] A figure showing an example of a pre-reading action presentation. [Figure 95] A figure showing an example of a pre-reading countdown effect. [Figure 96] A figure showing an example of a step-up preview effect. [Figure 97] A figure showing an example of an action preview performance. [Figure 98] This is a diagram showing examples of dialogue preview effects, pseudo consecutive effects, and reach completion effects. [Figure 99] This is a diagram showing examples of dialogue preview effects, pseudo consecutive effects, and reach completion effects. [Figure 100] This is a diagram showing examples of reach-establishment effects and normal development effects. [Figure 101] A figure showing examples of reach-achi achievement effects and screen shake development effects. [Figure 102] A figure showing examples of reach-achi achievement effects and screen destruction development effects. [Figure 103] FIG. 10 is a diagram showing an example of a cut-in effect. [Figure 104] FIG. 10 is a diagram showing an example of a successful shot effect. [Figure 105] FIG. 10 is a diagram showing an example of a failed shot effect. [Figure 106] FIG. 10 is a diagram showing an example of a jackpot game presentation that may or may not result in a normal RUSH. [Figure 107] FIG. 10 is a diagram showing an example of a jackpot game presentation that may or may not result in a normal RUSH. [Figure 108] FIG. 10 is a diagram showing an example of a jackpot game presentation that may or may not result in a normal RUSH. [Figure 109]A figure showing an example of a variable presentation that confirms a higher-ranking RUSH during normal gameplay. [Figure 110] A figure showing an example of a variable presentation that confirms a higher-ranking RUSH during normal gameplay. [Figure 111] FIG. 10 is a diagram showing an example of a jackpot game presentation that determines whether or not a higher-ranking RUSH will result. [Figure 112] This is a diagram showing an example of a variable effect in which a chance effect is executed in a higher-rank RUSH. [Figure 113] FIG. 10 is a diagram showing an example of a result effect executed in the higher RUSH mode. [Figure 114] FIG. 10 is a diagram showing an example of a result effect executed in the higher RUSH mode. [Figure 115] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 116] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 117] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 118] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 119] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 120] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 121] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 122] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 123] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 124] 10 is a table showing the frequency of occurrence of emphasis effects. [Figure 125] A diagram showing the timing at which each emphasis effect can be executed in the variable effect. [Figure 126] A diagram showing the timing at which each emphasis effect can be executed in the variable effect. [Figure 127] A diagram showing the timing at which each emphasis effect can be executed in the variable effect. [Figure 128] A diagram showing the timing at which each emphasis effect can be executed in the variable effect. [Figure 129] A diagram showing the timing at which each emphasis effect can be executed in the variable effect. [Figure 130] A diagram showing the timing at which each emphasis effect can be executed in the variable effect. [Figure 131] A diagram showing the timing at which each emphasis effect can be executed in the variable effect. [Figure 132] A diagram showing the number of times that emphasis effects can be performed for each variable effect pattern. [Figure 133] This is a timing chart showing the timing from the execution of various highlight effects to the stopping and display of the effect patterns. [Figure 134] 10 is a flowchart showing the setting information suggestion process of the performance control unit. [Figure 135] A figure showing an example of a setting suggestion effect. DETAILED DESCRIPTION OF THE INVENTION

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

[0011] (Configuration of gaming machine) First, the configuration of the gaming machine 1 will be described with reference to Figures 1 to 4. Figure 1 is a front view of the gaming machine 1, Figure 2 is a perspective view of a portion of the front side of the gaming machine 1, Figure 3 is a perspective view of the gaming machine 1 excluding the glass frame 4, and Figure 4 is a rear view of the gaming machine.

[0012] The gaming machine 1 is provided with an outer frame 2, an inner frame 3 rotatably supported on the front side of the outer frame 2, a glass frame 4 rotatably supported on the front side of the inner frame 3, and a gaming board 5 on which a gaming area 5a is formed through which gaming balls (gaming media) flow down.

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, and a decorative plate 2b attached to the lower front of the base frame 2a. The outer frame 2 is fixed to the arcade's island equipment via fixing members (e.g., nails or fasteners).

[0014] The inner frame 3 has a recessed game board mounting portion 25 with an open front for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 at one horizontal end (the left side in Fig. 3) via a first hinge mechanism 6, and is supported rotatably with the first hinge mechanism 6 as a fulcrum. Therefore, when the inner frame 3 is rotated like a door relative to the outer frame 2, the back side of the inner frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the inner frame 3.

[0015] The glass frame 4 is detachably connected to the front side of the inner frame 3 via the second hinge mechanism 7 at one horizontal end (the left side in Fig. 3) so as to cover the front of the game board mounting portion 25 of the inner frame 3, and is rotatably supported with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the inner frame 3, the game area 5a of the game board 5 and the front portion of the inner frame 3 can be opened or closed.

[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in approximately the center part near the top of the glass frame 4, and a transparent member 8a (glass plate, acrylic plate, etc.) is attached to cover the opening 8 from the rear, making it possible to see the playing area 5a of the playing board 5 attached to the playing board attachment part 25 of the inner frame 3 through this opening 8 and the transparent member 8a.

[0017] Around the opening 8 in the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an operation unit section 11 in which various operation devices (such as the performance button device 16 and selection button device 18 described below) are provided, a launch operation device 13 that can be operated to launch game balls, and a third image display device 72 (left side sub-display device) and a fourth image display device 73 (right side sub-display device) each consisting of an LCD display.

[0018] The audio output devices 9 are provided at two locations on the top and two locations on the bottom of the glass frame 4, spaced apart, to produce sound (music, audio) effects by outputting background music (BGM), sound effects (SE), etc. A plurality of frame lighting devices 10 are provided around the periphery of the opening 8, and produce lighting effects by changing the direction of light emitted and the color of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up when the inner frame 3 or glass frame 4 is opened, and a top lamp 10b that is controlled to light up when a predetermined effect is executed, etc.

[0019] The operation unit section 11 has a shape that bulges forward, and in the central part of the top surface is provided an effect button device 16 that can be operated by the player, and in the left part of the top surface is provided a selection button device 18 that can be operated by the player, and between the effect button device 16 and the selection button device 18 and further back than the selection button device 18 is provided a counting button 20 that can be operated by the player, and behind the counting button 20 is provided a game ball number display 135 for displaying the number of game balls (game value amount) owned by the player.

[0020] In addition, an item storage area (receiving area) for players to place items (such as mobile phones, drinks, cigarettes, etc.) used to secure (play with) the gaming machine 1 may be provided in a position on the operation unit 11 that does not overlap the game ball count display 135 (for example, a position to the right of the top surface of the operation unit).

[0021] The effect button device 16 is provided with an effect button 17 that can be pressed by the player, an effect button detection switch 17a (see Figure 5) that detects the pressing operation on the effect button 17, and a button drive device 17b (see Figure 5) for driving the effect button 17, allowing the player to input specified information into the gaming machine 1.

[0022] The effect button 17 can produce a light-emitting effect by lighting up the effect button LED (full color), which is part of the frame lighting device 10 (see FIG. 5), in a predetermined light-emitting pattern (for example, white, red, or rainbow color). The effect button 17 can also be moved vertically between a standby position (origin position) located below and an effect position located above by the driving force of a button drive motor, which is part of the button drive device 17b, and a button position detection sensor (not shown) detects that the button is in the origin position. Furthermore, the effect button 17 can produce a light-emitting effect by vibrating in a predetermined vibration pattern by the driving force of a button vibration motor, which is part of the button drive device 17b.

[0023] The selection button device 18 is provided with a joystick 19 that the player can operate in the up, down, left and right directions, and a joystick detection switch 19a (see Figure 5) for detecting operations on the joystick 19, allowing the player to input specified information into the gaming machine 1.

[0024] The counting button 20 is provided with a counting button switch 20a for detecting pressing of the counting button 20, and when operated by the player, the number of game balls (game value) owned by the player, which is displayed on the game ball count display 135, can be counted (linked to identification information stored in a storage medium such as a membership card or visitor card inserted into a dedicated unit 170 installed alongside the gaming machine 1, and stored and settled on the card itself or in a hall computer, etc., which will be described later).

[0025] The launch operation device 13 is provided with a base 14 fixed to the glass frame 4, a launch handle 15 rotatably mounted on the base 14, a touch sensor 15a (see Figure 5) that detects when the player's hand is touching the launch handle 15, and a launch volume 15b (see Figure 5) consisting of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15, and is able to produce a light-emitting effect by lighting it in a predetermined light-emitting mode using a launch handle light-emitting device (not shown) that is part of the frame lighting device 10 (see Figure 5).

[0026] Furthermore, when a launch permission signal is input from both the main control device 110A and the frame control device 120A described later, when the touch sensor 15a detects that the player's hand is touching the launch handle 15, and when the launch volume 15b detects that the launch handle 15 is being rotated, a ball feed unit 91 described later is driven to send out game balls one by one to the launch pad of the launch device 92 described later, and the game balls are launched by the launch device 92 into the game area 5a of the game board 5. In this embodiment, the sending of the game balls to the launch pad and the subsequent launch of the game balls are operated as a set, so that even if the hand is released from the launch handle 15 at the time the game balls are sent out to the launch pad (before the game balls are launched), the game balls are launched from the launch pad.

[0027] The third image display device 72 and the fourth image display device 73 perform various effects and display various game-related information according to the progress of the game. Specifically, a volume adjustment image for adjusting the volume of the game sounds output from the sound output device 9, a light intensity adjustment image for adjusting the light intensity of various lighting devices and various image displays, a customization image for customizing the game effects, etc. are displayed.

[0028] The inner frame 3 is provided with a recessed game board mounting portion 25 for mounting the game board 5 through the front opening, a ball circulation mechanism 90 for collecting game balls launched from the launching device 92 into the game area 5a and supplying them back to the launching device 92 in order to circulate the game balls within the gaming machine 1, a locking mechanism 27 for locking the glass frame 4 in a closed state, a glass frame open detection switch 31a (see Figure 5) for detecting the opening (opening / closing) of the glass frame 4, an inner frame open detection switch 31b (see Figure 5) for detecting the opening (opening / closing) of the inner frame 3, and a radio wave detection sensor 58c (see Figure 5) for detecting abnormal radio waves.

[0029] The ball circulation mechanism 90 is provided with a launching device 92 for launching game balls toward the game area 5a, a ball feeding unit 91 for sending game balls one by one to the launch pad of the launching device 92, a lifting and polishing device 95 for lifting up the supplied game balls while polishing them, a ball passage unit 94 for allowing game balls that have flowed down the game area 5a to flow down to the entrance of the lifting and polishing device 95 and for allowing game balls lifted by the lifting and polishing device 95 to flow down to the entrance of the ball feeding unit 91, and a foul ball passage unit 93 for allowing game balls (foul balls) that have been launched by the launching device 92 but have returned without flying into the game area 5a to join the ball passage unit 94.

[0030] The ball feeding unit 91 is provided with a subtraction inlet switch 91b (see Figure 5) for detecting game balls flowing down the ball passage unit 94, a subtraction solenoid 91a (see Figure 5) for sending the game balls detected by the subtraction inlet switch 91b to the launching device 92, and a subtraction outlet switch 91c (see Figure 5) for detecting game balls sent to the launching device 92 by the operation of the subtraction solenoid 91a.

[0031] The launching device 92 is provided with a launching pad (not shown) on which the game balls sent out from the ball feeding unit 91 are parked, a launching pad switch 92a (see Figure 5) for detecting the game balls parked on the launching pad, and a launching solenoid 92b (see Figure 5) for operating a launching hammer (not shown) for launching the game balls parked on the launching pad.

[0032] The foul ball passage unit 93 is provided with a foul ball passage (not shown) for allowing game balls (foul balls) that return without flying into the game area 5a to merge with the ball passage unit 94, and a foul ball switch 93a (see Figure 5) for detecting game balls flowing down the foul ball passage.

[0033] The rear part of the ball passage unit 94 is provided with a winning ball passage (not shown) that collects and allows game balls that have won through the various winning ports provided in the game area 5a to flow down, a winning passage count switch 94a (see Figure 5) for detecting game balls (winning balls) flowing down the winning ball passage, a non-winning ball passage (not shown) that collects and allows game balls that have not won through the various winning ports and flow into the outlet to flow down, a non-winning passage count switch 94b (see Figure 5) for detecting game balls (out balls) flowing down the non-winning ball passage, a merging passage (not shown) that merges game balls that have flowed down the winning ball passage, game balls that have flowed down the non-winning ball passage, and game balls that have flowed down the foul ball passage, and supplies them to the lifting and polishing device 95, and a lift-down switch 94d (see Figure 5) for detecting game balls that are supplied to the lifting and polishing device 95 at the downstream end of the merging passage.

[0034] In addition, the front part of the ball passage unit 94 is provided with a lifted ball passage (not shown) for supplying game balls lifted by the lifting and polishing device 95 to the ball feeding unit 91, a lift up switch 94c (see Figure 5) for detecting game balls lifted by the lifting and polishing device 95 at the upstream end of the lifted ball passage, an excess sensor 94e (see Figure 5) provided in the midstream part of the lifted ball passage (downstream of the lift up switch 94c) for detecting an excess (surplus) of game balls (circulating game balls) waiting in the lifted ball passage, a deficiency sensor 94f (see Figure 5) provided in the downstream part of the lifted ball passage (downstream of the excess sensor 94e) for detecting a deficiency (shortage) of game balls (circulating game balls) waiting in the lifted ball passage, and a ball removal lever (not shown) for removing game balls from the gaming machine through a ball removal port (not shown) provided at the downstream end of the lifted ball passage (downstream of the deficiency sensor 94f).

[0035] The lifting and polishing device 95 is provided with a lift section (not shown) for lifting game balls using the driving force of a motor, a lift origin switch (not shown) for confirming the origin position of the lift section, an abrasive (not shown) for polishing the game balls lifted by the lift section, and an abrasive confirmation switch (not shown) for detecting that the abrasive is attached.

[0036] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and turned in one direction, the lock on the inner frame 3 is released, allowing the inner frame 3 to be opened and closed, and when turned in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.

[0037] Curved inner and outer rails 35, 36 are provided near the outer edge of the gaming board 5, and a gaming area 5a into which gaming balls can flow is formed in the area surrounded by the inner and outer rails 35, 36. A launched ball guide path 38 is formed between the inner and outer rails 35, 36, to guide gaming balls launched by the launching device 92 to the upstream part of the gaming area 5a. An outlet 39 is formed at the most downstream part of the gaming area 5a to guide the gaming balls that have flowed down outside the gaming area (ball passage unit 94).

[0038] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left side game area where game balls launched with a first launch force flow down, and a right side game area where game balls launched with a second launch force stronger than the first launch force flow down, and the left side game area and the right side game area are connected below the decorative frame 40.

[0039] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.

[0040] Three general winning openings 43 through which game balls can always win (enter) are provided at intervals below the left side of the decorative frame 40, and one general winning opening 43 through which game balls can always win (enter) is provided below the right side of the decorative frame 40. When a game ball that has won (entered) through this general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 6), a predetermined number (for example, five) of game balls are added as prize balls (a game bonus is awarded) to the number of game balls (game value) owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125, which will be described later, is updated.

[0041] A first start hole 45 (a start winning area of ​​a first special symbol) is provided below the stage section 42, where game balls can always enter (win), and when a game ball that has entered (wins) this first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 6), a predetermined number of game balls (for example, three) are added as prize balls (a game bonus is awarded) to the number of game balls (game value) owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125, which will be described later, is updated. In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special symbol determination information, which will be described later, is stored).

[0042] Below the decorative frame 40 and diagonally below to the right of the first starting hole 45, there is provided a variable starting section 46 which can be converted from a closed state in which it is impossible or difficult for the game ball to enter (score in), to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of a predetermined condition (a winning result in the winning determination described below).

[0043] The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game ball, and is provided with a second starting port opening / closing member 48 that can move in the forward / backward direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 6) that detects game balls that have won (entered) the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 6) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowance position).

[0044] Then, when a game ball enters the second start hole 47 that has been opened during an auxiliary game described later and is detected by the second start hole detection switch 47a (see FIG. 6), a predetermined number of game balls (for example, two balls) are added as prize balls (a game bonus is awarded) to the number of game balls owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125 described later is updated. In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special game determination information described later is stored).

[0045] The right-side gaming area, which is to the right of the decorative frame 40, is provided with an upstream flow path 85a into which all gaming balls launched toward the right-side gaming area flow, a central flow path 85b into which almost all gaming balls that flow out from the upstream flow path 85a flow, a left-side flow path 85c into which gaming balls that bounce to the left without flowing into the central flow path 85b flow, a right-side flow path 85d into which gaming balls that bounce to the right without flowing into the central flow path 85b flow, a first downstream flow path 85e into which almost all gaming balls that flow out from the central flow path 85b and the right-side flow path 85d flow, and a second downstream flow path 91f into which gaming balls that bounce to the left without flowing into the first downstream flow path 85e and gaming balls that flow out from the left-side flow path 85c flow (see Figure 2(b)).

[0046] At the upstream end of the central flow path 85b, there is provided a normal pattern gate 44 (normal pattern starting area) through which game balls can pass at any time, and when a game ball that has passed through the normal pattern gate 44 is detected by the gate detection switch 44a (see Figure 6), no prize balls (game bonuses) are awarded, but the player is given the right to make a winning judgment as to whether or not to play the auxiliary game (opening of the second starting port 47 described later) (normal pattern judgment information described later is stored).

[0047] In the middle of the central flow path 85b, there is provided a first variable winning section 49 (first variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win a prize based on the fulfillment of a predetermined condition (a jackpot being determined in the jackpot determination).

[0048] The first variable prize winning section 49 (variable prize winning device) has an upper surface that slopes downward in the left-right direction (right side in Figure 1) to form a flow path for game balls, and is provided with a first large prize winning opening / closing member 51 that can move in the front-to-back direction, a first large prize winning opening 50 (winning area) that opens upward directly below the first large prize winning opening / closing member 51, a first large prize winning opening detection switch 50a (see Figure 6) that detects game balls that have won (entered) into the first large prize winning opening 50, and a first large prize winning opening opening / closing solenoid 51b (see Figure 6) that converts the first large prize winning opening 50 to a closed state by moving the first large prize winning opening opening / closing member 51 forward (winning restriction position) and converts the first large prize winning opening 50 to an open state by moving the first large prize winning opening opening / closing member 51 backward (winning permissible position).

[0049] Then, when the first large prize opening opening / closing member 51 moves rearward and the first large prize opening 50 is converted from a closed state to an open state during the small prize game described below, and a game ball that has been flowing down the top surface of the first large prize opening opening opening member 51 or that has reached the first large prize opening 50 enters the first large prize opening 50 and is detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10) are added to the number of game balls owned by the player as prize balls (a game bonus is awarded), and the number of game balls displayed on the game ball number display 135 and the frame control display 125 described below is updated.

[0050] Also, downstream of the first large prize opening detection switch 50a, there is a specific area opening / closing member 52 whose upper surface slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls and which can move in the front-to-back direction, a specific area 53 which opens upward directly below the specific area opening / closing member 52, a specific area detection switch 53a (see Figure 6) which detects game balls that have flowed into (entered) the specific area 53, a flow path switching solenoid 52b which converts the specific area 53 to a closed state by moving the specific area opening / closing member 52 forward (winning restriction position) and converts the specific area 53 to an open state by moving the specific area opening / closing member 52 backward (winning permissible position), and an outlet 54 into which game balls that have not flowed into the specific area 53 flow.

[0051] When a game ball passes through (enters) the specific area 53 that has been opened during the small win game described below and this game ball is detected by the specific area detection switch 53a, no prize balls are awarded, but the big win game described below is executed after the small win game ends.

[0052] In addition, instead of providing the specific area opening / closing member 52, the specific area 53, and the specific area detection switch 53a, the first large prize opening detection switch 50a may be used as the specific area, and the game ball that flows into the first large prize opening that has been opened during the small prize game described below may be detected by the first large prize opening detection switch 50a, so that the large prize game described below is executed after the small prize game has ended.

[0053] In this embodiment, the big win game and the small win game that convert the big prize opening into an open state are treated as special games that are advantageous to the player, but there are cases where the big win game is treated as a special game and the small win game is treated as a specific game.

[0054] A second variable winning section 55 (second variable winning device) is provided in the middle of the first downstream flow path 85e, which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win a prize based on the fulfillment of a predetermined condition (a jackpot being determined in the jackpot determination).

[0055] The second variable winning section 55 (second variable winning device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls (forming part of the bottom surface of the first downstream flow path 85e), and is provided with a second large prize opening opening / closing member 57 that can move in the forward and backward directions, a second large prize opening 56 (winning area) that opens upward directly below the second large prize opening opening / closing member 57, a second large prize opening detection switch 56a that detects game balls that have won (entered) the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 6) that converts the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (winning restriction position) and converts the second large prize opening 56 to an open state by moving the second large prize opening opening / closing member 57 backward (winning permissible position).

[0056] Then, when the second large prize opening opening / closing member 57 moves rearward during a jackpot game and the second large prize opening 56 is converted from a closed state to an open state, game balls that have flowed down the top surface of the second large prize opening opening opening member 57 or that have reached the second large prize opening 56 enter the second large prize opening 56, and when these game balls are detected by the second large prize opening detection switch 56a, a predetermined number of game balls (for example, 10) are added to the number of game balls owned by the player as prize balls (a game bonus is awarded), and the number of game balls displayed on the game ball number display 135 and the frame control display 125 described below is updated.

[0057] The front of the right-side gaming area is covered with a decorative member 85 that allows a view behind it. The back surface of the decorative member 85, located in front of the central flow path 85b (directly above the first large prize opening opening / closing member 51), has multiple front protrusions 85b2 spaced apart. Furthermore, the back wall of the central flow path 85b (directly above the first large prize opening opening / closing member 51) has multiple rear protrusions 85b1 that alternate with the front protrusions 85b2. The rear protrusions 85b1 and the front protrusions 85b2 form a serpentine flow path, which reduces the flow velocity (force) of gaming balls in the central flow path 85b (particularly the top surface of the first large prize opening opening / closing member 51). Therefore, it takes one second for a gaming ball to flow down the top surface of the first large prize opening opening / closing member 51 from the upstream end to the downstream end.

[0058] Furthermore, multiple forward protrusions 85c2 protruding rearward are provided at intervals on the rear surface of the decorative member 85 in a position forward of the first downstream flow path 85e (directly above the second large prize opening opening / closing member 57). Furthermore, multiple rear protrusions 91c1 are provided on the back wall of the first downstream flow path 85e (directly above the second large prize opening opening / closing member 57) so as to alternate with the forward protrusions 85c2. The rear protrusions 91c1 and the front protrusions 85c2 form a serpentine flow path, which reduces the flow velocity (flow force) of the gaming balls in the first downstream flow path 85e (particularly the upper surface of the second large prize opening opening / closing member 57). Therefore, it takes one second for the gaming balls to flow down the upper surface of the second large prize opening opening / closing member 57 from the upstream end to the downstream end.

[0059] A game ball launched into the left-hand game area will either flow directly down along the outer edge of decorative frame 40, or flow into warp device 41 and then flow down through stage section 42, and win one of three general winning openings 43 or first starting opening 45 provided below decorative frame 40, or flow into outlet opening 39. Therefore, the game ball will not win (pass through) the general winning gate 44, general winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right-hand game area.

[0060] Furthermore, game balls launched into the right-hand game area flow down through the flow path on the right side of the decorative frame 40, and after almost all of them pass through the normal gate 44, they will win in one of the general winning openings 43, the variable starting section 46 (second starting opening 47), the first variable winning opening 49 (first large winning opening 50), and the second variable winning opening 55 (second large winning opening 56) provided in the right-hand game area, or will flow into the outlet 39. Therefore, they will not win in the general winning opening 43 or the first starting opening 45 provided in the left-hand game area.

[0061] On the back side of the game board 5, there is a safe ball flow path that accepts safe balls (winning balls), which are game balls that have entered the general winning port 43, the first starting port 45, the second starting port 47, the first large winning port 50, and the second large winning port 56, and allows them to flow down before flowing into the winning ball passage of the ball passage unit 94, and an out ball flow path that accepts out balls (non-winning balls), which are game balls that have flowed into the out port 39, and allows them to flow down before flowing into the non-winning ball passage of the ball passage unit 94, and an out ball detection switch 39a (see Figure 6) is provided at the most downstream part of the out ball flow path for detecting out balls.

[0062] Outside the gaming area 5a, there is provided a main information display device 59 consisting of a first special symbol display device 60, a second special symbol display device 61, a normal symbol display device 62, a first special symbol reserved indicator device 63, a second special symbol reserved indicator device 64, a normal symbol reserved indicator device 65, a round number indicator device 66, a right-hit indicator device 67, a status confirmation indicator device 68, and a gaming status indicator (not shown). This main information display device 59 is composed of multiple LEDs.

[0063] The first special pattern display 60 is a variable display for displaying (informing) the result of the jackpot determination for the first special pattern, which is made based on the entry (entry) of a game ball into the first starting port 45, the second special pattern display 61 is a variable display for displaying (informing) the result of the jackpot determination for the second special pattern, which is made based on the entry (entry) of a game ball into the second starting port 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of the hit determination for the normal pattern, which is made based on the entry (passage, entry) of a game ball into the general winning port 43 or the normal gate 44, which also serve as the starting area for the normal pattern.

[0064] Jackpot determination refers to the process of obtaining special symbol determination information (random number value for jackpot determination, random number value for special symbol determination, random number value for reach determination, random number value for special symbol variation pattern determination, etc.) when a game ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the obtained special symbol determination information.

[0065] When a jackpot determination is made based on a gaming ball entering the first starting hole 45, the first special symbol display 60 displays a varying first special symbol (performing multiple cycles, with one cycle consisting of changes to multiple display modes), and after a predetermined time has passed, the first special symbol is displayed as a stationary first special symbol to notify the determination result. Also, when a jackpot determination is made based on a gaming ball entering the second starting hole 47, the second special symbol display 61 displays a varying second special symbol, and after a predetermined time has passed, the second special symbol is displayed as a stationary second special symbol to notify the determination result.

[0066] The first special symbol display 60 and the second special symbol display 61 are each composed of eight LEDs, and in the variable display of each special symbol, the LED lighting mode (display mode) changes sequentially (moving lighting) to eight types at a predetermined period (32 ms), and cycle fluctuations are performed multiple times, with one cycle (256 ms) consisting of one cycle. When the special symbol is displayed in a static state, the LED lights up for a predetermined static time (0.5 seconds) in a mode that notifies the result of the jackpot determination (jackpot mode, small jackpot mode, miss mode).

[0067] In this embodiment, "jackpot" refers to a state in which it has been determined in the jackpot determination that a jackpot game (special game) will be played. "Jackpot game" refers to a game state advantageous to a player in which a round game in which the second large winning port 56 is converted from a closed state to an open state in a predetermined manner is played a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, and the player is likely to win prize balls.

[0068] It should be noted that the maximum number of times the second large winning opening 56 can be opened and the maximum opening time in each round of play are predetermined, but even if the maximum number of times the second large winning opening 56 can be opened and the maximum opening time are not reached, one round of play ends when a predetermined number of game balls (for example, 10 balls) enter (enter) the second large winning opening 56. In this embodiment, it is possible to execute any one of a plurality of types of jackpot games (special games) which differ in the degree of advantage to the player.

[0069] In addition, the term "small win" refers to a state in which it has been determined that a small win game (special game) will be executed in the big win determination. The term "small win game" refers to a game state advantageous to a player who plays a game in which the first big winning port 50 is converted from a closed state to an open state in a manner less favorable than the big win game, making it easier for the player to win prize balls.

[0070] It should be noted that the maximum opening time (1.8 seconds) of the first large winning port 50 in a small winning game is a predetermined time, but even before the maximum opening time is reached, if a predetermined number of game balls (for example, 10 balls) enter (enter) the first large winning port 50, the small winning game ends. Note that, unlike a large winning game, the game status does not change just because a small winning game has been executed.

[0071] The hit determination corresponds to acquiring normal symbol determination information (random number for hit determination, random number for normal symbol determination, random number for normal symbol variation pattern determination, etc.) based on the winning (passing through, entering) of a game ball into the normal winning port 43 or normal symbol gate 44, which also serve as the starting area for the normal symbol, and determining whether or not to execute the auxiliary game based on the acquired normal symbol determination information. When a hit determination is made, the normal symbol display 62 displays a variation of the normal symbol, and after a predetermined time has passed, a stationary normal symbol display is displayed to notify the determination result.

[0072] The normal symbol display 62 is composed of three LEDs, and the LEDs flash at a predetermined interval or sequence when displaying the normal symbol. When the normal symbol is displayed stationary, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or miss).

[0073] In this embodiment, "win" refers to a state in which it is determined in the auxiliary game determination that an auxiliary game (winning game) will be executed. "Auxiliary game" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.

[0074] In addition, the maximum number of times and maximum opening time of the second start opening 47 in the auxiliary game (winning game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 10 balls) enter (enter) the second start opening 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the start condition for the variable display of the second special symbol is likely to be met. In this embodiment, multiple types of auxiliary games (winning games) are provided, each with a different degree of advantage to the player.

[0075] The first special symbol reserve indicator 63 is composed of two LEDs, and is for displaying the first special symbol reserve number (U1), which is the number of special symbol judgment information (first reserve) stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserves. Note that up to four first reserves can be stored, but the number may be more or less than four.

[0076] The second special symbol reserve indicator 64 is composed of two LEDs, and is for displaying the second special symbol reserve number (U2), which is the number of special symbol judgment information (second reserve) stored when a gaming ball enters (enters) the second starting hole 47, and lights up or flashes in a manner indicating the number of second reserves. Note that, although a maximum of four second reserves can be stored, the number may be less or more than four, or no second reserves may be stored.

[0077] The normal symbol reserve indicator 65 is composed of two LEDs, and is used to display the normal symbol reserve number, which is the number of normal symbol judgment information (normal symbol reserve) stored when a game ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner indicating the number of normal symbol reserves. Note that up to four normal symbol reserves can be stored, but it may be less or more than four, or it may be possible to not store normal symbol reserves.

[0078] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, if a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are displayed statically, and if a loss is determined, "-" is displayed statically, and during the variable display, the display may alternate between being turned off and "-".

[0079] The round number indicator 66 is made up of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. When a jackpot game starts, the LEDs start lighting up in a predetermined manner to indicate the number of rounds, continue lighting up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has four rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all LEDs light up.

[0080] The right-hit indicator 67 is composed of one LED and is used to issue a right-hit notification to encourage the player to fire the game ball toward the right-side game area (so-called right-hit).Basically, the LED does not light up during normal game play, but lights up during a jackpot state (special game) and during the time-saving game state described below.

[0081] The status confirmation indicator 68 is composed of one LED and is used to issue a time-saving notification indicating that the game is in the time-saving game mode described below. When the time-saving game mode begins, the LED lights up, and when the time-saving game mode ends, the LED goes out.

[0082] The game status indicator (not shown) is composed of one LED and is used to notify the player that the game is in the time-saving game mode described below. When the game machine 1 is powered on, the LED lights up if the game is in the time-saving game mode, and then turns off when the time-saving game mode ends (the game status changes).

[0083] Inside the game area 5a, a sub-information display device 80 is provided, which consists of a sub-1st fluctuation indicator, a sub-2nd fluctuation indicator, a sub-1st reserve indicator, a sub-2nd reserve indicator, a sub-normal fluctuation indicator, a sub-normal reserve indicator, and a sub-right-hit indicator. This sub-information display device 80 is basically composed of LEDs.

[0084] The sub-first variable indicator is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the display of the corresponding special symbol starts to change, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), thereby displaying the first lamp symbol LZ1 or the second lamp symbol LZ2, and when the corresponding special symbol is displayed stationary, the LED goes out.

[0085] The result of the special symbol jackpot determination may be notified by the sub-first variable indicator or the sub-second variable indicator. In this case, the LED may be lit in the case of a jackpot and turned off in the case of a miss.

[0086] The sub-first hold indicator is for displaying the number of first hold information (first special chart hold number) described later, and the sub-second hold indicator is for displaying the number of second hold information (second special chart hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left and right LEDs are flashing.

[0087] The sub-regular symbol variation indicator is used to display (notify) the result of the winning lottery, and is composed of one LED. When the normal symbol variation display begins, the LED flashes (varies) at a predetermined interval. When the normal symbol is displayed in a static state, the LED displays the result of the winning lottery (lights up if you win, and turns off if you lose).

[0088] In addition, the sub-regular pattern change display may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.

[0089] The sub-general map reserve indicator is used to display the number of reserved general map memories (reserved general map number) and is composed of two LEDs. When the reserved general map number is "0", the left and right LEDs are off, when the reserved general map number is "1", the left LED is on and the right LED is off, when the reserved general map number is "2", the left and right LEDs are on, when the reserved general map number is "3", the left LED flashes and the right LED is on, and when the reserved general map number is "4", the left and right LEDs flash.

[0090] The sub-right-hit indicator is intended to encourage the player to shoot the game ball toward the right side of the game area 5a (so-called right-hit), and is composed of one LED. The LED lights up during a jackpot state (special game) and a time-saving state, and is turned off in other game states.

[0091] A first image display device 70 (main display device) consisting of an LCD display is provided at the back of the performance space 40a defined inside the decorative frame 40, and a second image display device 71 (central sub-display device) consisting of an LCD display with a smaller size and display area than the first image display device 70 is provided at the bottom of the performance space 40a in front of the first image display device 70, and a movable performance device 77 for performing action performances is provided at the top of the performance space 40a.

[0092] Various effect displays are performed in accordance with the progress of the game on the first image display device 70 and the second image display device 71. The effect displays include a customer waiting demo effect performed while the variable display of special symbols is not being executed, a variable display accompanied by the variable display of multiple effect symbols 70a performed while the variable display of special symbols is being executed, a variable display (update variable) of special symbol TZ (so-called fourth symbol) performed while the variable display of special symbols is being executed, and a jackpot effect performed while a jackpot game is being executed.

[0093] In addition, the second image display device 71 is capable of performing a moving effect by moving using a liquid crystal moving device (not shown) composed of a solenoid, motor, etc. while the first image display device 70 is performing a changing effect.

[0094] Specifically, the movement effect is produced by vertical movement (rising and descending) between a standby position (lower position) located near the end of the first image display device 70 and a performance position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may be left / right or front / back, or the movement effect may be produced by operating the performance button 17.

[0095] The display section (effective display area) of the first image display device 70 is formed with a variable display area for displaying three performance patterns 70a (left pattern, middle pattern, right pattern), and a display area for executing display performances (such as displaying a background image) according to the performance mode related to the execution of the variable performance.

[0096] The effect symbols 70a are composed of symbols showing numbers from "1" to "9", for example, and start to change in response to the start of the changing display of the special symbols executed by the first special symbol display device 60 and the second special symbol display device 61, and stop display in response to the stop of the changing display of the special symbols. Note that symbols showing alphabets such as "A" to "F" may also be used as the effect symbols 70a.

[0097] The effect symbols 70a are displayed stationary for a predetermined time (for example, 0.5 seconds) in a manner that notifies the result of the jackpot determination (missing mode, jackpot mode). The jackpot mode is a combination of the same effect symbols 70a, such as "777" or "555", and the missing mode is any other mode.

[0098] The manner in which the display of the performance pattern 70a changes is scrolling in the vertical direction, but it may also be scrolling in the horizontal direction, or it may be switching on the spot or rotating (spinning).

[0099] In addition, during the changing display (changing performance) of the performance pattern 70a, various performance images such as background images and characters, movies, etc. are displayed on the first image display device 70 and the second image display device 71 depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).

[0100] The first image display device 70 is provided with a first hold icon display area 70B for displaying a number of first hold icons (first hold information) corresponding to the number of first special symbol holds (U1) in a normal game state, etc., a second hold icon display area 70D for displaying a number of second hold icons (second hold information) corresponding to the number of second special symbol holds (U2) in a time-saving game state, etc., as described below, an icon display area 70C for displaying the icon (execution information) indicating that a variable effect is being executed, a first hold number display area 70E for displaying the number of first special symbol holds (U1) numerically, and a second hold number display area 70F for displaying the number of second special symbol holds (U2) numerically.

[0101] The first hold icon display area 70B is divided into a first display section (first area), a second display section (second area), a third display section (third area), and a fourth display section (fourth area) from the side closest to the icon display area 70C, and the first display section to the fourth display section display a number of first hold icons corresponding to the number of first special chart holds (U1).

[0102] Specifically, the first display section of the first hold icon display area 70B displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed first, the second display section displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed second, the third display section displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed third, and the fourth display section displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed fourth.

[0103] The second hold icon display area 70D is divided from the left into a first display section (first area), a second display section (second area), a third display section (third area), and a fourth display section (fourth area), and the first to fourth display sections display a number of second hold icons corresponding to the number of second special chart holds (U2).

[0104] Specifically, in the second hold icon display area 70D, the first display section displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed first, the second display section displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed second, the third display section displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed third, and the fourth display section displays a second hold icon indicating the second special pattern variable display fourth.

[0105] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first hold icon display area 70B and the second hold icon display area 70D, and the icon is displayed as if it is sitting on or floating on this base image.

[0106] Specifically, as the variable display of the first special pattern (performance pattern 70a) begins, the first reserved icons displayed in the first reserved icon display area 70B move (shift) one by one toward the icon display area 70C, and the first reserved icon displayed in the first display section of the first reserved icon display area 70B moves (shifts) to the icon display area 70C, becoming the icon, and the icon disappears (erases) when the variable display of the first special pattern (performance pattern 70a) ends. In other words, a disappearance effect (erasure effect) of the icon is performed.

[0107] In addition, as the variable display of the second special symbol (performance symbol 70a) begins, the second reserved icons displayed in the second reserved icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserved icon displayed in the first display section of the second reserved icon display area 70D moves (shifts) to the icon display area 70C, becoming the icon, and the icon disappears (erases) when the variable display of the second special symbol (performance symbol 70a) ends. Note that the icon may be made to disappear during the variable display of the special symbol (performance symbol 70a).

[0108] The movable effect device 77 has an operable first movable member 77a and second movable member 77b, and is capable of performing an action effect by causing the first movable member 77a or the second movable member 77b to perform a predetermined action during a variable effect or a jackpot game effect executed by the first image display device 70. In addition, the first movable member 77a and the second movable member 77b are provided with a board lighting device 76 having a plurality of decorative LEDs, which are capable of emitting light in a predetermined manner while the action effect is being executed.

[0109] Specifically, the first movable member 77a moves (rising and lowering) between a standby position located near the end (upper) of the first image display device 70 and a performance position located near the center (lower) of the first image display device 70. The second movable member 77b moves between a standby position where it covers a part of the front of the first movable member 77a and a performance position where it retreats from the front of the first movable member 77a.

[0110] On the back side of the game board 5, there are provided a main control device 110A incorporating a main control board 110 that controls the progress of the game, a presentation control device 130A incorporating a presentation control board 130 that controls the presentation of the game, and an upper cover member 23 made of transparent resin that covers the back of the main control device 110A and the presentation control device 130A, and the main control device 110A and the presentation control device 130A are arranged side by side one above the other.

[0111] At the rear of the performance control device 130A, there is provided a changeover switch 22 for switching to one of a number of adjustment modes in which the volume of the performance sound output from the audio output device 9 and the reference value of the light intensity of various light sources (various lighting devices, various display devices) are set, and in the normal state the rear is covered by an upper cover member 23.

[0112] On the back side of the inner frame 3, there are provided a frame control device 120A (value control device) which incorporates a frame control board 120 which controls the number of game balls (game value amount) owned by the player and controls information communication with the dedicated unit 170, a power supply device 160A which incorporates a power supply board 160, a lending device connection terminal board 100 which is provided with a lending device connection terminal 101 for connecting dedicated wiring for communication with the dedicated unit 170 which is installed alongside the gaming machine 1, and a lower cover member 120B made of transparent resin which covers the upper rear of the frame control device 120A.

[0113] The power supply unit 160A is located near one of the left and right ends of the lower part of the inner frame 3 (right side in Figure 4), and on one of the left and right sides (the part near the rotation axis of the inner frame 3 on the right side in Figure 4), there is provided an outlet portion for a power cord with a power plug 161 at the tip, as well as a power switch 164 that can be turned ON and OFF.

[0114] The frame control device 120A is positioned so that it overlaps the rear of the power supply device 160A, near the other left or right side of the inner frame 3 (near the free rotation end of the inner frame 3, which is the left side in Figure 4), so that the power cord outlet and power switch of the power supply device 160A are exposed to the rear.

[0115] A rental device connection terminal board 100 (a type of relay board) for communicating with the dedicated unit 170 is provided on the back side of the inner frame 3, above the power switch 164, and the rental device connection terminal board 100 is equipped with a rental device connection terminal 101 into which a connector provided at the end of a dedicated cable for communicating with the dedicated unit 170 is inserted.

[0116] The frame control board 120 built into the frame control device 120A is provided with a frame control display 125 for displaying the number of game balls (game value amount) owned by the player, similar to the game ball number display 135 provided in the glass frame 4.

[0117] The lower cover member 120B covers only the upper side of the frame control device 120A (such as the various female connectors 127a to 127f exposed from the frame control board case 300 described later), and does not cover the various buttons provided on the lower side of the frame control device 120A (the game ball count clear button 121b related to the game ball count clear switch 121 described later, the ball removal button 122b related to the ball removal switch 122, and the error reset button 123b related to the error reset switch 123), the various stickers affixed to the frame control device 120A (the frame management number sticker 308 and operation guide sticker 309 described later), and the frame control display 125 mounted on the frame control board 120.

[0118] In addition, an acquisition limit device operation display unit for displaying the operation status of the acquisition limit device described below may be provided on the front side of the glass frame 4, and the acquisition limit device operation display unit may be composed of an LED or 7-segment device that lights up when the acquisition limit device is operating, or the acquisition limit device operation display unit may be composed of a slide panel that can be operated by an arcade store employee (it cannot be operated when the glass frame 4 is closed, but can be operated when the glass frame 4 is open), and when the acquisition limit device is not operating, the panel unit may slide to display the inactive state, and when it is operating, the panel unit may slide to display the active state.

[0119] Furthermore, the game ball count display 135 controlled by the frame control board 120 may be configured with a full-color LED, and the display color of the game ball count may be changed according to the number of game balls (game value) owned by the player. For example, if the number of game balls is less than 5,000, the number of game balls may be displayed in white, if the number of game balls is 5,000 to 9,999, the number of game balls may be displayed in blue, if the number of game balls is 10,000 to 19,999, the number of game balls may be displayed in green, if the number of game balls is 20,000 to 29,999, the number of game balls may be displayed in red, and if the number of game balls is 30,000 or more, the number of game balls may be displayed in rainbow colors.

[0120] Alternatively, the game ball count display 135 controlled by the frame control board 120 may be configured with a single-color LED (e.g., red), and a specific light-emitting unit configured with multiple full-color LEDs controlled by the performance control board 130 may be provided to surround the game ball count display 135. While the color of the game ball count displayed by the game ball count display 135 remains constant, the light emitting color of the specific light-emitting unit may be changed depending on the number of game balls (game value) owned by the player. For example, when the number of game balls is less than 5,000, the specific light-emitting unit may be made to emit white light; when the number of game balls is between 5,000 and 9,999, the specific light-emitting unit may be made to emit blue light; when the number of game balls is between 10,000 and 19,999, the specific light-emitting unit may be made to emit green light; when the number of game balls is between 20,000 and 29,999, the specific light-emitting unit may be made to emit red light; and when the number of game balls is 30,000 or more, the specific light-emitting unit may be made to emit rainbow colors.

[0121] (Block diagram of the entire gaming machine) Next, block diagrams of the gaming machine 1 and peripheral devices in this embodiment will be described with reference to FIGS.

[0122] First, the gaming machine 1 uses gaming balls (gaming media) that are used in conventional pachinko gaming machines, but the gaming balls are not discharged outside the gaming machine 1 (to the player's hand) but circulate within the gaming machine, so the player cannot touch the gaming balls. Therefore, the number of gaming balls displayed on the "gaming ball count display 135" and the "frame control display 125" is information recorded by an electromagnetic method (for example, addition by ball lending or prize balls, or subtraction by ball release). In this embodiment, for convenience, the term "payout" of gaming balls is used, but this does not mean the payout of gaming balls outside the gaming machine as in conventional pachinko gaming machines, but rather means the above-mentioned addition.

[0123] The main control board 110 comprehensively controls the progress of the game (basic operations). The main control board 110 includes a main control unit 110m, which is a one-chip microcomputer equipped with a main CPU 110a for performing arithmetic processing, a main ROM 110b storing game control programs, and a main RAM 110c serving as a work area during arithmetic processing, as well as input and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads programs stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (such as various solenoids and displays) and transmitting predetermined commands based on the results of the arithmetic processing to the performance control board 130, etc. The main control board 110 also transmits predetermined information (described below) to the frame control board 120 and outputs test data signals required for testing to testing equipment owned by the testing organization for the gaming machine 1.

[0124] In this embodiment, the term "RAM (Random Access Memory)" and the term "RWM (Read Write Memory)" are sometimes used, but both are synonymous.

[0125] Here, communication between the main control board 110 and the frame control board 120 is configured to allow information to be communicated in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow information to be communicated in only one direction, from the main control board 110 to the performance control board 130.

[0126] Various switches, various sensors, and the frame control board 120 are connected to the input port of the main control board 110, and when detection signals from the various switches and various sensors are input to the main control board 110 via the input port, control processing is performed according to the detection signals.

[0127] The various switches include a general winning opening detection switch 43a for detecting game balls that have entered (entered) the general winning opening 43, a gate detection switch 44a for detecting game balls that have passed through the general gate 44, a first starting opening detection switch 45a for detecting game balls that have entered (entered) the first starting opening 45, a second starting opening detection switch 47a for detecting game balls that have entered (entered) the second starting opening 47, a first large winning opening detection switch 50a for detecting game balls that have entered (entered) the first large winning opening 50, a specific area detection switch 53a for detecting game balls that have passed through the specific area 53, a second large winning opening detection switch 54a for detecting game balls that have entered (entered) the second large winning opening 56, and a third large winning opening detection switch 58a for detecting game balls that have entered (entered) the first large winning opening 57. the second large winning port detection switch 56a for detecting the game balls flowing down the most downstream part of the out ball flow path; the out ball detection switch 39a for detecting the game balls flowing down the most downstream part of the out ball flow path; the RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update the setting value which is the stage of the degree of advantage in the game (which changes the degree of advantage in the game); the setting key switch 112a for inputting a signal to transition to a state where the setting value can be changed by operation using the setting key or to a state where the setting value can be confirmed; and the various sensors are the first magnetic detection sensor 58a and the second magnetic detection sensor 58b for detecting magnets.

[0128] In this embodiment, the number of game balls shot by the player is counted by the out ball detection switch 39a, but the number of shot balls may be counted by providing a detection switch at the position where the game ball flies into the game area 5a (a position where the shot ball will not become a foul ball after detection), or by providing a detection switch on the shot ball guide path 38 (a position where the shot ball may become a foul ball after detection).In the case where the detection switch is provided on the shot ball guide path 38, if a foul ball is detected after the shot ball is detected, the number of shot balls should be increased by 1 and then decreased by 1.

[0129] The output port of the main control board 110 is connected to the main information display device 59, various solenoids, information display 115, frame control board 120, and performance control board 130, etc., and via the output port, it outputs drive control signals for controlling the various solenoids, outputs display control signals for controlling the various displays, and sends specified information to the frame control board 120.

[0130] The various solenoids are the second start port opening / closing solenoid 48b, the first large prize port opening / closing solenoid 51b, the flow path switching solenoid 52b, and the second large prize port opening / closing solenoid 57b; the main information display device 59 is the first special pattern display 60, the second special pattern display 61, the normal pattern display 62, the first special pattern reserved display 63, the second special pattern reserved display 64, the normal pattern reserved display 65, the number of rounds display 66, the right hit display 67, and the status confirmation display 68; and the information display 115 is a display (a 4-digit 7-segment display) for displaying setting values, etc.

[0131] The frame control board 120 is equipped with a frame control unit 120m as a one-chip microcomputer including a frame control CPU 120a that performs arithmetic processing, a frame control ROM 120b that stores the operating program of the frame control CPU 120a, and a frame control RAM 120c that serves as a work area during arithmetic processing, as well as input and output ports for frame control. The frame control CPU 120a receives an operating clock from a crystal oscillator, reads out the program stored in the frame control ROM 120b, and performs arithmetic processing related to games while utilizing the frame control RAM 120c as a work area, thereby controlling controlled devices (various solenoids and various displays), communicating with the main control board 110 via telegrams (described later), transmitting predetermined information (described later) to the dedicated unit 170, and outputting test data signals required for testing to testing equipment owned by the testing organization for the gaming machine 1.

[0132] The input port of the frame control board 120 is provided with a touch sensor 15a that detects when the player's hand is touching the launch handle 15, a launch volume 15b consisting of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15, a ball ejection switch 122 that detects when the ball ejection button 122b has been operated, an error reset button 123b that detects when the error reset button 123b has been operated, a lending device connection terminal board 100 for communicating with a dedicated unit 170 that is arranged in parallel with the gaming machine 1, a launch pad switch 92a for detecting game balls parked on the launch pad, a subtraction entrance switch 91b for detecting game balls that have flowed down the ball passage unit 94, a subtraction solenoid 91a for detecting game balls sent out to the launch device 92 by the operation of the subtraction solenoid 91a, and a A subtraction port switch 91c for detecting the number of times the count button 20 is operated, a count button switch 20a for detecting that the count button 20 has been operated, a glass frame open detection switch 31a for detecting the opening (opening / closing) of the glass frame 4, an inner frame open detection switch 31b for detecting the opening (opening / closing) of the inner frame 3 (shown as various open detection switches 31a, 31b in the drawing), a radio wave detection sensor 58c for detecting abnormal radio waves, a lifting and polishing device 95 for lifting the game balls while polishing them, a game ball number clear switch 121 for detecting that the game ball number clear button 121b has been operated, various passage units 93, 94, etc. are connected, and when detection signals from the various detection switches and various detection sensors are input to the frame control board 120 via the input port, control processing is performed according to the detection signals.

[0133] The glass frame open detection switch 31a for detecting the opening (opening / closing) of the glass frame 4 may be turned on when the glass frame 4 is open (in this case, it is determined to be open when there is an ON input), or may be turned on when the glass frame 4 is closed (in this case, it is determined to be open when there is no ON input). The same applies to the inner frame open detection switch 31b.

[0134] The various passage units 93, 94 include a foul ball switch 93a for detecting game balls flowing down a foul ball passage that allows game balls (foul balls) that have returned without entering the game area 5a to join the ball passage unit 94, a winning passage count switch 94a for detecting game balls (winning balls) flowing down a winning ball passage (not shown) that collects and allows game balls that have entered various winning ports provided in the game area 5a to flow down, a non-winning passage count switch 94b for detecting game balls (out balls) flowing down a non-winning ball passage (not shown) that collects and allows game balls that have flown into the outlet 39 without entering various winning ports to flow down, and a non-winning passage count switch 94b for detecting game balls (out balls) flowing down a non-winning ball passage (not shown) that collects and allows game balls that have flown into the outlet 39 without entering various winning ports to flow down, and a lifting and polishing device 95 at the upstream end of the lifting ball passage. The lift-up switch 94c is provided with a lift-down switch 94d for detecting game balls supplied to the lifting and polishing device 95 at the downstream end of a junction passage (not shown) that merges game balls that have flowed down the winning ball passage, game balls that have flowed down the non-winning ball passage, and game balls that have flowed down the foul ball passage and supplies them to the lifting and polishing device 95, an excess sensor 94e is provided in the midstream part of the lifting ball passage (downstream of the lift-up switch 94c) for detecting an excess (excess) of game balls (circulating game balls) waiting in the lifting ball passage, and a deficiency sensor 94f is provided in the downstream part of the lifting ball passage (downstream of the excess sensor 94e) for detecting a deficiency (shortage) of game balls (circulating game balls) waiting in the lifting ball passage.

[0135] The output port of the frame control board 120 is connected to a performance control board 130, a lending device connection terminal board 100, a launch solenoid 92b for operating a launch hammer (not shown) for launching game balls parked on the launch pad, a subtraction solenoid 91a for sending game balls to the launch device 92, a lifting and polishing device 95, a game ball count display 135, a frame control display 125, etc., and drive control signals for controlling various solenoids and display control signals for controlling various displays are output via the output port.

[0136] Communication between the frame control board 120 and the performance control board 130 is configured so that information can be communicated in only one direction, from the frame control board 120 to the performance control board 130. This allows, for example, if an error is detected in the frame control board 120, the performance control board 130 to notify the user of the error. Note that communication between the frame control board 120 and the performance control board 130 may also be performed via the main control board 110. In other words, the frame control board 120 and the performance control board 130 do not have to be directly connected.

[0137] The "game ball count display 135" is a display for displaying the total number of game balls that the player can launch (hereinafter simply referred to as "total number of game balls"), and is configured, for example, with a 6-digit 7-segment display. It may also be used as a display for displaying an error code indicating the type of error that has occurred in the gaming machine 1. In this case, when no error has occurred, only the total number of game balls is displayed, and when an error has occurred, the total number of game balls and the error code are displayed alternately. The display of the error code will be described later.

[0138] The "frame control display 125" is a display for displaying the total number of game balls, and is configured, for example, with a 6-digit 7-segment display. For example, if the "game ball count display 135" displays "100" as the total number of game balls, the total number of game balls displayed on the "frame control display 125" will also be "100." If the "game ball count display 135" malfunctions and cannot display the total number of game balls, the player can know the total number of game balls they own by checking the total number of game balls displayed on the "frame control display 125" (this display serves as an insurance measure in case of malfunction).

[0139] It may also be used as a display that displays an error code indicating the type of error that has occurred in the gaming machine 1, or as a display that displays the "display performance information (normal base value)" (see "Frame control board display performance information calculation process" described later). In this case, when no error has occurred, the total number of gaming balls and the "display performance information (normal base value)" are displayed alternately, and when an error has occurred, the total number of gaming balls, the "display performance information (normal base value)" and the error code are displayed alternately.

[0140] The "counting button 20" is a button for transmitting (transferring) data on the number of game balls owned by the player, which is stored in the frame control board 120, to the dedicated unit 170. The frame control CPU 120a determines whether the "counting button 20" is pressed for a "short press" or a "long press" depending on the time the button is pressed. Specifically, if the button is pressed for less than 0.5 seconds, it is determined to be a "short press," and if the button is pressed for 0.5 seconds or more, it is determined to be a "long press."

[0141] If the frame control CPU 120a determines that the button is pressed shortly, it counts one game ball, and if it determines that the button is pressed long, it counts 250 game balls at a time at the count notification timing every 0.3 seconds. If the total number of game balls is less than 250 (for example, 200), it determines that the button is pressed long and counts all 200 balls. If the count button 20 is pressed for 5 seconds or more, all of the current game balls may be counted. A count possible lamp may also be provided that lights up when counting is possible and goes out when counting is not possible.

[0142] The "game ball count clear button 121b" is a button for clearing the number of game balls owned by a player, which is stored in the frame control board 120. For example, it is conceivable that game balls are recorded in the game machine 1 when the game machine 1 is shipped from the manufacturing factory to the game parlor, or that after installation in the game parlor, a player may stop playing when only a few game balls (for example, one ball) are recorded. In such cases, a problem arises in that it is difficult for a player who wants to start a new game to play (this may give the player the misunderstanding that the previous player may be playing). To solve this problem, the game balls recorded above can be cleared by turning on the power switch 164 while pressing the game ball count clear button 121b.

[0143] When the recorded game balls are cleared, the fact that the number of game balls has been cleared is notified by sound output under the control of the sound control unit 148, display control under the control of the image control unit 145, and light emission control under the control of the lamp control unit 150.

[0144] In addition, "hall control / fraud monitoring information" indicating that the gaming balls have been cleared is transmitted from the gaming machine 1 to the dedicated unit 170. This allows the gaming parlor to know that the gaming balls have been cleared on the gaming machine 1 as well.

[0145] It should be noted that even if the "game ball count clear button 121b" is pressed while power is being supplied to the gaming machine 1, the number of game balls is not cleared and no other processing is executed. In this case, the state of the gaming machine 1 does not change, and no notification is made by sound, display, or light emission. For example, even if the "game ball count clear button 121b" is pressed while a variable display is being executed, the variable display continues, and sound output, display control, and light emission control corresponding to the variable display continue.

[0146] The "ball removal button 122b" is a button for ejecting game balls circulating by the ball circulation mechanism 90 out of the gaming machine 1. The game balls are not touched by the player's hands, but regular inspection, cleaning, or replacement is recommended. In such cases, by turning on the power switch 164 while pressing the ball removal button 122b, the game balls circulating by the ball circulation mechanism 90 can be ejected out of the gaming machine 1.

[0147] When the game balls circulating through the ball circulation mechanism 90 are being discharged outside the game machine 1, an audio notification is given under the control of the audio control unit 148 and an image notification is given under the control of the image control unit 145 to notify the player that the ball removal mode is in progress.

[0148] It should be noted that even if the "ball ejection button 122b" is pressed while power is being supplied to the gaming machine 1, the gaming ball will not be ejected from the gaming machine 1, and no other processing will be executed. In this case, the state of the gaming machine 1 will not change, and no notification will be given by sound or display. For example, even if the "ball ejection button 122b" is pressed while a variable display is being executed, the variable display will continue, and the sound output, display control, and light emission control corresponding to the variable display will continue.

[0149] When the glass frame open detection switch 31a detects that the glass frame 4 is open, it becomes impossible to launch game balls by operating the launch handle 15. Similarly, when the inner frame open detection switch 31b detects that the inner frame 3 is open, it becomes impossible to launch game balls by operating the launch handle 15. This prevents game balls circulating within the gaming machine from flying out of the gaming machine, which would cause the player to suffer a disadvantage by not being able to secure the (circulating) game balls necessary for play. The gaming machine 1 is equipped with, for example, 45 game balls.

[0150] In addition, in order to make it easier to win a prize in each prize slot, a small ball detection switch (or sensor) may be provided to prevent fraudulent use of gaming balls smaller than the specified size.

[0151] The dedicated unit 170 includes a U (unit) board 171, a U (unit) control section 172, a hall-contact output section 173, and a display section (touch panel) 174.

[0152] The U board 171 and the lending device connection terminal board 100, which relays signals from the frame control board 120, are electrically connected by a dedicated PIF wiring, and the U board 171 and the frame control board 120 are capable of communicating "predetermined information" (described later). The lending device connection terminal board 100 can be used in common for pachinko gaming machines that use gaming balls (gaming machine 1 of this embodiment) and medal-less reel-type gaming machines. For example, when used with a pachinko gaming machine, the switching switch is operated to select the pachinko gaming machine, and when used with a medal-less reel-type gaming machine, the switching switch is operated to select the medal-less reel-type gaming machine.

[0153] The U board 171 has a function (security function) of encrypting and transmitting predetermined information received from the frame control board 120 before finally transmitting the information to a gaming machine information center (described later). Also, the U board 171 has a function (security function) of decrypting and transmitting predetermined information received from the gaming machine information center before finally transmitting the information to the frame control board 120.

[0154] The U control unit 172 has a CPU (not shown), a ROM (not shown) that stores programs and control data for the CPU to operate, and a RAM (not shown) that functions as a work area.

[0155] The U control unit 172 has a function to read and store the card ID of the inserted member card or visitor card, and a function to transmit the stored card ID to the management computer. Upon receiving the card ID, the management computer transmits the card ID to the card company data center (described later) and the gaming machine information center.

[0156] The U control unit 172 has the function of storing the game balls (held balls) held by the player while the player is playing, and displaying the held balls on the display unit (touch panel) 174, and if a bill is inserted, the U control unit 172 has the function of displaying the remaining balance on the display unit (touch panel) 174.

[0157] The display unit (touch panel) 174 can display the number of balls held and the remaining balance, as well as a ball lending button image for lending game balls and a return button image for returning a membership card or visitor card. The U control unit 172 can input an operation signal when the ball lending button image is operated by the player, and can input an operation signal when the return button image is operated by the player. When these operation signals are input, the U control unit 172 performs processing (ball lending, return) corresponding to the operation signal. The display unit (touch panel) 174 can also display error codes, which will be described later.

[0158] Note that the display unit (touch panel) 174 is configured to display a ball lending button image and a return button image so that the player can operate them, but this is not limited to this. For example, the ball lending button and the return button may be provided on the dedicated unit 170, or the ball lending button and the return button may be provided on the gaming machine 1.

[0159] The U control unit 172 can count and store the gaming time and number of games played (for example, the number of visits to the gaming facility) while the membership card is inserted, and can also store the number of gaming media stored on the membership card, the amount used for gaming, and the number of gaming media used for gaming. This stored information is then ultimately sent to the gaming machine information center and stored in the addiction countermeasure server of the gaming machine information center (to be used in countermeasures against players' gaming addiction).

[0160] The U control unit 172 is provided with a hall computer output unit 173, which outputs hall computer information (for example, information indicating that a jackpot game is in progress, information indicating that a high probability game state is in progress, information indicating that the variable time shortening function is in operation, information indicating the number of winning balls in each winning slot, etc.) to the hall computer from the hall computer output unit 173. The hall computer output unit 173 is provided with external terminal board pulse output signal terminal 1, external terminal board pulse output signal terminal 2, external terminal board pulse output signal terminal 3, and external terminal board pulse output signal terminal 4.

[0161] The hall computer is a dedicated computer installed in a gaming parlor, is communicably connected to the gaming machines 1 via a relay device or the like, and is a device capable of collecting hall computer information.

[0162] The performance control board 130 is a slave control board (slave control means) that controls performances related to games (performed in the gaming machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 is equipped with a performance control unit 130m that includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, and a sub-RAM 130c that serves as a work area during arithmetic processing, an image control unit 145 that controls the first image display device 70 (main liquid crystal display), the second image display device 71 (sub-liquid crystal display), the third image display device 72 (left image display device), the fourth image display device 73 (right image display device), and the audio output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board drive device 75, the board lighting device 76, etc., and input and output ports for performance control.

[0163] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the effects while utilizing the sub-RAM 130c as a work area, thereby controlling (outputting data and commands) the various control units (image control unit 145, lamp control unit 150) to execute various effects in accordance with commands received from the main control board 110 and input signals from the effect button detection switch 17a and joystick detection switch 19a.

[0164] The input port of the performance control board 130 is connected to a performance button detection switch 17a, a joystick detection switch 19a, a button position detection sensor (not shown), etc. When a performance button detection signal indicating that the performance button 17 has been operated is input from the performance button detection switch 17a, or when a joystick detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the joystick 19 has been operated is input from the joystick detection switch 19a, the performance control board 130 performs processing to execute a performance according to the detection signal.

[0165] The image control unit 145 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display a specified image.

[0166] The audio control unit 148 is connected to the audio output device 9, and controls the output of audio data, music data (BGM, SE), etc. from the audio output device 9 in accordance with the display of the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) based on various performance data (including commands) transmitted from the performance control unit 130m.

[0167] In addition, between the performance control unit 130m, the image control unit 145, and the audio control unit 148, there is provided a general control unit (not shown) that comprehensively controls image display and audio output based on reception of performance control commands from the performance control unit 130m, and the image control unit 145 reads out a CGROM (not shown) in which image data, etc. are stored based on reception of a display control command (display list) from the general control unit, and controls the first image display device 70, the second image display device 71, the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device), and the audio control unit 148 reads out an audio ROM in which audio data, etc. are stored based on reception of an audio control command from the general control unit, and controls the audio output device 9.

[0168] The VRAM (not shown) provided in the image control unit 145 has a display list storage area for temporarily storing the display list output from the overall control unit (overall CPU), a frame buffer area corresponding to the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device), etc.

[0169] This frame buffer area is a storage area for drawing or displaying images, and further includes a first frame buffer area and a second frame buffer area, which alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing starts.

[0170] Therefore, based on instructions (display list) from the overall control unit, the image control unit 145 draws the drawing data stored in the CGROM in the "drawing frame buffer" in the frame buffer area of ​​the VRAM, reads the drawing data from the "display frame buffer" in the frame buffer area, generates video signals (RGB signals, etc.) based on the read drawing data, and outputs them to the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display various images.

[0171] The image control unit 145 receives an operating clock from a crystal oscillator and divides the operating clock to generate synchronization signals (horizontal and vertical synchronization signals) for synchronizing with the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). These signals are output to the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). In this embodiment, the VDP frame rate is 30 fps (1 / 30 seconds = approximately 33 ms) so that 30 images are drawn (images are displayed) per second, but it may also be 60 fps (1 / 60 seconds = approximately 16.6 ms) so that 60 images are drawn (images are displayed) per second.

[0172] The lamp control unit 150 includes a lamp CPU (not shown) that performs calculation processing, a lamp ROM (not shown) that stores a lamp control program, a lamp RAM (not shown) that serves as a work area during calculation processing, and input / output ports.

[0173] The lamp CPU receives an operating clock from the crystal oscillator, reads the lamp control program stored in the lamp ROM, and performs calculations related to the performance while using the lamp RAM as a work area, thereby controlling (outputting data and commands) controlled devices such as various lighting devices and various driving devices to perform specified performances in accordance with performance instruction commands received from the performance control unit 130m.

[0174] The input / output ports of the lamp control unit are connected to the frame lighting device 10, button drive device 17b, board drive device 75, board lighting device 76, and sub-information display device 80, and based on various performance data (including commands) sent from the performance control unit 130m (sub-CPU 130a), it controls the lighting of various LEDs in the frame lighting device 10, board drive device 75, board lighting device 76, and sub-information display device 80, and controls the driving of drive sources such as motors and solenoids in the button drive device 17b and board drive device 75.

[0175] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine 1 from a power supply supplied from outside the gaming machine 1, and supplies it to the gaming machine 1 (main control board 110, frame control board 120, performance control board 130, and various electronic components). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether a power interruption (power outage) has occurred and outputs a power interruption detection signal to the main control board 110 based on the occurrence of a power interruption (power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power interruption (power outage).

[0176] The power supply board 160 also has a power switch 164 operable by a store employee to switch between an ON state in which the main power is supplied to the gaming machine 1 (main control board 110, frame control board 120, performance control board 130, and various electronic components) and an OFF state in which the main power is stopped, and when the power switch 164 is turned ON, the supply of main power is started and operation of the gaming machine 1 begins. Note that even when the power switch 164 is OFF, the supply of backup power to the main control board 110 is maintained.

[0177] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage drops below a predetermined value, outputs a power interruption detection signal to the main control board 110. More specifically, when the power interruption detection signal goes high, the main CPU 110a enters an operable state, and when the power interruption detection signal goes low, the main CPU 110a enters a stopped state.

[0178] The backup power circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110 and the frame control RAM 120c of the frame control board 120. This allows the stored contents of the main RAM 110c and the frame control RAM 120c to be maintained even during a power outage (power outage), and after recovery from the power outage (power outage), the game control status and the number of game balls (game value) owned by the player can be restored to the state before the power outage (power outage). Note that a backup power source may also be supplied to the performance control board 130.

[0179] (Explanation of game status) Next, the game state when the game progresses will be explained. In this embodiment, in the jackpot determination that is performed on the condition that the game ball has entered the first start hole 45 and the second start hole 47, the probability of determining that it is a jackpot can be set to one of four different setting values ​​(setting 1: 1 / 200, setting 2: 1 / 195, setting 3: 1 / 190, setting 4: 1 / 185), and there are a "normal game state (non-time-shortened state)" and a "time-shortened game state (time-shortened state)" as states related to the ease of the game ball entering the second start hole 47.

[0180] The initial gaming state of the gaming machine 1 is set to the "normal gaming state." Also, during a jackpot game, the gaming machine 1 is set to the "normal gaming state," but since a jackpot game is being played, the gaming state is different from the normal gaming state.

[0181] Here, "normal game state (non-time-saving state)" refers to a game state in which the probability of being judged as a win in the auxiliary game judgment made on the condition that the game ball has passed through the normal symbol gate 44 is set low at 1 / 256, the average time for the normal symbol fluctuation display is set to about 70 seconds, and the opening time of the second starting gate 47 in the event of a win is set to 0.1 seconds (a time in which it is practically impossible to win).

[0182] In contrast, the "time-saving game state (time-saving state)" refers to a game state advantageous to the player in which the probability of being determined to be a win is set high at 255 / 256, the average time for the variable display of normal symbols is set to about 0.5 seconds, and the opening time of the second starting hole 47 when a win is determined is set to 2 seconds or more (a time when it is easy to win), thereby reducing the consumption of game balls compared to the normal game state. The transition from the normal game state to the time-saving game state is made after the end of the jackpot game.

[0183] The "time-saving game state" is set to be more advantageous than the "normal game state" in terms of the average fluctuation time of the normal symbols, the opening time of the second start port 47, and the probability of being determined as a win, but it may also be set to be more advantageous in terms of only one of the average fluctuation time of the normal symbols, the opening time of the second start port 47, and the probability of being determined as a win.

[0184] Although the probability of determining a win in the normal game state is 1 / 256, the probability of determining a win may be set to 0 / 256 so that no win is determined. In this case, the auxiliary game is not executed in the normal game state, and the game ball does not enter the second starting hole 47 (win).

[0185] In addition, the probability states for determining a jackpot in the jackpot determination may be a low-probability state, which is the normal probability, and a high-probability state, which is a high probability. In this case, the low-probability state and non-time-saving state are referred to as the normal game state, the low-probability state and time-saving state are referred to as the time-saving game state, and the high-probability state and time-saving state are referred to as the probability variable game state. Note that the probability of determining a jackpot in the probability variable game state is 1 / 60 for setting 1, 1 / 59 for setting 2, 1 / 58 for setting 3, and 1 / 57 for setting 4, and the transition from the normal game state to the time-saving game state or the probability variable game state occurs after the jackpot game has ended. In this case, the time-saving game state and the probability variable game state, which are more advantageous to the player than the normal game state, are sometimes referred to as specific game states.

[0186] Next, with reference to FIG. 7, the telegrams relating to the communication between the main control board 110 and the frame control board 120 will be described.

[0187] The message name of No. 1, "Gaming Machine Installation Information Notification," has a transmission direction of "Main Control Board 110 → Frame Control Board 120," and the message summary is "Notify gaming machine installation information." The message name of No. 2, "Gaming Machine Installation Information Response," has a transmission direction of "Frame Control Board 120 → Main Control Board 110," and the message summary is "Respond with gaming machine installation information reception results." The message name of No. 3, "Gaming Machine Information Notification," has a transmission direction of "Main Control Board 110 → Frame Control Board 120," and the message summary is "Notify gaming machine information." The message name of No. 4, "Gaming Machine Information Response," has a transmission direction of "Frame Control Board 120 → Main Control Board 110," and the message summary is "Respond with gaming machine information reception results and frame control status." Note that "gaming machine information" here refers to "hall control and fraud monitoring information."

[0188] The "gaming machine installation information" transmitted from the main control board 110 to the frame control board 120 is a message transmitted only once from the main control board 110 to the frame control board 120 after the power to the gaming machine 1 is turned on, and includes a communication serial number that is updated with each communication, a "gaming machine type" indicating the type of gaming machine 1, a "main control chip ID number" which is the ID number of the main control chip (one-chip microcomputer) that constitutes the main control unit 110m, a "main control chip manufacturer code" indicating the manufacturer of the main control chip, and a "main control chip product code" indicating the product type of the main control chip.

[0189] The "gaming machine installation information response" sent from the frame control board 120 to the main control board 110 is a response message to the gaming machine installation information received from the main control board 110, and includes a communication serial number that is updated with each communication, a "gaming machine installation information reception result" that indicates the reception result of the gaming machine installation information ("Received OK" indicating that the frame control board 120 is not in a ball-removed state, or "Ball-removed state" indicating that the frame control board 120 is in a ball-removed state), and the like. Note that the main control board 110 will not enter a playable state unless it receives "Received OK" from the frame control board 120 as the "gaming machine installation information reception result."

[0190] The "gaming machine information (hall control and fraud monitoring information)" transmitted from the main control board 110 to the frame control board 120 is a message indicating game information showing the control state of the main control board 110 and the results of the game, and includes a "communication serial number" that is updated for each communication, a "main control state 1" that indicates whether or not one of multiple types of jackpot games is being controlled, a "main control state 2" that indicates whether or not one of multiple types of game states (normal game state, high probability state, time-saving state, advantageous state) is being controlled, a "gaming machine error state" that indicates whether or not one of multiple types of error states detected by the main control board 110 is occurring, and the security of the gaming machine 1 detected by the main control board 110. The information includes "Fraud detection status 1" which indicates whether a security event (settings being changed, settings being checked, RWM cleared, fraud detection, winning limit device activated) has occurred, the number of prize balls for device activation which indicates the number of prize balls acquired from devices (auxiliary games, small win games, and big win games), the number of prize balls for consecutive device activation which indicates the number of prize balls acquired from consecutive devices (big win games), and "game information" which indicates the count of game events that occur as the game progresses (number of wins at various start ports, number of wins at various large win ports, number of wins at general win ports, number of changes in special / normal patterns, number of times a big win game is played, number of times various large win ports are opened, and number of times a specific area is passed through).

[0191] The "gaming machine information response (hall control / fraud monitoring information response)" sent from the frame control board 120 to the main control board 110 is a response message to the hall control / fraud monitoring information received from the main control board 110, and includes a communication serial number that is updated with each communication, a "gaming machine information receipt result (hall control / fraud monitoring information receipt result)" that indicates the receipt result of the hall control / fraud monitoring information ("Received OK" indicating that the frame control board 120 is not in a ball-removed state), etc. The main control board 110 will not enter a playable state unless it receives the content "Received OK" as the "hall control / fraud monitoring information receipt result" from the frame control board 120.

[0192] (Main processing of the main control board) The main processing of main control board 110 will be described with reference to Figures 8 to 10. Figures 8 to 10 are flowcharts showing the main processing of main control board 110. This main processing is performed when a system reset, which occurs when power supply voltage is supplied from power supply board 160, is input to main CPU 110a.

[0193] First, the main CPU 110a prohibits all interrupts in step S1, performs CPU initialization such as setting internal registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, it waits for one second for the frame control board 120 and performance control board 130 to start up so that no commands from the main control board 110 are missed. Also, in step S4, access to the RWM area of ​​the main RAM 110c is permitted.

[0194] In step S5, the main CPU 110a notifies the frame control board 120 of the gaming machine installation information. Specifically, the main CPU 110a transmits the gaming machine installation information to the frame control board 120. That is, when the power supply voltage is supplied from the power supply board 160, the main control board 110 transmits the gaming machine installation information to the frame control board 120.

[0195] In step S6, the main CPU 110a increments the "notification counter" provided in the main RAM 110c by "1". Then, in step S7, it is determined whether or not the reception result of the gaming machine installation information notification has been responded to. If the reception result of the gaming machine installation information notification has been responded to, the process proceeds to step S10, and if the reception result of the gaming machine installation information notification has not been responded to, the process proceeds to step S8. In other words, it is determined whether or not the reception result has been responded (received) from the frame control board 120 as a result of sending the "gaming machine installation information" to the frame control board 120.

[0196] In step S8, the main CPU 110a determines whether the value of the "notification counter" is "10." If it is determined that the value of the "notification counter" is "10," the process proceeds to step S9, and if it is determined that the value of the "notification counter" is not "10" (is less than 10), the process proceeds to step S5.

[0197] In step S9, the main CPU 110a performs an error notification process. Specifically, the main CPU 110a determines that there is an abnormality (e.g., a disconnection) in the communication between the main control board 110 and the frame control board 120, sends an "internal gaming machine communication abnormality error designation command" to the performance control board 130, and controls the performance control board 130 to notify the "internal gaming machine communication abnormality error." The main CPU 110a then waits until the supply of power supply voltage is completely cut off. That is, if the frame control board 120 is notified of "gaming machine installation information" 10 times but is unable to respond with a receipt result for the gaming machine installation information notification, the main CPU 110a issues an error notification, determining that there may be a disconnection or other abnormality (communication abnormality) between the main control board 110 and the frame control board 120, and does not enter a playable state. This prevents games from being played despite a disconnection or other abnormality (communication abnormality) occurring between the main control board 110 and the frame control board 120.

[0198] In step S10, the main CPU 110a determines whether the machine is in a ball-removed state. Specifically, the main CPU 110a refers to the reception result of the gaming machine installation information notification to determine whether the reception is "OK" or whether the machine is in a "ball-removed state." If the reception is "OK," the process proceeds to step S11, and if the machine is in a "ball-removed state," the process waits until the power supply voltage is completely cut off.

[0199] If the ball is removed, after completing the processing of step S10, the system will wait until the supply of power supply voltage is completely cut off, so the processing from step S11 onwards will not be executed and the control related to the processing from step S11 onwards will not be executed.

[0200] In step S11, the main CPU 110a determines whether a backup flag indicating power restoration has been saved in the main RAM 110c. If the backup flag has been saved, it is determined that power restoration has occurred, and the process proceeds to step S12. If the backup flag has not been saved, it is determined that power has been turned on for the first time, and the process proceeds to step S13.

[0201] In step S12, the main CPU 110a calculates a checksum (abnormality determination data) of the main RAM 110c (excluding the setting value area).

[0202] In step S13, the main CPU 110a determines whether a setting change operation has been performed. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S14 to transition to setting change mode, and if a setting change operation has not been performed, the process proceeds to step S15.

[0203] The main CPU 110a performs a setting change process in step S14. Specifically, based on the operation of the RWM clear switch 111a, the setting value displayed on the information display 115, which indicates the level of advantageousness of the game (the probability of winning in the lottery for winning), is changed (updated) within a range of 1 to 4, and in response to the setting value confirmation operation (setting key switch 112a = OFF), the updated setting value is stored in the setting value area of ​​the main RAM 110c, and a process for ending the display of the setting value is performed. When this process is completed, the process proceeds to step S19.

[0204] In step S15, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S12. If the checksum is normal (there is no abnormality in the data in the main RAM 110c), the process proceeds to step S16. If the checksum is abnormal (there is an abnormality in the data in the main RAM 110c), the process proceeds to step S17. Note that if the backup flag has not been saved, that is, if the power is turned on for the first time, the checksum is determined to be abnormal.

[0205] In step S16, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S18, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S17.

[0206] In step S17, the main CPU 110a performs irrecoverable error processing as an RWM abnormality. Specifically, it performs processing to send to the frame control board 120 "Hall control fraud monitoring information" in which information indicating an irrecoverable error has been set in "Fraud detection status 1." It also displays error information "E" indicating an irrecoverable error on the information display 115, and after sending to the performance control board 130 an irrecoverable error designation command indicating that an irrecoverable error has occurred, it sets interrupt prohibition to prohibit timer interrupts and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to execute irrecoverable error notification.

[0207] An "irrecoverable error" is an error state in which game control is no longer performed (the game control is not transferred), and it cannot be released unless the setting change process is executed. Therefore, during an "irrecoverable error," the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.

[0208] In addition, the "irrecoverable error" is not cleared unless a setting change process is performed, but it may also be cleared when an RWM clear is performed without a setting change process.

[0209] In step S18, the main CPU 110a determines whether or not an RWM clear operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has been performed, the process proceeds to step S19 to execute RWM clearing, and if an RWM clear operation has not been performed, the process proceeds to step S21.

[0210] The main CPU 110a performs RWM clear processing in step S19. Specifically, if the set value in the set value area is not within the appropriate range (here, 1 to 4), the above-mentioned unrecoverable error processing is performed, and if the set value in the set value area is within the appropriate range (here, 1 to 4), the control state of the game is initialized (initializing everything other than the set value area in the main RAM 110c) and processing is performed to turn off (clear to 0) the acquisition upper limit device activation flag. When this processing is completed, the processing proceeds to step S20.

[0211] The "acquisition limit device activation flag" is a flag that turns ON when an acquisition limit device is activated, which activates on the condition that it is determined in the "acquisition limit activation determination process" described below that the maximum increase number (also called "maximum MY") has reached a predetermined value (for example, 95,000). When the acquisition limit device is activated, play on the gaming machine becomes impossible (play stops), and the main RAM 110c of the gaming machine is initialized after the gaming parlor closes, making it essentially impossible to play on the gaming machine until opening time the next day.

[0212] In step S20, the main CPU 110a transmits a power-on command indicating that the RWM clear process has been executed (the power-on process initializes the game control state) to the performance control board 130. As a result, the performance control board 130 performs a process for executing a power-on notification.

[0213] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves displaying the initial screen (background image and initial performance pattern "135") when power is turned on on the first image display device 70, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., red) for a predetermined period (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period (e.g., 30 seconds) indicating that the RWM area has been initialized.

[0214] In step S21, the main CPU 110a determines whether a setting confirmation operation has been performed. Specifically, it determines whether the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process proceeds to step S22 to transition to setting confirmation mode, and if no setting confirmation operation has been performed, the process proceeds to step S23 to return the game control state to the state before the power was turned off.

[0215] In step S22, the main CPU 110a performs a setting confirmation process. Specifically, the main CPU 110a displays the setting values ​​saved in the setting value area of ​​the main RAM 110c on the information display 115, and performs a process to end the display of the setting values ​​in response to a confirmation end operation (setting key switch 112a=OFF).

[0216] In step S23, the main CPU 110a clears (to 0) the backup flag and checksum saved in the main RAM 110c and sets the main RAM 110c for when power is restored. This returns (restores) the game progress state (control state) to the state before the power was cut off, making it possible to resume the game from the state before the power was cut off.

[0217] In step S24, the main CPU 110a transmits a power restoration designation command indicating that the game control state has been restored and the game state before the power outage (that the RWM clear process has not been executed) to the performance control board 130. As a result, the performance control board 130 performs processing to terminate the setting confirmation notification, etc., which will be described later, and execute the power restoration notification.

[0218] The "power restoration notification" is a notification to make the player aware that the game control state has returned to the state it was in before the power was cut off, and involves displaying the initial screen (background image and initial performance pattern "135") when power is restored on the first image display device 70, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., blue) for a predetermined period of time (e.g., 60 seconds), and outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that power has been restored (from a power outage).

[0219] In step S25, the main CPU 110a transmits other commands (such as a special symbol storage designation command and a normal symbol storage designation command, which will be described later) to the performance control board 130. This allows the performance control board 130 to grasp the number of special symbols reserved, and also performs processing to display the first reserved icon and the second reserved icon on the first image display device 70.

[0220] In step S26, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. Note that this setting value designation command may be transmitted not only at the timing of step S26 but also every time the variable display of the special symbol starts, or every time a jackpot game starts.

[0221] In step S27, the main CPU 110a refers to the main RAM 110c and determines whether the above-mentioned acquisition upper limit device activation flag is OFF (e.g., 0=OFF, 1=ON). If the acquisition upper limit device activation flag is OFF (e.g., 0), the process proceeds to step S28, and if the acquisition upper limit device activation flag is ON (e.g., 1), the process proceeds to step S29.

[0222] In step S28, the main CPU 110a causes the main control board 110 to turn on (output) a launch permission signal that allows the launching device to launch game balls. This allows the launching device to launch game balls when the launch permission signal from the frame control board 120 is turned on (output). Note that the frame control board 120 may not output a launch permission signal, but the main control board 110 may output a launch permission signal, and the launching device may be allowed to launch game balls when the launch permission signal is output from the main control board 110.

[0223] In step S29, the main CPU 110a transmits an acquisition limit device operation command indicating that the "acquisition limit device" is in operation to the performance control board 130. As a result, the performance control board 130 performs processing to notify that the acquisition limit device is in operation. Then, after transmitting the acquisition limit device operation command to the performance control board 130, the processing proceeds to step S30.

[0224] The "notification that the earning limit device is in operation" is a notification to make the player aware that it is no longer possible to continue playing, and is displayed on the first image display device 70, for example, in white letters on a black background, such as "The earning limit device has been activated. Today's play has ended."

[0225] The "winning limit device" is activated immediately when the maximum increase in the number of winning balls (also called "maximum MY") exceeds a predetermined value (for example, 95,000) if a big win game or small win game is not in progress, and is activated after the big win game or small win game has ended if a big win game or small win game is in progress.

[0226] For players who are unaware of the existence of the win limit device, it is advisable to actively notify them that the machine is equipped with a "win limit device" during, for example, a customer waiting demo performance or the ending of a jackpot game. Specifically, "Win limit device installed" may be displayed on the first image display device 70 (main liquid crystal display) or may be constantly displayed on the third image display device 72 (left image display device) or the fourth image display device 73 (right image display device).

[0227] In step S30, the main CPU 110a clears (initializes) an increment counter (also called "MY counter") for updating the maximum increment stored in the main RAM 110c, and proceeds to step S31. The maximum increment and the increment counter will be described later.

[0228] In step S31, the main CPU 110a activates a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds), and in step S32, it permits all interrupts, and moves the process to step S34.

[0229] In step S34, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern determination, which are used to determine the fluctuation pattern (fluctuation time) of the special pattern, and in step S35, performs an initial value random number value update process to update the initial value random number value for jackpot determination, the initial value random number value for special pattern determination, the initial value random number value for hit determination, and the initial value random number value for normal pattern determination.

[0230] In step S36, the main CPU 110a determines whether a power interruption (power failure) has occurred. Specifically, it determines whether a power interruption detection signal has been input from the power interruption detection circuit of the power supply board 160. If the power interruption detection signal has not been input, the process proceeds to step S34, and if the power interruption detection signal has been input, the process proceeds to step S37.

[0231] In step S37, the main CPU 110a sets an interrupt prohibition to prohibit timer interrupts, in step S38, performs processing to clear the output port, in step S39, performs processing to calculate a checksum (abnormality determination data) of the main RAM 110c (excluding the set value area) and save it in the main RAM 110c, in step S40, performs processing to save a backup flag in the main RAM 110c, and in step S41, performs processing to prohibit RAM access and waits until the supply of power supply voltage is completely cut off.

[0232] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 11. Fig. 11 is a flowchart showing the timer interrupt process in the main control board 110.

[0233] This timer interrupt processing is executed by inputting a clock pulse at a predetermined period (4 milliseconds) from a reset clock pulse generating circuit provided on the main control board 110 after all interrupts are permitted in step S32 of Figure 10 described above.

[0234] First, in step S100, the main CPU 110a saves the information stored in the register to a stack area, and in step S105, performs time control processing. Specifically, it updates various timer counters such as the stop time of the special symbol and the opening time of the special electric device.

[0235] In step S110, the main CPU 110a refers to the main RAM 110c and determines whether the acquisition upper limit device activation flag is OFF. If the acquisition upper limit device activation flag is OFF, the process proceeds to step S120, assuming that game progress control (specific control processing) is to be performed. If the acquisition upper limit device activation flag is ON, the process proceeds to step S500, assuming that game progress control (specific control processing) is not to be performed. The acquisition upper limit device and the acquisition upper limit device activation flag will be described later.

[0236] The main CPU 110a performs a specific random number value update process in step S120. Specifically, the random number value for determining a big win, the random number value for determining a special symbol, the random number value for determining a special symbol variation pattern, the random number value for determining a win, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern are updated. Specifically, the process of adding +1 to each random number value and random number counter is performed. If the added random number counter exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter returns to the initial value of the cycle, the corresponding initial value random number value is set as a new cycle initial value and the random number value is newly updated.

[0237] In step S130, the main CPU 110a performs an initial random number value update process. Specifically, similar to step S35 in Fig. 10, the main CPU 110a performs a process of updating the initial random number value for determining a big win, the initial random number value for determining a special symbol, the initial random number value for determining a win, and the initial random number value for determining a normal symbol.

[0238] The main CPU 110a performs input control processing in step S200. Specifically, it determines whether or not there has been input to various switches such as the out ball detection switch 39a, general winning hole detection switch 43a, gate detection switch 44a, first start hole detection switch 45a, second start hole detection switch 47a, first large winning hole detection switch 50a, specific area detection switch 53a, and second large winning hole detection switch 56a, and performs processing to set predetermined data if there has been input. The details of the input control processing will be described later.

[0239] The main CPU 110a performs special symbol special electricity control processing in step S300. Specifically, the main CPU 110a performs processing such as determining special symbol determination information acquired based on the winning of a gaming ball into the first start opening 45 or the second start opening 47, displaying the variation of the first special symbol or the second special symbol, opening and closing the first large prize opening 50, opening and closing the second large prize opening 56, opening and closing the specific area 53, setting the game state, etc. Details of the special symbol special electricity control processing will be described later.

[0240] In step S400, the main CPU 110a performs normal symbol and normal power control processing. Specifically, it performs processing such as determining the normal symbol determination information acquired based on the passage of the game ball through the normal symbol gate 44, displaying the normal symbol variation, and opening and closing the second start port 47 (auxiliary game).

[0241] In step S450, the main CPU 110a performs an upper limit win management process. Specifically, when there is input from the out ball detection switch 39a, the general winning hole detection switch 43a, the first start hole detection switch 45a, the second start hole detection switch 47a, the first large winning hole detection switch 50a, or the second large winning hole detection switch 56a, the counter corresponding to each switch is updated. The upper limit win management process will be described in detail later.

[0242] The main CPU 110a performs payout control processing in step S500. Specifically, it refers to various prize ball counters stored in the main RAM 110c and performs processing to send payout number designation commands corresponding to various winning ports (general winning port 43, first start port 45, second start port 47, first large winning port 50, second large winning port 56) to the frame control board 120. As a result, the frame control board 120 executes processing to pay out prize balls (processing to add up the number of game balls (game value) owned by the player).

[0243] The main CPU 110a performs error control processing in step S550. For example, if a magnet is detected, it performs processing to set information indicating a magnet detection error in the fraud detection state 1, and processing to send a magnet detection error designation command indicating the occurrence of a magnet detection error to the performance control board 130 in order to notify that a magnet has been detected. This causes the performance control board 130 to execute processing to notify of the magnet detection error. Details of the error control processing will be described later.

[0244] In step S600, the main CPU 110a performs a hall control / fraud monitoring information management process. Specifically, the process transmits the hall control / fraud monitoring information to the frame control board 120 every 108 ms. For example, if information indicating a magnet detection error is set in the fraud detection status 1 in step S550, hall control / fraud monitoring information indicating that information indicating a magnet detection error has been set in the fraud detection status 1 is transmitted to the frame control board 120 and then to the dedicated unit 170. Details of the hall control / fraud monitoring information management process will be described later.

[0245] The main CPU 110a performs a game data creation process in step S700. Specifically, the main CPU 110a performs a process of creating game data such as second start port opening / closing data to be output to the second start port opening / closing solenoid 48b, first large prize port opening / closing data to be output to the first large prize port opening / closing solenoid 51b, specific area opening / closing data to be output to the flow path switching solenoid 52b, second large prize port opening / closing data to be output to the second large prize port opening / closing solenoid 57b, special symbol display data to be output to the first special symbol display device 60 and the second special symbol display device 61, normal symbol display data to be output to the normal symbol display device 62, special symbol reserve display data to be output to the first special symbol reserve display device 63 and the second special symbol reserve display device 64, and normal symbol reserve display data to be output to the normal symbol reserve display device 65.

[0246] In step S725, the main CPU 110a performs a test data creation process. Specifically, the main CPU 110a performs a process of creating multiple types of test data required for testing to be output to the test device of the gaming machine 1. The test data will be described later.

[0247] The main CPU 110a performs output control processing in step S750. Specifically, the main CPU 110a performs processing such as a port output processing for outputting signals such as the second start gate open / close data, the first large winning gate open / close data, the specific area open / close data, and the second large winning gate open / close data created in step S700, a display output processing for outputting signals such as special symbol display data, normal symbol display data, special symbol reserved display data, and normal symbol reserved display data to various displays, a payout command transmission processing for transmitting commands set in a payout transmission data storage area of ​​the main RAM 110c to the frame control board 120, a performance command transmission processing for transmitting commands set in a performance transmission data storage area (transmission buffer) of the main RAM 110c to the frame control board 120 and the performance control board 130, and a test data output processing for outputting signals of the test data created in step 725 to the test device of the gaming machine 1.

[0248] In step S800, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.

[0249] In this way, when the earning limit device activation flag is ON (the earning limit device is activated), the processing from step S120 to step S450, which is the control for progressing the game, will not be executed, and the gaming machine will not be able to be played.

[0250] (Input control processing on the main control board) The input control processing of the main control board 110 will be described with reference to Fig. 12. Fig. 12 is a flowchart showing the input control processing in the main control board 110.

[0251] First, in step S210, the main CPU 110a performs a general winning hole detection switch input process. Specifically, the main CPU 110a determines whether a detection signal has been input from the general winning hole detection switch 43a, that is, whether a gaming ball has entered the general winning hole 43, and then performs a process to pay out prize balls.

[0252] In step S220, the main CPU 110a performs a special prize opening detection switch input process. Specifically, the main CPU 110a determines whether a detection signal has been input from the first special prize opening detection switch 50a, that is, whether a gaming ball has entered the first special prize opening 50, and then performs a process to pay out prize balls.

[0253] In step S230, the main CPU 110a performs a first start hole detection switch input process. Specifically, it determines whether a detection signal has been input from the first start hole detection switch 45a, that is, whether a game ball has entered the first start hole 45, and performs a process for paying out prize balls, as well as a process for acquiring and storing special symbol determination information. The details of the first start hole detection switch input process will be described later.

[0254] In step S240, the main CPU 110a performs second start hole detection switch input processing. Specifically, it determines whether a detection signal has been input from the second start hole detection switch 47a, that is, whether a game ball has entered the second start hole 47, and performs processing to pay out prize balls and also performs processing to acquire and store special symbol determination information.

[0255] In step S250, the main CPU 110a performs gate detection switch input processing. Specifically, it determines whether a detection signal is input from the gate detection switch 44a, that is, whether the game ball has passed through the normal gate 44, and performs processing to acquire and store normal gate determination information.

[0256] The main CPU 110a performs specific area detection switch input processing in step S260. Specifically, it determines whether a detection signal has been input from the specific area detection switch 53a during a small win game (specific area valid period), that is, whether the game ball has passed through the specific area 53, and if the game ball has passed through the specific area 53 during a small win game, it sets a specific area passing flag for transitioning to a big win game and transmits a specific area passing designation command to the performance control board 130, and if the game ball has passed through the specific area 53 when not during a small win game, it does not set the specific area passing flag, and performs processing to transmit a specific area passing error designation command to the performance control board 130, assuming that a specific area passing error has occurred.

[0257] In step S270, the main CPU 110a performs an out ball detection switch input process. Specifically, the main CPU 110a determines whether a detection signal has been input from the out ball detection switch 39a, that is, whether a game ball has entered the out hole 39, and then ends the current input control process.

[0258] (Main control board first start port detection switch input processing) 13, the first start hole detection switch input processing of the main control board 110 will be described. FIG. 13 is a flowchart showing the first start hole detection switch input processing of the main control board 110.

[0259] First, in step S230-1, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 45a. If a detection signal has been input from the first start hole detection switch 45a, the process proceeds to step S230-2. If a detection signal has not been input from the first start hole detection switch 45a, the current first start hole detection switch input process is terminated.

[0260] In step S230-2, the main CPU 110a performs a process of updating the three prize ball counter used for three prize balls by adding data indicating three prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special symbol, random number value for determining a reach, random number value for determining a special symbol variation pattern).

[0261] In step S230-4, the main CPU 110a determines whether the first special symbol reserved number (U1), which is the number of reserved memories of the first special symbol, is less than 4. If the first special symbol reserved number (U1) is less than 4, the process proceeds to step S230-5, and if the first special symbol reserved number (U1) is not less than 4, the first start hole detection switch input process is terminated.

[0262] In step S230-5, the main CPU 110a performs a process of adding "1" to the first special symbol reservation number (U1) to update it (U1←U1+1), and in step S230-6, a first special symbol reservation number designation command corresponding to the first special symbol reservation number (U1) is set in the performance transmission data storage area of ​​the main RAM 110c. As a result, the first special symbol reservation number designation command is sent to the performance control board 130, and the first image display device 70 displays the number of first reservation icons corresponding to the first special symbol reservation number (U1).

[0263] In step S230-7, the main CPU 110a stores the special symbol determination information acquired in step S230-3 in the most forward empty area of ​​the first special symbol determination information reservation storage area of ​​the main RAM 110c.

[0264] The first special symbol determination information reserve memory area, in which the special symbol determination information acquired based on the entry of the game ball into the first starting hole 45 is stored, is composed of a first memory unit to a fourth memory unit, and when a jackpot determination for the first special symbol is performed, the determination information stored in the first memory unit of the first special symbol determination information reserve memory area is shifted to the special symbol determination information execution memory area, and the jackpot determination is performed using the shifted special symbol determination information. Also, reserved icons corresponding to the special symbol determination information stored in the first memory unit to the fourth memory unit of the first special symbol determination information reserve memory area are displayed in each of the first display unit 70B1 to the fourth display unit 70B4 of the first reserved icon display area 70B.

[0265] In step S230-8, the main CPU 110a determines whether or not the game is currently in a non-time-shortened gaming state. If the game is currently in a non-time-shortened gaming state, the process proceeds to step S230-9. If the game is not currently in a non-time-shortened gaming state, the main CPU 110a ends the first start hole detection switch input process.

[0266] The main CPU 110a performs a first advance determination process in step S230-9. In this first advance determination process, a advance determination table for pre-reading (advance determination) the special symbol determination information is referenced, the special symbol determination information acquired this time is pre-determined before the first special symbol variable display is performed, and a first advance determination designation command is generated for notifying the performance control board 130 of the result of the advance determination (special symbol planned variable pattern). The advance determination table will be described in detail later.

[0267] In step S230-10, the main CPU 110a sets the first pre-read designation command generated in step S230-9 in the performance transmission data storage area of ​​the main RAM 110c.

[0268] This allows the first starting port winning information to be sent to the presentation control board 130 as a first pre-reading designation command, and the sub-CPU 130a of the presentation control board 130 that receives the first pre-reading designation command can execute a pre-reading notice (for example, a continuous notice display, an icon change display) that gives the player the expectation that a jackpot game will be played over one or more variable displays before the variable display of the first special pattern corresponding to the first pre-reading designation command begins.

[0269] In addition, the second start hole detection switch input processing is also processed in the same way as the first start hole detection switch input processing, so the first start hole detection switch 45a, 3 prize ball counter, first special symbol reserved number (U1), first special symbol reserved number designation command, first special symbol judgment information reserved memory area, non-time-saving game state, first advance judgment processing, first look-ahead designation command, first reserve icon display area 70B, first display unit 70B1 to fourth display unit 70B4 can be read as second start hole detection switch 47a, 2 prize ball counter, second special symbol reserved number (U2), second special symbol reserved number designation command, second special symbol judgment information reserved memory area, time-saving game state, second advance judgment processing, second look-ahead designation command, second reserve icon display area 70D, first display unit 70D1 to fourth display unit 70D4.

[0270] In this embodiment, the upper limit of the second special symbol reservation number (U2) is set to "4", but it may be more or less than this. Also, the upper limit of the second special symbol reservation number may be lowered compared to the upper limit of the first special symbol reservation number. Also, the special symbol determination information acquired based on the winning of the second starting port 47 may be stored only in the special symbol determination information execution memory area that stores the special symbol determination information that is the subject of judgment such as jackpot judgment, and the second reservation memory may be eliminated.

[0271] (Main control board special diagram special power control processing) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the special pattern special voltage control process of the main control board 110.

[0272] First, in step S301, the main CPU 110a loads the value of the special drawing special power processing data, and in step S302, references the branch destination address from the loaded special drawing special power processing data, executes the processing corresponding to the branch destination address, and terminates the current special drawing special power control processing.

[0273] Specifically, if the special symbol special electric processing data = 0, a special symbol memory determination process (step S310) is executed to start the variable display of the special symbol based on the reserved memory, if the special symbol special electric processing data = 1, a special symbol variable process (step S320) is executed to stop the display of the special symbol as the variable time passes, if the special symbol special electric processing data = 2, a special symbol stop process (step S330) is executed to transition to the jackpot game depending on the stop time and the type of stopped special symbol, if the special symbol special electric processing data = 3, a jackpot game process (step S340) is executed to execute the jackpot game, if the special symbol special electric processing data = 3, a small jackpot game process (step S350) is executed to execute the small jackpot game, and if the special symbol special electric processing data = 5, a jackpot game end process (step S360) is executed to end the jackpot game. Details of each process will be described later.

[0274] This "special chart special electricity processing data" is set as needed within each subroutine of the special chart special electricity control processing, as will be described later, so that the subroutines required for that game will be processed appropriately.

[0275] (Main control board special pattern memory determination processing) The special symbol memory determination process of the main control board 110 will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the special symbol memory determination process of the main control board 110.

[0276] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is being displayed. If a special symbol is being displayed, the main CPU 110a ends the current special symbol memory determination process. If a special symbol is not being displayed, the main CPU 110a proceeds to step S310-2.

[0277] In step S310-2, the main CPU 110a determines whether the second special chart reserved number (U2) is 1 or more. If the second special chart reserved number (U2) is 1 or more, the process proceeds to step S310-3, and if the second special chart reserved number (U2) is not 1 or more, the process proceeds to step S310-4.

[0278] In step S310-3, the main CPU 110a subtracts "1" from the second special symbol reserved number (U2) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the subtracted second special symbol reserved number (U2) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the first image display device 70 and the display of the icon.

[0279] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the second special symbol determination information storage area, and shifts the special symbol determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0280] For example, the special symbol determination information stored in the fourth storage section of the second special symbol determination information reserve storage area is shifted to the third storage section of the second special symbol determination information reserve storage area. Also, the special symbol determination information stored in the first storage section of the second special symbol determination information reserve storage area is shifted to the special symbol determination information execution storage area, and the special symbol determination information used in the previous game that was stored in the special symbol determination information execution storage area is erased.

[0281] On the other hand, in step S310-4, the main CPU 110a determines whether the first special symbol reserved number (U1) is 1 or more. If the first special symbol reserved number (U1) is 1 or more, the process proceeds to step S310-5, and if the first special symbol reserved number (U1) is not 1 or more, the process proceeds to step S319-1.

[0282] In step S310-5, the main CPU 110a subtracts "1" from the first special symbol reserved number (U1) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the subtracted first special symbol reserved number (U1) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the first image display device 70 and the display of the icon.

[0283] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the first special pattern reserve memory area, and shifts the special pattern determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0284] For example, the special symbol determination information stored in the fourth memory section of the first special symbol reserve memory area is shifted to the third memory section of the first special symbol reserve memory area. Also, the special symbol determination information stored in the first memory section of the first special symbol reserve memory area is shifted to the special symbol determination information execution memory area, and the special symbol determination information used in the previous game that was stored in the special symbol determination information execution memory area is erased.

[0285] In addition, with the shift processing of the special symbol determination information in step S310-8, the special symbol reserved display data indicating the first special symbol reserved number (U1) and the second special symbol reserved number (U2) after subtraction is set in a predetermined area of ​​the main RAM 110c. As a result, the display contents of the first special symbol reserved indicator 63 and the second special symbol reserved indicator 64 will be updated.

[0286] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special symbol determination information holding memory area is shifted with priority over the first special symbol determination information holding memory area (the number of reserved second symbols is subtracted with priority over the number of reserved first symbols), but the first special symbol determination information holding memory area or the second special symbol determination information holding memory area may be shifted in the order in which the game ball enters the starting hole (the number of reserved first symbols and the number of reserved second symbols are subtracted in order of winning), or the first special symbol determination information holding memory area may be shifted with priority over the second special symbol determination information holding memory area (the number of reserved first symbols is subtracted with priority over the number of reserved second symbols).

[0287] In step S311, the main CPU 110a executes a jackpot determination process to determine whether or not a jackpot has occurred and the stop special symbol data of the special symbol based on the special symbol determination information stored in the special symbol determination information execution storage area. Details of the jackpot determination process will be described later.

[0288] In step S312, the main CPU 110a sets a special symbol designation command corresponding to the type of special symbol determined in the big win determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol designation command is transmitted to the performance control board 130, and processing is performed to determine the performance symbol 70a to be stopped and displayed as a result of the variable performance.

[0289] In step S313, the main CPU 110a performs a special symbol fluctuation pattern determination process to determine a fluctuation pattern (fluctuation time) of the special symbol based on the special symbol determination information stored in the special symbol determination information execution storage area. The details of the special symbol fluctuation pattern determination process will be described later.

[0290] In step S314, the main CPU 110a sets a special symbol variation pattern designation command corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol variation pattern designation command is sent to the performance control board 130, and processing is performed to determine the variation performance pattern, which is the performance mode of the variation performance performed during the special symbol variation display.

[0291] In step S315, the main CPU 110a sets the special symbol variation time (counter value) corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process in a predetermined area of ​​the main RAM 110c, and starts the variation display of the special symbol in step S316. As a result, LED lighting data for executing the variation display of the special symbol is created in the game data creation process in step S700, and the created lighting data is output in the output control process in step S750, so that the variation display of the special symbol is performed on the first special symbol display device 60 or the second special symbol display device 61.

[0292] In step S317, the main CPU 110a clears the customer waiting state flag to end the customer waiting state, and in step S318, sets the special symbol special signal processing data to "1" and ends the current special symbol memory determination process.

[0293] (Main control board jackpot detection process) The big win determination process of the main control board 110 will be described with reference to Fig. 16. Fig. 16 is a flowchart showing the big win determination process in the main control board 110.

[0294] In step S311-1, the main CPU 110a refers to the setting values ​​stored in the setting value area of ​​the main RAM 110c, and in step S311-2, selects a jackpot determination table for determining whether or not a jackpot has occurred (or whether or not a small jackpot has occurred). The jackpot determination table will be described in detail later.

[0295] In step S311-3, the main CPU 110a compares the current setting value and the random number value for determining a jackpot with a jackpot determination table to determine whether or not it is a jackpot (whether or not it is a small jackpot). If it is a jackpot, the process proceeds to step S311-4, and if it is not a jackpot, the process proceeds to step S311-5.

[0296] In step S311-4, the main CPU 110a selects a special symbol determination table for a jackpot to determine the type of special symbol for a jackpot, and moves the process to step S311-8. The details of the special symbol determination table for a jackpot will be described later.

[0297] In step S311-5, the main CPU 110a compares the current setting value and the random number value for determining a big win with the big win determination table to determine whether or not it is a small win. If it is a small win, the process proceeds to step S311-6. If it is not a small win, the process proceeds to step S311-7, assuming it is a loss.

[0298] In step S311-6, the main CPU 110a selects a special symbol determination table for small win to determine the type of special symbol for small win, and moves the process to step S311-8. The details of the special symbol determination table for small win will be described later.

[0299] In step S311-7, the main CPU 110a selects a special symbol determination table for determining a special symbol for a loss, and moves the process to step S311-8. The details of the special symbol determination table for a loss will be described later.

[0300] In step S311-8, the main CPU 110a compares the type of special pattern (first special pattern, second special pattern) for which a jackpot determination is to be made and the random number value for special pattern determination with the special pattern determination table, and determines the special pattern that will be displayed as a result of the variable display executed on the first special pattern display device 60 or the second special pattern display device 61.

[0301] In step S311-9, the main CPU 110a sets the special stop symbol data corresponding to the special symbol determined in step S311-9 in a predetermined area of ​​the main RAM 110c, and ends the current big win determination process.

[0302] (Jackpot determination table) Figure 17(a) is a jackpot determination table for the first special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the first starting hole 45, and Figure 17(b) is a jackpot determination table for the second special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the second starting hole 47.

[0303] As shown in Figures 17(a) to 17(b), the jackpot determination table corresponds the current setting value, the current probability state, the random number value for jackpot determination, and the jackpot determination result (jackpot, small win, miss), and for reference, the rightmost column lists the approximate winning probability for a "jackpot" and a "small win."

[0304] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 17(a) or the jackpot determination table for the second special symbol shown in Figure 17(b), and determines whether it is a "jackpot" or a "miss" based on the current setting value, probability state, and random number value for jackpot determination.

[0305] For example, according to the jackpot determination table for the first special symbol shown in Figure 17(a), when the set value is "1" and the game is in normal play mode, 300 random numbers for jackpot determination from "100" to "399" are determined as "jackpots." Then, random numbers for jackpot determination other than those determined as jackpots are determined as "misses."

[0306] In addition, in the jackpot determination table of this embodiment, four levels of setting values ​​are used, but this is not limited to this, and six levels of setting values ​​may be used, two levels of setting values ​​may be used, or one level of setting values ​​may be used, or the setting function may not be installed.

[0307] (Special pattern determination table) Figure 18(a) is a special pattern determination table for a big win to determine the type of special pattern when a big win is determined, Figure 18(b) is a special pattern determination table for a small win to determine the type of special pattern when a small win is determined, and Figure 18(c) is a special pattern determination table for a loss to determine the type of special pattern when a loss is determined.

[0308] As shown in Figures 18(a) to 18(c), the special pattern determination table associates the type of special pattern to be stopped and displayed, a random number value for determining the special pattern, the determination result of the special pattern, the stopped special pattern data corresponding to the determination result, and the special pattern designation command corresponding to the determination result.

[0309] The special symbols "00" and "10" are special symbols that do not result in a jackpot game. The special symbol "01" is a special symbol that executes a jackpot game without a 4-round time reduction (first jackpot game) in which the second large prize winning port 56 is opened for a maximum of 29.5 seconds and then closed for 2 seconds, and this round game is executed up to 4 times. The special symbol "02" is a special symbol that executes a jackpot game with a 4-round time reduction (second jackpot game) in which the second large prize winning port 56 is opened for a maximum of 29.5 seconds and then closed for 2 seconds, and this round game is executed up to 4 times. The pattern "03" is a special pattern for executing a 10-round time-saving jackpot game (third jackpot game) in which the second large prize opening 56 is opened for a maximum of 29.5 seconds and then closed for two seconds, a round game being played up to ten times. The special pattern "04" is a special pattern for executing a 10-round time-saving jackpot game (fourth jackpot game) in which the second large prize opening 56 is opened for a maximum of 29.5 seconds and then closed for two seconds, a round game being played up to ten times.

[0310] The special symbol "13" executes a first small jackpot game in which the first large winning opening 50 is opened for 1.8 seconds and then closed, and when the game ball passes through the specific area 53 during the first small jackpot game, a four-round time-saving V-jackpot game is executed with the first small jackpot game as the first round. The special symbol "14" executes a second small jackpot game in which the first large winning opening 50 is opened for 1.8 seconds and then closed, and during the second small jackpot game, When the game ball passes through the specific area 53, a special pattern is formed which executes a 10-round time-saving V jackpot game with the second small win game being the first round, and the special pattern "15" executes a third small win game in which the first large win opening 50 is opened for up to 1.8 seconds and then closed, and when the game ball passes through the specific area 53 during the third small win game, a special pattern is formed which executes a 10-round time-saving V jackpot game with the third small win game being the first round.

[0311] After the first jackpot game is completed, the game is set to a low probability non-time-shortened game state (normal game state), after the second to fourth jackpot games are completed, the game is set to a low probability time-shortened game state (time-shortened game state), and after the V jackpot game, which goes through the first to third small jackpot games, the game is set to a low probability time-shortened game state (time-shortened game state).

[0312] Although one losing special symbol is associated with each of the first special symbol and the second special symbol, multiple losing special symbols may be associated with at least one of the first special symbol and the second special symbol.

[0313] The main CPU 110a refers to the special pattern determination table shown in any one of Figures 18(a) to 18(c), and determines the type of special pattern, the stopped special pattern data, and the special pattern designation command based on the type of special pattern to be stopped and the random number value for special pattern determination, and transmits the special pattern designation command to the performance control board 130.

[0314] The first feature of the special symbol determination table shown in Figure 18 is that the types of special symbols for big wins and big wins are the same regardless of the setting value. This allows players to play with peace of mind without complicating the gameplay.

[0315] The second feature of the special symbol determination table shown in Figure 18 is that the selection rates of various special jackpot symbols and various losing symbols are constant and do not change depending on the setting value. This prevents the player's advantage from changing drastically depending on the setting value, allowing the player to play with peace of mind.

[0316] (Special chart fluctuation pattern determination table) Figure 19(a) is a special symbol fluctuation pattern determination table 1 for non-time-shortened states for determining the fluctuation pattern of special symbols in non-time-shortened states, Figure 19(b) is a special symbol fluctuation pattern determination table 2 for non-time-shortened states for determining the fluctuation pattern of special symbols according to the remaining reserved second special symbols at the end of the time-shortened state in non-time-shortened states, and Figure 20 is a special symbol fluctuation pattern determination table for time-shortened states for determining the fluctuation pattern of special symbols in time-shortened states.

[0317] As shown in Figures 19 and 20, the special symbol variation pattern determination table associates the type of special symbol (starting hole) that will display the variation, the result of the jackpot determination, the result of the special symbol determination (stop special symbol data), a random number value for reach determination, the number of first special symbols reserved (U1) or the number of second special symbols reserved (U2), a random number value for determining the special symbol variation pattern, the special symbol variation pattern as the determination result, the variation time of the special symbol, and a special symbol variation pattern designation command that indicates the special symbol variation pattern, and in the rightmost column, for reference, the performance contents that can be executed in the variation performance (variation display of the performance symbol 70a and special symbol TZ, variation display of only the special symbol TZ) controlled by the performance control board 130 in accordance with the special symbol variation pattern designation command are listed.

[0318] Therefore, the "special symbol variation pattern" can be said to be something that can identify the type of special symbol, the result of the jackpot determination, the type of special symbol, and the variation time of the special symbol.

[0319] The main CPU 110a refers to the special symbol variation pattern determination table shown in Figures 19 to 20, and determines the special symbol variation pattern based on the jackpot determination result, the special symbol determination result (stop special symbol data), the random number value for reach determination, the number of first special symbols reserved (U1) or the number of second special symbols reserved (U2), and the random number value for special symbol variation pattern determination, and transmits a special symbol variation pattern designation command corresponding to the special symbol variation pattern to the performance control board 130.

[0320] As the effect contents shown in the fluctuation pattern determination table shown in Figures 19 to 20, "normal fluctuation", "shortened fluctuation", "ultra-shortened fluctuation", and "long fluctuation" mean that the three effect symbols 70a fluctuate at high speed independently and stop without reaching a win. Also, "instant fluctuation" means that the special symbol TZ fluctuates without the fluctuation display of the three effect symbols 70a and stops instantly without reaching a win.

[0321] In addition, "reach" refers to a variation mode in which, in the normal game state, a part of the combination of effect symbols 70a that notify a jackpot temporarily stops and the other effect symbols 70a change, making the player expect a jackpot game to be played, and in the time-saving game state, a part of the combination of effect symbols 70a that notify a small jackpot temporarily stops and the other effect symbols 70a change, making the player expect a small jackpot game to be played. For example, when the combination of three effect symbols 70a, "777," is set as the combination of effect symbols 70a that notify a jackpot or a small jackpot, the same effect symbol 70a temporarily stops at "7" in the left and right areas, and the remaining effect symbols 70a change in the center area.

[0322] The above-mentioned "temporary stop" refers to a state in which the performance pattern 70a sways slightly or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).

[0323] In addition, "normal reach" refers to a reach effect in which the same effect pattern 70a temporarily stops in the left and right areas, and the remaining effect pattern 70a fluctuates in the central area, and is the reach effect with the lowest expectation of a big win or small win.

[0324] Furthermore, "SP Reach" and "Special SP Reach" are super reach effects that have a higher probability of winning a big win or a small win than a normal reach, and are executed after an extended effect is executed from a normal reach effect. For example, the two effect symbols 70a shrink and move to the corners of the first image display device 70, and a special reach effect is executed using almost the entire display area of ​​the first image display device 70. Furthermore, a "Special SP Reach" executes an effect that is more special than an "SP Reach".

[0325] Furthermore, "SPSP reach" and "SPSP "7" reach" are special reach effects that have a higher expectation of a big win or small win than SP reach, and are executed after a normal reach effect or a super reach effect. For example, an extension effect is executed from a normal reach effect, and then the three effect symbols 70a shrink and move to the corners of the first image display device 70, and a more special reach effect than "SP reach" is executed using almost the entire display area of ​​the first image display device 70. In "SPSP reach", a reach effect is executed with effect symbols 70a other than "7", and in "SPSP "7" reach", a reach effect is executed with the symbol "7", so that "SPSP "7" reach" is a reach effect with a higher expectation of a big win or small win than "SPSP reach".

[0326] Furthermore, the "full rotation reach" is a reach that determines a jackpot, and is executed after a normal reach effect. For example, an extended effect is executed from a normal reach effect, and then the three effect symbols 70a all fluctuate at a slow speed while being identical, and a more special reach effect (a reach effect that determines a jackpot) than the "SPSP reach" or "SPSP '7' reach" is executed using almost the entire display area of ​​the first image display device 70.

[0327] The "long revival effect" is a variable effect (while the result screen showing the game results while the player is still in an advantageous position) that corresponds to the remaining reserved second special symbol at the end of the time-saving period, and an effect is displayed that suggests that the result will be favorable to the player (a special game will be executed), and finally a revival effect is displayed in which the three effect symbols 70a are lined up. In addition, the "revival effect" is a variable effect (while the result screen showing the game results while the player is in an advantageous state) according to the remaining reserved second special symbols at the end of the time reduction, which is an effect suggesting that the result will be advantageous to the player (a special game will be executed), and finally a revival effect is executed in which the three effect symbols 70a are displayed in a line. Note that the "revival effect" is an effect that is executed for a shorter time reduction than the "revival long effect".

[0328] The "non-reach chance effect" is an effect that makes the player wonder whether or not a favorable result (small win) will result after the start of the variation without a reach (making the player hope for a favorable result), and ultimately, an effect is executed in which the three effect symbols 70a are displayed in a separate state to notify the player that the result is unfavorable to the player, or the three effect symbols 70a are displayed in a line to notify the player that the result is favorable to the player. Note that in the time-saving game state, this effect is executed for a shorter time than when a reach effect is executed.

[0329] The first feature of the special chart variation pattern determination table shown in Figures 19 to 20 is that the type of special chart variation pattern to be determined does not change depending on the setting value and is the same. By doing so, it becomes difficult to detect the setting value from the special chart variation pattern, making it possible to provide a fair game.

[0330] The second feature of the special chart variation pattern determination table shown in Figures 19 to 20 is that the selection ratio of each special chart variation pattern is the same and does not change depending on the setting value. By doing so, it becomes difficult to detect the setting value from the special chart variation pattern, making it possible to provide a fair game.

[0331] A third feature of the special symbol variation pattern determination table shown in Figures 19 and 20 is that when the number of reserved first special symbols increases to 2 or 3 during the non-time-saving state, shortened variation is more likely to be determined as the variation pattern of the first special symbol, while shortened variation is not determined as the variation pattern of the second special symbol even when the number of reserved second special symbols increases to 2 or 3 during the non-time-saving state. By doing this, it is possible to increase the time efficiency (execution efficiency) of the variation display of the special symbol when hitting left compared to when hitting right during the non-time-saving state, and it is possible to increase the interest in the game.

[0332] 19-20, the fourth feature of the special symbol variation pattern determination table is that even if the number of reserved first special symbols increases from 1 to 3 during the time-saving state, the (ultra) shortened variation is not determined as the variation pattern of the first special symbol, whereas, when the number of reserved second special symbols increases from 1 to 3 during the time-saving state, the (long) shortened variation is more likely to be determined as the variation pattern of the second special symbol. By doing so, it is possible to increase the time efficiency (execution efficiency) of the variation display of the special symbol when hitting right compared to hitting left during the time-saving state, and it is possible to increase the interest of the game.

[0333] 20, the special symbol variation pattern determination table for the time-saving state is set up so that a reach effect is always executed when a big win or small win occurs, but it is also possible to execute an instant win effect (for example, a variation time of 5 seconds) in which three effect symbols 70a are aligned without going through the reach effect. In this case, the instant win effect may be executed at a higher rate in the case of a small win than in the case of a big win, or vice versa, or the instant win effect may not be executed in the case of a big win, and the instant win effect may be executed in the case of a small win, or vice versa.

[0334] (Pre-determination table) Figure 21(a) is a pre-determination table for the non-time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the first starting port 45 during the non-time-shortened state, and Figure 21(b) is a pre-determination table for the time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the second starting port 47 during the time-shortened state.

[0335] As shown in Figure 21, the pre-determination table associates the type of special pattern (starting hole), the jackpot determination result, the special pattern determination result, the random number value for reach determination, the random number value for special pattern variation pattern determination, the planned special pattern variation pattern as the determination result, and the pre-reading specification command indicating the planned special pattern variation pattern, and the rightmost column lists, for reference, the performance contents that can be executed in the variation performance (variation display of performance pattern 70a and special pattern TZ, variation display of special pattern TZ only) controlled by the performance control board 130 in accordance with the special pattern variation pattern specification command.

[0336] Therefore, the "special symbol planned variation pattern" can be said to be something that can identify the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol variation pattern that is planned to be executed.

[0337] The main CPU 110a refers to the advance judgment table shown in Figure 21, and judges the planned special symbol fluctuation pattern based on the random number value for jackpot judgment, the random number value for special symbol judgment, the random number value for reach judgment, and the random number value for special symbol fluctuation pattern judgment, and transmits a pre-reading designation command corresponding to the planned special symbol fluctuation pattern to the performance control board 130.

[0338] (Special pattern change processing on the main control board) The special symbol variation process of the main control board 110 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing the special symbol variation process of the main control board 110.

[0339] First, in step S320-1, the main CPU 110a determines whether the variable time set in the special symbol variable pattern determination process described above has elapsed. If the variable time has elapsed, the process proceeds to step S320-2. If the variable time has not elapsed, the special symbol variable process is terminated.

[0340] In step S320-2, the main CPU 110a stops and displays the special symbol determined in the jackpot determination process described above, and in step S320-3, sets a stop time corresponding to the game status in a predetermined area of ​​the main RAM 110c. Specifically, if the display is the final variable display of the time-shortened game state, 2.0 seconds is set, and if the display is any other variable display, 0.5 seconds is set.

[0341] In step S320-4, the main CPU 110a determines whether a time-saving flag is set in the main RAM 110c. If the time-saving flag is set, the remaining number of time-saving times is updated and the process proceeds to step S320-5. If the time-saving flag is not set, the remaining number of time-saving times is not updated and the process proceeds to step S320-10.

[0342] In step S320-5, the main CPU 110a determines whether the variable display of the special symbol this time is the first special symbol. If it is the first special symbol, in step S320-6, the first time-saving number (J1), which is the number of time-saving times for the first special symbol saved in the main RAM 110c, and the third time-saving number (J3), which is the total number of time-saving times for the first special symbol and the second special symbol, are decremented by one, and if it is not the first special symbol (if it is the second special symbol), in step S320-7, the second time-saving number (J2), which is the number of time-saving times for the second special symbol saved in the main RAM 110c, and the third time-saving number (J3) mentioned above are decremented by one.

[0343] In step S320-8, the main CPU 110a determines whether or not any one of the first time-shortening count (J1), the second time-shortening count (J2), and the third time-shortening count (J3) has become "0." If it has not become "0," the process proceeds to step S320-10. If it has become "0," the process proceeds to step S320-9, where the time-shortening flag and the various time-shortening counts (J1, J2, J3) saved in the main RAM 110c are cleared to end the time-shortening game state (start the normal game state).

[0344] In step S320-10, the main CPU 110a determines whether or not a special jackpot symbol has stopped and displayed. If it is not a special jackpot symbol, the process proceeds to step S320-12. If it is a special jackpot symbol, in step S320-11, the time-saving flag and the various time-saving counts (J1, J2, J3) saved in the main RAM 110c are cleared, and the time-saving game state is ended (the normal game state is started).

[0345] In step S320-12, the main CPU 110a sets "2" to the special symbol special signal processing data, and in step S320-13, sets a game state designation command corresponding to the current game state (the game state identified by the presence or absence of the time-saving flag) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the game state designation command is sent to the performance control board 130, and processing to update the game state is performed on the performance control board 130. When this processing is completed, the current special symbol variation processing is terminated.

[0346] (Main control board special pattern stop processing) The special symbol stop processing of the main control board 110 will be described with reference to Fig. 23. Fig. 23 is a flowchart showing the special symbol stop processing of the main control board 110.

[0347] First, in step S330-1, the main CPU 110a determines whether the stop time set in the special symbol variation process described above has elapsed. If the stop time has elapsed, the process proceeds to step S330-2. If the stop time has not elapsed, the special symbol stop process ends.

[0348] In step S330-2, the main CPU 110a determines whether or not a special jackpot symbol is displayed. If it is, the process proceeds to step S330-3. If it is not (a special small win symbol or a special loss symbol), the process proceeds to step S330-5.

[0349] In step S330-3, the main CPU 110a performs a jackpot opening transition process such as selecting control data for the jackpot game (maximum number of rounds played, maximum number of winnings, opening time, etc.) corresponding to the stop special symbol data (special jackpot symbol) from a jackpot game jackpot entry port control data judgment table (not shown) for executing the jackpot game, and in step S330-4, sets "3" to the special symbol special power processing data in order to transition to jackpot game processing, and moves the process to step S330-8.

[0350] In step S330-5, the main CPU 110a determines whether or not a small win special symbol is displayed. If it is a small win special symbol, the process proceeds to step S330-6. If it is not a small win special symbol (a losing special symbol), the process proceeds to step S330-10.

[0351] In step S330-6, the main CPU 110a performs small win opening transition processing such as selecting control data (maximum number of winnings, opening time, etc.) for small win game corresponding to the stop special symbol data (small win special symbol) from the large prize opening control data judgment table (not shown) for small win game to execute the small win game, and in step S330-7, sets "4" to the special symbol special power processing data to transition to the small win game, and moves processing to step S330-8.

[0352] In step S330-8, the main CPU 110a sets the opening time corresponding to the selected control data in the main RAM 110c, and in step S330-9, sets the opening designation command in the performance transmission data storage area of ​​the main RAM 110c. This causes the opening designation command to be sent to the performance control board 130, and processing to execute the opening performance of the big win game or small win game is performed. When this processing is completed, the current special symbol stop processing is terminated.

[0353] In step S330-10, the main CPU 110a sets "0" to the special symbol special power processing data in order to move the process to the special symbol memory determination process, and ends the current special symbol stop process.

[0354] (Main control board jackpot game processing) The big win game processing of the main control board 110 will be described with reference to Fig. 24. Fig. 24 is a flowchart showing the big win game processing in the main control board 110.

[0355] First, in step S340-1, the main CPU 110a determines whether the game is currently in the opening mode. Specifically, it determines whether the opening time set in the special symbol stop process described above is equal to or greater than "0." If the game is currently in the opening mode, the process proceeds to step S340-2. If the game is not currently in the opening mode, the process proceeds to step S340-5.

[0356] In step S340-2, the main CPU 110a determines whether the opening time set in the special symbol stop process has elapsed. If the opening time has elapsed, the process proceeds to step S340-3. If the opening time has not elapsed, the current jackpot game process is terminated.

[0357] In step S340-3, the main CPU 110a performs a round game transition process. Specifically, the main CPU 110a adds "1" to the number of round games (R) stored in the main RAM 110c, and sets a round-in-play flag in the main RAM 110c, which indicates that a round game is in progress.

[0358] In step S340-4, the main CPU 110a sets a round designation command corresponding to the number of rounds (R) in the performance transmission data storage area of ​​the main RAM 110c, and ends the current jackpot game processing. As a result, the round designation command is transmitted to the performance control board 130, and processing for executing the round performance corresponding to the current round game is performed.

[0359] In step S340-5, the main CPU 110a determines whether a round of play is currently in progress. Specifically, it determines whether a round of play flag is set in the main RAM 110c. If a round of play is in progress, the process proceeds to step S340-6. If a round of play is not in progress, the process proceeds to step S340-12.

[0360] In step S340-6, the main CPU 110a determines whether the conditions for opening the special prize opening have been met. Specifically, it determines whether the time elapsed since the start of the current round of play has reached the timing for opening the special prize opening specified by the control data for the special prize game. If the conditions for opening the special prize opening have been met, the process proceeds to step S340-7. If the conditions for opening the special prize opening have not been met, the process proceeds to step S340-8.

[0361] The main CPU 110a performs a special prize opening process in step S340-7. Specifically, the type of special prize opening to be opened (first special prize opening 50 or second special prize opening 56) and the opening time of this special prize opening (first special prize opening 50 or second special prize opening 56) are identified from the control data for the special prize game, and the opening time of the special prize opening and the drive data for the special prize opening opening solenoid (first special prize opening opening solenoid 51b or second special prize opening opening solenoid 57b) are set in the main RAM 110c. This converts the special prize opening into an open state.

[0362] In step S340-8, the main CPU 110a determines whether the conditions for closing the special prize opening have been met. Specifically, it determines whether the current opening of the special prize opening is the opening before the final opening in this round of play, and whether that opening time has elapsed. If the conditions for closing the special prize opening have been met, the process proceeds to step S340-9. If the conditions for closing the special prize opening have not been met, the process proceeds to step S340-10.

[0363] In step S340-9, the main CPU 110a performs a special prize opening closing process. Specifically, the main CPU 110a identifies the interval time (closing time) of the current special prize opening (first special prize opening 50 or second special prize opening 56) from the control data for the special prize game, sets the interval time (closing time) of the special prize opening in the main RAM 110c, and clears the drive data for the special prize opening opening / closing solenoid set in the main RAM 110c. This causes the special prize opening to be converted into a closed state.

[0364] In step S340-10, the main CPU 110a determines whether or not the condition for transitioning to an interval has been met. Specifically, it determines whether or not the number of game balls that have entered the major prize opening (first major prize opening 50 or second major prize opening 56) in the current round of play has reached the maximum number of winning balls or whether or not the opening time for the final opening of the major prize opening in the current round of play has elapsed. If the condition for transitioning to an interval has been met, the process proceeds to step S340-11. If the condition for transitioning to an interval has not been met, the process for the current big win game ends.

[0365] The main CPU 110a performs interval transition processing in step S340-11. Specifically, the current interval time (the time the large prize opening is closed) is identified from the control data for the large prize game, and the interval time is set in the main RAM 110c, and the drive data for the large prize opening solenoid set in the main RAM 110c is cleared. This causes the large prize opening to be converted to a closed state. In addition, the main CPU 110a sets an interval in progress flag, indicating that an interval is in progress, in place of the round in progress flag stored in the main RAM 110c. When the interval transition processing is completed, the current large prize game processing is terminated.

[0366] In step S340-12, the main CPU 110a determines whether or not the current time is during an interval. Specifically, it determines whether or not an interval flag is set in the main RAM 110c. If the current time is during an interval, the process proceeds to step S340-13. If the current time is not during an interval, the process proceeds to step S340-19.

[0367] In step S340-13, the main CPU 110a determines whether the interval time has elapsed. If the interval time has elapsed, the process proceeds to step S340-14. If the interval time has not elapsed, the main CPU 110a ends the current jackpot game process.

[0368] In step S340-14, the main CPU 110a determines whether the final round of the current jackpot game has ended. If the final round of the current jackpot game has ended, the process proceeds to step S340-17. If the final round of the current jackpot game has not ended, the process proceeds to step S340-15.

[0369] In step S340-15, the main CPU 110a performs a round game transition process. Specifically, the main CPU 110a adds "1" to the number of round games (R) stored in the main RAM 110c. In addition, the main CPU 110a sets a round game in progress flag instead of the interval in progress flag stored in the main RAM 110c.

[0370] In step S340-16, the main CPU 110a sets a round designation command corresponding to the number of rounds (R) in the effect transmission data storage area of ​​the main RAM 110c, and ends the current jackpot game processing. As a result, the round designation command is transmitted to the effect control board 130, and processing for executing the round effect corresponding to the current round game is performed.

[0371] The main CPU 110a performs ending transition processing in step S340-17. Specifically, the current ending time is identified from the control data of the jackpot game, and the ending time is set in the main RAM 110c. In addition, the main CPU 110a sets an ending flag indicating that the game is currently ending, instead of the interval flag stored in the main RAM 110c.

[0372] In step S340-18, the main CPU 110a sets an ending designation command indicating that the jackpot game is ending in the performance transmission data storage area of ​​the main RAM 110c, and ends the current jackpot game processing. As a result, the ending designation command is sent to the performance control board 130, and processing is performed to execute the ending performance corresponding to the current jackpot game.

[0373] In step S340-19, the main CPU 110a determines whether the game is currently ending. Specifically, it determines whether the ending flag is set in the main RAM 110c. If the game is currently ending, the process proceeds to step S340-20. If the game is not currently ending, the current jackpot game process is terminated.

[0374] In step S340-20, the main CPU 110a determines whether the ending time has elapsed. If the ending time has not elapsed, the current jackpot game processing is terminated. If the ending time has elapsed, in step S340-21, the special symbol special power processing data is set to "5" to move the processing to the jackpot game termination processing, and the current jackpot game processing is terminated.

[0375] (Main control board small win game processing) The small win game processing of the main control board 110 will be described with reference to Fig. 25. Fig. 25 is a flowchart showing the small win game ending processing of the main control board 110.

[0376] First, in step S350-1, the main CPU 110a determines whether the game is currently opening. Specifically, it determines whether the opening time set in the special symbol stop process described above is equal to or greater than "0." If the game is currently opening, the process proceeds to step S350-2. If the game is not currently opening, the process proceeds to step S350-4.

[0377] In step S350-2, the main CPU 110a determines whether the opening time set in the special symbol stop process described above has elapsed. If the opening time has elapsed, in step S350-3, an open / close game in progress flag is set in the main RAM 110c, indicating that an open / close game in which the large prize opening is opened and closed is in progress. If the opening time has not elapsed, the small prize game process for this time is terminated.

[0378] In step S350-4, the main CPU 110a determines whether or not the special prize opening is being played. If it is being played, the process proceeds to step S350-5. If it is not being played, the process proceeds to step S350-21.

[0379] In step S350-5, the main CPU 110a determines whether the conditions for opening the large prize opening have been met. Specifically, it determines whether the opening or interval of the small prize game has ended. If the conditions for opening the large prize opening have been met, the process proceeds to step S350-6. If the conditions for opening the large prize opening have not been met, the process proceeds to step S350-7.

[0380] The main CPU 110a performs a special prize opening process in step S350-6. Specifically, the type of special prize opening to be opened (first special prize opening 50 or second special prize opening 56) and the opening time of this special prize opening (first special prize opening 50 or second special prize opening 56) are identified from the control data for the small prize game, and the opening time of the special prize opening and the drive data for the special prize opening opening solenoid (first special prize opening opening solenoid 51b or second special prize opening opening solenoid 57b) are set in the main RAM 110c. This causes the special prize opening to be converted into an open state.

[0381] In step S350-7, the main CPU 110a determines whether the opening conditions for the specific area 53 have been met. Specifically, it determines whether the timing for opening the specific area 53 specified by the control data for the specific area (here, the timing for opening the large prize opening) has arrived. If the opening conditions for the specific area 53 have been met, the process proceeds to step S350-8, and if the opening conditions for the specific area 53 have not been met, the process proceeds to step S350-9.

[0382] In step S350-8, the main CPU 110a performs a specific area opening process. Specifically, the main CPU 110a sets drive data for the specific area opening / closing solenoid 53b in the main RAM 110c. This causes the specific area 53 to be converted into an open state.

[0383] In step S350-9, the main CPU 110a determines whether the closing condition for the specific area 53 has been met. Specifically, it determines whether the timing for closing the specific area 53 specified by the control data for the specific area (here, the timing for closing the large prize opening) has arrived. If the closing condition for the specific area 53 has been met, the process proceeds to step S350-10, and if the closing condition for the specific area 53 has not been met, the process proceeds to step S350-11.

[0384] In step S350-10, the main CPU 110a performs a specific area closing process. Specifically, the drive data for the specific area opening / closing solenoid 53b set in the main RAM 110c is cleared. This causes the specific area 53 to be converted to a closed state.

[0385] In step S350-11, the main CPU 110a determines whether the conditions for closing the special prize opening have been met. Specifically, it determines whether the opening time for the special prize opening has elapsed and whether the number of prizes won by the special prize opening has reached the maximum number. If the conditions for closing the special prize opening have been met, the process proceeds to step S350-12. If the conditions for closing the special prize opening have not been met, the process proceeds to step S350-13.

[0386] In step S350-12, the main CPU 110a performs a special prize opening closing process. Specifically, the main CPU 110a identifies the interval time (closing time) from the control data for the small prize game, sets the special prize opening interval time in the main RAM 110c, and clears the drive data for the special prize opening opening / closing solenoid set in the main RAM 110c. This causes the special prize opening to be converted into a closed state.

[0387] In step S350-13, the main CPU 110a determines whether the final interval time in the small win game has elapsed. If the final interval time has elapsed, in step S350-14, the open / close game in progress flag set in the main RAM 110c is cleared. If the final interval time has not elapsed, the small win game processing for this time is terminated.

[0388] In step S350-15, the main CPU 110a determines whether the above-mentioned specific area passage flag is saved in the game RWM area of ​​the main RAM 110c. If the specific area passage flag is saved, the process proceeds to step S350-16 assuming that a jackpot game will be executed when the game ball passes through the specific area 53 during the open / close game, and if the specific area passage flag is not saved, the process proceeds to step S350-19 assuming that an ending will be executed when the game ball does not pass through the specific area 53 during the open / close game.

[0389] The main CPU 110a clears the specific area passing flag saved in the main RAM 110c in step S350-16, and performs a jackpot game transition process in step S350-17. Specifically, the main CPU 110a selects control data (maximum number of rounds, maximum number of winnings, opening time, etc.) corresponding to the stopped special symbol data (stopped special symbol) from the big prize opening control data determination table for the jackpot game, clears the time-saving flag and various time-saving numbers (J1, J2, J3) saved in the main RAM 110c, and performs processes such as ending the time-saving game state.

[0390] In step S350-18, the main CPU 110a sets "3" to the special symbol special power processing data in order to move the processing to the big win game processing, and ends the current small win game processing.

[0391] The main CPU 110a performs an ending transition process in step S350-19. Specifically, the main CPU 110a specifies the ending time of this game from the control data of the small win game, and sets the ending time in the main RAM 110c.

[0392] In step S350-20, the main CPU 110a sets an ending designation command indicating that this is the ending of the small win game in the performance transmission data storage area of ​​the main RAM 110c, and ends the current small win game processing. As a result, the ending designation command is sent to the performance control board 130, and processing is performed to execute an ending performance according to this small win game (such as a disappointment notification performance that notifies the player that the game ball did not pass through the specific area 53 during the small win game, more specifically during the opening and closing game).

[0393] In step S350-21, the main CPU 110a determines whether the game is currently ending. Specifically, it determines whether the ending time set in step S350-19 is equal to or greater than "0." If the game is currently ending, the process proceeds to step S350-22. If the game is not currently ending, the current small win game process is terminated.

[0394] In step S350-22, the main CPU 110a determines whether the ending time set in step S350-19 has elapsed. If the ending time has not elapsed, the current small win game process is terminated. If the ending time has elapsed, in step S350-23, the special symbol special power processing data is set to "0" to move the process to the special symbol memory determination process, and then the current small win game process is terminated.

[0395] In this way, even if the gaming ball passes through the specific area 53 during a small win game, the big win game will not be executed until the small win game (conversion game) ends (the first big winning slot is opened ten times or ten gaming balls enter). Therefore, the player will not be put at a disadvantage depending on the timing when the gaming ball passes through the specific area 53, which can increase the interest in the game.

[0396] Furthermore, if the game ball passes through the specific area 53 during a small win game, the jackpot game is executed without the ending of the small win game. Therefore, the period from the small win game to the jackpot game is not prolonged, which makes it possible to increase the interest in the game. Note that the jackpot game may be executed after the ending of the small win game.

[0397] (Main control board jackpot game end processing) The big win game ending process of the main control board 110 will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the big win game ending process in the main control board 110.

[0398] First, in step S360-1, the main CPU 110a acquires the special stop symbol data saved in the main RAM 110c, and in step S360-2, determines whether the special stop symbol data is the first special symbol. If it is the first special symbol, in step S360-3, a game state setting table for the first special symbol is selected to set the game state after the jackpot game with the first special symbol ends. On the other hand, if it is not the first special symbol (it is the second special symbol), in step S360-4, a game state setting table for the second special symbol is selected to set the game state after the jackpot game with the second special symbol ends. Details of each game state setting table will be described later.

[0399] In step S360-5, the main CPU 110a acquires the game status information at the time of winning that is saved in the main RAM 110c, and in step S360-6, it compares the special stop chart data and the game status information at the time of winning with the selected game status setting table, determines the game status flag and various time-saving counts (J1 to J3) according to the game status after the jackpot game ends, and sets them in the main RAM 110c.

[0400] In step S360-7, the main CPU 110a sets a game state designation command corresponding to the game state flag in the performance transmission data storage area. As a result, the game state designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to update the game state.

[0401] In step S360-8, the main CPU 110a sets "0" to the special symbol special power processing data in order to move the process to the special symbol memory determination process, and ends the current jackpot game end process.

[0402] At the end of the jackpot game, the game state after the end of the jackpot game is determined based on the game state at the time of winning the jackpot or small jackpot, but the game state after the end of the jackpot game may also be determined based on the game state when the jackpot special pattern or small jackpot special pattern is stopped and displayed.

[0403] (Game status setting table) Figure 27(a) is a diagram showing a game status setting table for the first special pattern for setting the game status after the end of a jackpot game with the first special pattern, and Figure 27(b) is a diagram showing a game status setting table for the second special pattern for setting the game status after the end of a jackpot game with the second special pattern.

[0404] As shown in Figure 27, each game status setting table corresponds to the stop special symbol data of the big win special symbol or small win special symbol, game status information indicating the game status at the time of winning the big win or small win, the game status flag to be set (a normal flag indicating the normal game status, a first time-saving flag indicating the first time-saving game status, a second time-saving flag indicating the second time-saving game status), the first time-saving number of times (J1) which is the number of times the first special symbol changes to display to end the time-saving game status, the second time-saving number of times (J2) which is the number of times the second special symbol changes to display to end the time-saving game status, and the third time-saving number of times (J3) which is the number of times the combined first special symbol and second special symbol changes to display to end the time-saving game status.

[0405] For example, if the stop special chart data is "02," and the game state at the time of winning is the normal game state, the first time-saving flag is set as the game state flag, the first time-saving number of times (J1) is set to 6, the second time-saving number of times (J2) is set to 60, and the third time-saving number of times (J3) is set to 65. Also, if the game state at the time of winning is the first time-saving game state, the first time-saving flag is set as the game state flag, the first time-saving number of times (J1) is set to 6, the second time-saving number of times (J2) is set to 60, and the third time-saving number of times (J3) is set to 65. Also, if the game state at the time of winning is the second time-saving game state, the first time-saving flag is set as the game state flag, the first time-saving number of times (J1) is set to 6, the second time-saving number of times (J2) is set to 60, and the third time-saving number of times (J3) is set to 65.

[0406] In addition, when the stop special symbol data for the first special symbol is "01 (first jackpot)", regardless of the game state at the time of winning, the normal flag is set at the end of the jackpot game and the game is controlled to the normal game state. However, if the first time-shortened game state or the second time-shortened game state is selected at the time of winning, the first time-shortened flag is set at the end of the jackpot game and the game is controlled to the first time-shortened game state (J1=6 times, J2=60 times, J3=65 times), so that the game state may be downgraded before and after the jackpot game only when the second time-shortened game state is selected.

[0407] Furthermore, when the stop special pattern data for the first special pattern is "01 (first jackpot)", if the first time-shortened game state is in effect when the jackpot is won, the first time-shortened flag is set at the end of the jackpot and the game is controlled to the first time-shortened game state (J1=6 times, J2=60 times, J3=65 times), and if the second time-shortened game state is in effect when the jackpot is won, the second time-shortened flag is set at the end of the jackpot and the game is controlled to the second time-shortened game state, so that the game state can be maintained before and after the jackpot game.

[0408] Furthermore, when the stop special symbol data for the first special symbol is "01 (first jackpot)", if the first time-shortened game state is in effect when the jackpot is won, the normal flag is set at the end of the jackpot game and the game is controlled to the normal game state, and if the second time-shortened game state is in effect when the jackpot is won, the first time-shortened flag is set at the end of the jackpot game and the game is controlled to the first time-shortened game state, so that the game state may be downgraded before and after the jackpot game.

[0409] Furthermore, when the stop special data for the first special pattern is "02 (second jackpot)", if the second time-shortened game state is in effect when the first special pattern is won, the first time-shortened flag is set at the end of the jackpot game and the game is controlled to the first time-shortened game state, but if the second time-shortened game state is in effect when the first special pattern is won, the second time-shortened flag is set at the end of the jackpot game and the game is controlled to the second time-shortened game state (J1 = 6 times, J2 = 120 times, J3 = 125 times), so that the game state can be maintained before and after the jackpot game.

[0410] (Game Flow) Next, a game flow of the gaming machine 1 according to the gaming state controlled by referring to the gaming state setting table of Fig. 27 will be described with reference to Fig. 28. Fig. 28 is a diagram showing a game flow of the gaming machine 1.

[0411] First, in this embodiment, the so-called "Type 1 / 2 type" is adopted. The "Type 1 / 2 type" has a game state of "normal game state (low probability non-time shortening game state)" and a "time shortening game state (low probability time shortening game state)", and in the "normal game state" where it is difficult for the game ball to enter the second starting hole 47, the game ball is mainly launched aiming at the first starting hole 45, and a type 1 game is played aiming for a jackpot game (1 / 200 winning probability) by the jackpot judgment of the first special symbol, and it is controllable after the jackpot game ends. In the "time-saving game state (first time-saving game state, second time-saving game state)" where it is easy for the game ball to enter the second starting hole 47, the game ball is mainly fired aiming at the second starting hole 47, and a small jackpot game (with a winning probability of 1 / 68) is aimed for by the jackpot determination of the second special symbol, and if the game ball enters the specific area 53 during this small jackpot game, a V jackpot game is won (with an effective winning probability of 1 / 1), in a second type of game.

[0412] In the normal game state, one of normal modes A to C is set. In the first time-saving game state, normal RUSH mode is set, and normal RUSH mode is maintained for the consumption period of the remaining number of reserved second special symbols (maximum of four) at the end of the first time-saving game state when any of the first to third time-saving counts (J1 to J3) becomes "0." If the end condition of normal RUSH mode is subsequently established, the game is controlled to the normal game state where normal mode A is set. In the second time-saving game state, higher-level RUSH mode is set, and higher-level RUSH mode is maintained for the consumption period of the remaining number of reserved second special symbols (maximum of four) at the end of the second time-saving game state when any of the first to third time-saving counts (J1 to J3) becomes "0." If the end condition of normal RUSH mode is subsequently established, the game is controlled to the normal game state where normal mode A is set.

[0413] In normal modes A to C (normal game state), when the first jackpot game (4 rounds) with the first special symbol ends, the game is controlled to the normal game state (normal mode A), when the second jackpot game (4 rounds) with the first special symbol ends, the game is controlled to the first time-saving game state (normal RUSH mode) in which the second number of time-saving times (J2) is set to 60, and when the third jackpot game (10 rounds) with the first special symbol ends, the game is controlled to the second time-saving game state (higher RUSH mode) in which the second number of time-saving times (J2) is set to 120.

[0414] In normal modes A to C (normal game state), when a jackpot game is executed using the first special symbol, the transition rate to the first time-shortened game state is set to 50%, the transition rate to the second time-shortened game state is set to 5%, and the sum of the transition rate to the first time-shortened game state and the transition rate to the second time-shortened game state is set to 55%.

[0415] In the normal RUSH mode (first time-saving game state + the consumption period of the remaining number of reserved second special symbols), when the V jackpot game (4 rounds) via the first small jackpot game with the second special symbol ends, the game is controlled to the first time-saving game state in which the second number of time-saving times (J2) is set to 60 times, when the V jackpot game (10 rounds) via the second small jackpot game with the second special symbol ends, the game is controlled to the first time-saving game state in which the second number of time-saving times (J2) is set to 60 times, when the V jackpot game (10 rounds) via the third small jackpot game with the second special symbol ends, the game is controlled to the second time-saving game state in which the second number of time-saving times (J2) is set to 120 times, when the fourth jackpot game with the second special symbol ends, the game is controlled to the second time-saving game state in which the second number of time-saving times (J2) is set to 120 times.

[0416] In the normal RUSH mode (first time-saving game state + consumption period of the remaining second special symbol reserve number), assuming that a jackpot determination (jackpot, small jackpot) is executed by the second special symbol, the probability of a jackpot game being executed by the time the normal RUSH mode ends, that is, the consecutive win rate (= continuation rate of the time-saving game state) is set to 65%, and the transition rate to the second time-saving game state when a jackpot game by the second special symbol (jackpot game via small jackpot game, jackpot game without small jackpot game: internally normal game state) is executed is set to 20%. On the other hand, if a jackpot game is not executed by the time the normal RUSH mode ends (the end condition is met), the game is controlled to the normal game state in which normal mode A is set.

[0417] Also, in the normal RUSH mode (here, only the first time-saving game state), when the first jackpot game (4 rounds) with the first special symbol ends, the game is controlled to the normal game state, when the second jackpot game (4 rounds) with the first special symbol ends, the game is controlled to the first time-saving game state in which the second time-saving number of times (J2) is set to 60, and when the third jackpot game (10 rounds) with the first special symbol ends, the game is controlled to the second time-saving game state in which the second time-saving number of times (J2) is set to 120.

[0418] In the higher RUSH mode (second time-saving game state + consumption period of the remaining number of reserved second special symbols), when the V jackpot game (4 rounds) via the first small jackpot game with the second special symbol, the V jackpot game (10 rounds) via the second small jackpot game with the second special symbol, the V jackpot game (10 rounds) via the third small jackpot game with the second special symbol, or the fourth jackpot game (10 rounds) with the second special symbol is completed, in any case, the game is controlled to the second time-saving game state in which the number of second time-saving times (J2) is set to 120.

[0419] In the upper RUSH mode (second time-saving game state + consumption period of the remaining second special symbol reserve number), assuming that a jackpot determination (jackpot, small jackpot) is executed by the second special symbol, the probability of a jackpot game being executed by the time the upper RUSH mode ends, that is, the consecutive win rate (= continuation rate of the time-saving game state) is set to 85%, and the transition rate to the second time-saving game state when a jackpot game by the second special symbol (jackpot game via small jackpot game, jackpot game without small jackpot game: internally normal game state) is executed is set to 100%. On the other hand, if a jackpot game is not executed by the time the upper RUSH mode ends (the end condition is met), the game is controlled to the normal game state in which normal mode A is set.

[0420] Furthermore, in the higher RUSH mode (here, only the second time-saving game state), when the first jackpot game (4 rounds) with the first special symbol ends, the game is controlled to the normal game state, when the second jackpot game (4 rounds) with the first special symbol ends, the game is controlled to the first time-saving game state in which the second time-saving number of times (J2) is set to 60, and when the third jackpot game (10 rounds) with the first special symbol ends, the game is controlled to the second time-saving game state in which the second time-saving number of times (J2) is set to 120.

[0421] Therefore, the degree of advantage to the player is in the following order: normal game state < normal RUSH mode (first time-saving game state + consumption period for the remaining number of reserved second special symbols) < higher RUSH mode (second time-saving game state + consumption period for the remaining number of reserved second special symbols).

[0422] 27 and 28, when the first jackpot game is executed in the normal game state (normal modes A to C), the game is not controlled to the time-shortened game state, whereas when the second or third jackpot game is executed, the game is controlled to the time-shortened game state (RUSH mode). This increases the player's expectations about which type of jackpot game will be executed, and makes the game more enjoyable.

[0423] 27 to 28, when a second jackpot game is executed in the normal gaming state (normal modes A to C), the game is controlled to the first time-shortened gaming state (normal RUSH mode), whereas when a third jackpot game is executed, the game is controlled to the second time-shortened gaming state (higher RUSH mode). However, it is more difficult to control to the second time-shortened gaming state than the first time-shortened gaming state (it is easier to control to the first time-shortened gaming state than the second time-shortened gaming state). Therefore, since it is possible to transition from the normal gaming state to the second time-shortened gaming state (higher RUSH mode), it is possible to increase the interest in playing in the normal gaming state.

[0424] 27 to 28, when a V jackpot game via the first small win game or the second small win game is executed in the first time-shortened game state (normal RUSH mode), the game is controlled to the first time-shortened game state (normal RUSH mode), while when a jackpot game via the third small win game is executed, the game is controlled to the second time-shortened game state (higher RUSH mode), but it is more difficult to control to the second time-shortened game state than the first time-shortened game state (it is easier to control to the first time-shortened game state than the second time-shortened game state). Therefore, since it is possible to shift from the first time-shortened game state (normal RUSH mode) to the second time-shortened game state (higher RUSH mode), it is possible to increase the interest in playing in the first time-shortened game state.

[0425] 27 to 28, when a V jackpot game that goes through a small win is executed in the first time-shortened gaming state (normal RUSH mode), and when a fourth jackpot game that does not go through a small win is executed, the first time-shortened gaming state is maintained or promoted to the second time-shortened gaming state without degrading to the normal gaming state. Therefore, when a jackpot game is executed in the first time-shortened gaming state, the player can play with peace of mind, and it is possible to increase the enjoyment of playing in the first time-shortened gaming state.

[0426] 27 to 28, when a jackpot game using the second special symbol is executed in the second time-shortened gaming state (higher RUSH mode), the second time-shortened gaming state is maintained without being demoted to the normal gaming state or the first time-shortened gaming state. Therefore, when a jackpot game is executed in the second time-shortened gaming state, the player can play with peace of mind, and it is possible to increase the interest in playing in the second time-shortened gaming state.

[0427] 27 to 28, when a jackpot game using the first special symbol is executed in the first time-saving game state (normal RUSH mode) or the second time-saving game state (higher RUSH mode), there is a possibility of demotion to the normal game state, whereas when a jackpot game using the second special symbol is executed, the time-saving game state is maintained without demotion to the normal game state. Therefore, in the first time-saving game state (normal RUSH mode) or the second time-saving game state (higher RUSH mode), it is possible to encourage play targeting the second start hole 47 rather than the first start hole 45, and it is possible to play in the time-saving game state so as to achieve the payout rate set by the gaming machine manufacturer, thereby increasing the enjoyment of play in the time-saving game state.

[0428] 27 to 28, the transition rate to the second time-shortened gaming state is set to be higher when the variable display of the second special symbol is executed in the first time-shortened gaming state (normal RUSH mode) than when the variable display of the first special symbol is executed in the normal gaming state (normal modes A to C). Therefore, it is possible to improve the interest in the game in the first time-shortened gaming state.

[0429] 27 to 28, the transition rate to the second time-shortened game state is set to be higher when the variable display of the second special symbol is executed in the first time-shortened game state (normal RUSH mode) than when the variable display of the first special symbol is executed in the first time-shortened game state (normal RUSH mode). Therefore, in the first time-shortened game state (normal RUSH mode), it is possible to promote play aimed at the second start hole 47 rather than the first start hole 45, and it is possible to play in the first time-shortened game state so as to achieve the payout rate set by the gaming machine manufacturer, making it possible to increase the interest in play in the first time-shortened game state.

[0430] 27 to 28, the transition rate to the second time-shortened gaming state is set to be higher when the variable display of the second special symbol is executed in the second time-shortened gaming state (higher RUSH mode) than when the variable display of the second special symbol is executed in the first time-shortened gaming state (normal RUSH mode). Therefore, it is possible to improve the interest in the game in the second time-shortened gaming state.

[0431] 27 to 28, the transition rate to the second time-shortened game state is set to be higher when the variable display of the second special symbol is executed in the second time-shortened game state (higher RUSH mode) than when the variable display of the first special symbol is executed in the second time-shortened game state (higher RUSH mode). Therefore, in the second time-shortened game state (higher RUSH mode), it is possible to promote play aimed at the second start hole 47 rather than the first start hole 45, and it is possible to play in the second time-shortened game state so as to achieve the payout rate set by the gaming machine manufacturer, making it possible to increase the interest in play in the second time-shortened game state.

[0432] In Figures 27 and 28, it is possible to transition from the normal game state and the first time-shortened game state to the second time-shortened game state, but by transitioning to the first time-shortened game state after the end of the third jackpot game, it is also possible to prevent transition from the normal game state to the second time-shortened game state, but to enable transition from the first time-shortened game state to the second time-shortened game state.

[0433] Also, in Figures 27 to 28, it is possible to transition from the normal game state and the first time-shortened game state to the second time-shortened game state, but while it is possible to transition from the normal game state to the second time-shortened game state, it is also possible to prevent transition from the first time-shortened game state to the second time-shortened game state by transitioning to the first time-shortened game state after the end of the V jackpot game and the fourth jackpot game that go through the third small jackpot game.

[0434] 27 to 28, when a jackpot game with the second special symbol is executed in the second time-shortened game state, the game does not transition to the first time-shortened game state, but it is also possible to transition to the first time-shortened game state after the end of a specific jackpot game with the second special symbol (for example, a V jackpot game via a first small jackpot game), and to transition to the second time-shortened game state after the end of a jackpot game other than the specific jackpot game. In this case, it is preferable to make the rate of transition to the first time-shortened game state lower than the rate of transition to the second time-shortened game state.

[0435] (Main control board acquisition upper limit management process) 29, the earned upper limit management process of the main control board 110 will be described. FIG. 29 is a flowchart showing the earned upper limit management process of the main control board 110.

[0436] First, in step S450-1, the main CPU 110a performs an increment counter update process. Specifically, the main CPU 110a performs a process to update the increment counter according to the number of payouts (number of acquired balls) to be paid out as a result of game balls entering various winning holes, the number of outs (number of shot balls) discharged from the game area 5a (shot into the game area), etc. Details of the increment counter update process will be described later.

[0437] In step S450-2, the main CPU 110a performs a maximum increase update process. Specifically, the main CPU 110a refers to an increase counter (also called "MY counter") provided in the main RAM 110c, and updates the maximum increase (information related to the maximum increase stored in the main RAM 110c) if the value of the increase counter is greater than the (current) maximum increase (also called "maximum MY").

[0438] In step S450-3, the main CPU 110a sets a maximum increase number command in the performance transmission data storage area of ​​the main RAM 110c in order to transmit information related to the maximum increase number to the performance control board 130. As a result, the maximum increase number command is transmitted to the performance control board 130, and processing for executing notification related to the maximum increase number is performed.

[0439] The maximum increase number command may be sent periodically to the performance control board 130, or may not be sent before the maximum increase number reaches a specified value (e.g., 90,000), but may be sent periodically after the specified value is reached.

[0440] In step S450-4, the main CPU 110a performs an acquisition upper limit device activation determination process. Specifically, it determines whether the maximum increase number meets a predetermined value (for example, 95,000), and if the maximum increase number meets the predetermined value (for example, 95,000), it performs a process to activate the acquisition upper limit device. The details of the acquisition upper limit device activation determination process will be described later. Then, this acquisition upper limit device activation determination process ends.

[0441] (Main control board increase counter update process) The increment counter update process of the main control board 110 will be described with reference to Fig. 30. Fig. 30 is a flowchart showing the increment counter update process of the main control board 110.

[0442] First, in step S450-1-1, the main CPU 110a determines whether or not there is general prize opening winning information indicating that a gaming ball has won the general prize opening 43. Specifically, it determines whether or not the 5 prize ball counter updated in the general prize opening detection switch input processing in step S210 described above is greater than 0. If there is no general prize opening winning information, the process proceeds to step S450-1-3, and if there is general prize opening winning information, in step S450-1-2, the increase number counter (MY counter) is incremented by "5", which is the number of prize balls in the general prize opening 43.

[0443] In step S450-1-3, the main CPU 110a determines whether there is special prize opening winning information indicating that a gaming ball has won the first special prize opening 50. Specifically, it determines whether the 15-ball counter updated in the special prize opening detection switch input process in step S220 described above is greater than 0. If there is no special prize opening winning information, the process proceeds to step S450-1-5. If there is special prize opening winning information, in step S450-1-4, the number of prize balls in the first special prize opening 50, "15", is added to the increment number counter (MY counter).

[0444] In step S450-1-5, the main CPU 110a determines whether there is first start port winning information indicating that a gaming ball has won in the first start port 45. Specifically, it determines whether the 3-prize ball counter updated in the first start port detection switch input processing in step S230 described above is greater than 0. If there is no first start port winning information, the process proceeds to step S450-1-7, and if there is first start port winning information, in step S450-1-6, the increase number counter (MY counter) is added with "3", which is the number of prize balls in the first start port 45.

[0445] In step S450-1-7, the main CPU 110a determines whether there is second start port winning information indicating that a game ball has won in the second start port 47. Specifically, it determines whether the 2 prize ball counter updated in the second start port detection switch input processing in step S240 described above is greater than 0. If there is no second start port winning information, the process proceeds to step S450-1-9, and if there is second start port winning information, in step S450-1-8, the increase number counter (MY counter) is added with "2", which is the number of prize balls in the second start port 47.

[0446] In step S450-1-9, the main CPU 110a determines whether there is out ball detection information indicating that a gaming ball has entered the outlet 39. Specifically, it determines whether the out ball detection counter, which is updated in the out ball detection switch input process in the above-mentioned step S260, is greater than 0. If there is no out ball detection information, the current increment counter update process is terminated. If there is out ball detection information, it determines in step S450-1-10 whether the increment counter (MY counter) is greater than "0". If the increment counter is not greater than "0," that is, if it is "0," the current increment counter update process is terminated. If the increment counter is greater than "0," the increment counter is decremented by "1" in step S450-1-11, and the current increment counter update process is terminated.

[0447] The "increment counter" is a counter for calculating the maximum increment (also referred to as "MAX MY"). When the gaming parlor opens (when the gaming machine 1 is powered on), the value of the increment counter is "0," and the value of the maximum increment is also "0." For example, when a game is started after the gaming parlor opens and a gaming ball shot into the gaming area 5a enters one of the various winning holes (general winning hole 43, first starting hole 45, second starting hole 47, first large winning hole 50), the increment counter is incremented by the number of winning balls. On the other hand, when a gaming ball shot into the gaming area 5a flows into the outlet hole 39, if the increment counter has a value greater than "0," the increment counter is decremented by 1. If the increment counter is "0," the increment counter remains at "0" without being decremented. Therefore, when a jackpot game is executed in which a gaming ball can enter the first large winning hole 50, the value of the increment counter changes significantly. For example, if 100 game balls are shot during a jackpot game that starts with the increment counter at "0," resulting in 1,500 prize balls being awarded, a net 1,400 game balls will have been acquired, and the value of the increment counter will be "1,400." In the maximum increment update process (step S450-2) executed at this time, if the stored maximum increment is smaller than "1,400," the maximum increment is updated to "1,400." Thereafter, if multiple jackpot games are executed before the value of the increment counter is reduced to "0," the value of the increment counter will gradually increase and reach "95,000" or greater, and the maximum increment will also reach "95,000" or greater, activating the maximum win limit device.

[0448] When the increment counter reaches a display start value (for example, 90,000), a suggestion image (for example, an image showing 90,000 / 95,000) showing the value of the increment counter and the activation value of the win limit device is displayed on the third image display device 72, thereby providing a pre-activation warning that suggests the win limit device may be activated. This makes it possible to prevent the player from being surprised by the win limit device being activated suddenly.

[0449] In addition, the value of the increment counter included in the suggestion image is displayed in real time in conjunction with the value of the increment counter, making it easier for the player to understand whether the value of the increment counter is approaching or moving away from the activation value of the win upper limit device.

[0450] In addition, when the display of the suggestive image in the pre-activation notification starts, the display highlighting effect for highlighting the display of the suggestive image is not executed, which makes it possible to prevent inconveniences such as the display of the suggestive image in the pre-activation notification impeding the game presentation, or the display of the suggestive image in the pre-activation notification making the player want to end the game.

[0451] On the other hand, if the player is put in a disadvantageous position after the display of the suggestive image in the advance activation notification has begun and the increment counter has decreased to the display end value (89000), the suggestive image display will be erased. This makes it possible to prevent the player from getting the impression that the win limit device will be activated soon, which could lead to a decrease in the operation of the gaming machine.

[0452] Then, once the display of the suggestive image in the pre-activation notification begins, the display of the suggestive image continues without being erased, regardless of the state of the gaming machine 1, until the increment counter decreases to the display end value (89000). Specifically, the display continues even when a notification event type (e.g., an error) described below is being notified, during variable display, during jackpot play, or during demo performance. This increases the opportunities for players to see the suggestive image in the pre-activation notification, making it possible to prevent inconveniences such as the sudden activation of the win limit device and surprising the player.

[0453] In addition, the suggestive image in the pre-operation notification may not be displayed on the third image display device 72, but may also be displayed on any of the second image display device 71 (sub-LCD), the first image display device 70 (main LCD), or the fourth image display device 73 (right-side image display device).

[0454] In addition, when the display of the suggestive image in the pre-activation notification begins, a display emphasis effect for emphasizing the display of the suggestive image is not executed, but when the display of the suggestive image in the pre-activation effect begins, a display emphasis effect (for example, at least one of outputting a sound effect such as "ping pong ♪", outputting a voice such as "The activation of the acquisition limit device is approaching", displaying an effect image when the suggestive image is displayed, and emitting light in a specific manner from a specific lighting device) may be executed.

[0455] In addition, the value of the increment counter included in the suggestive image in the pre-activation notification was linked in real time to the actual increment counter value, but it may also be updated every time the value of the increment counter included in the suggestive image increases by 100 or 500.

[0456] Furthermore, each time the value of the increment counter included in the suggestive image in the pre-activation notification reaches "91000," "92000," "93000," or "94000," that is, each time it increases by 1000, an emphasis effect (for example, at least one of outputting a sound effect such as "ping pong♪," outputting a voice such as "The activation of the acquisition limit device is approaching," displaying an effect image when the suggestive image is displayed, and emitting light in a specific manner from a specific lighting device) is executed, while if the value of the increment counter decreases, the emphasis effect may not be executed, or each time the value of the increment counter increases by 1000, an emphasis effect may be executed in a more limited manner than when the display of the suggestive image begins (for example, outputting only a sound effect such as "beep♪").

[0457] (Main control board acquisition upper limit device operation determination process) 31, the process of determining whether the earned upper limit device is activated by the main control board 110 will be described.

[0458] First, in step S450-4-1, the main CPU 110a refers to the value of the maximum increase number stored in the main RAM 110c, and then proceeds to step S450-4-2.

[0459] In step S450-4-2, main CPU 110a determines whether the maximum increase (increase counter) has reached a predetermined value (e.g., 95,000). If it is determined that the maximum increase has reached the predetermined value (e.g., 95,000), main CPU 110a proceeds to step S450-4-3, and if it is determined that the maximum increase has not reached the predetermined value (e.g., 95,000), main CPU 110a proceeds to step S450-4-9.

[0460] In step S450-4-3, the main CPU 110a refers to the value of the special symbol special electric processing data and determines whether the value of the special symbol special electric processing data is "3" (during a big win game) or "4" (during a small win game). If the value of the special symbol special electric processing data is "3" (during a big win game) or "4" (during a small win game), the process proceeds to step S450-4-4. If the value of the special symbol special electric processing data is not "3" (during a big win game) or "4" (during a small win game), the process proceeds to step S450-4-5. In addition, in the case of a gaming machine that does not execute a small win game, it is preferable to determine whether the value of the special symbol special electric processing data is "3" (during a big win game) in this process.

[0461] In step S450-4-4, the main CPU 110a turns on an operation recognition flag in a predetermined area of ​​the main RAM 110c. It is expected that the process will be performed multiple times during a jackpot game, but once the operation recognition flag is turned on, it does not need to be turned on each time the process is performed (nothing needs to be done in the process). Then, when the operation recognition flag is turned on, the current win limit device operation determination process is terminated.

[0462] The "activation recognition flag" is a flag that is turned ON when the maximum increase reaches a predetermined value (for example, 95,000) but the winning limit device cannot be activated immediately (for example, during a jackpot game).

[0463] In step S450-4-9, the main CPU 110a determines whether the operation recognition flag is ON. If the operation recognition flag is ON, the process proceeds to step S450-4-3. If the operation recognition flag is not ON, the current acquisition limit device operation determination process is terminated.

[0464] In step S450-4-5, the main CPU 110a turns ON the above-mentioned acquisition limit device activation flag in the main RAM 110c. As described above, the flag will not be turned OFF unless the main RAM 110c is initialized (RWM clear processing), so the flag will remain even if the control state before the power outage is restored (power restoration).

[0465] In step S450-4-6, the main CPU 110a turns off (outputs) the launch permission signal that allows the main control board 110 to launch game balls to the launching device, thereby disabling the launching device from launching game balls.

[0466] In step S450-4-7, the main CPU 110a sets a command to activate the maximum win limit device. Specifically, the command is set in the performance transmission data storage area of ​​the main RAM 110c to transmit information indicating that the maximum win limit device has been activated to the performance control board 130. Upon receiving this command, the performance control board 130 displays, for example, on the first image display device 70, a message such as "The maximum win limit device has been activated. Today's game is over" in white text on a black background. This allows the player to recognize that they are no longer able to continue playing.

[0467] In step S450-4-8, the main CPU 110a generates hole control / fraud monitoring information in which information indicating that the winning limit device has been activated is set to "fraud detection status 1." The hole control / fraud monitoring information generated here will be sent to the frame control board 120 in the HC / fraud monitoring information management process described above.

[0468] (Main control board error control processing) The error control processing of the main control board 110 will be described with reference to Fig. 32. Fig. 32 is a flowchart showing the error control processing in the main control board 110.

[0469] First, in step S550-1, main CPU 110a determines whether the magnet detection flag is not set and whether first magnetic field detection sensor 58a or second magnetic field detection sensor 58b has detected an abnormal magnetism for a predetermined period of time. If it is determined that an abnormal magnetism has been detected for the predetermined period of time, main CPU 110a proceeds to step S550-2, and if it is determined that an abnormal magnetism has not been detected for the predetermined period of time, main CPU 110a proceeds to step S550-4.

[0470] In step S550-2, the main CPU 110a sets a magnet detection flag in the main RAM 110c, and sets a magnet detection error designation command in the performance transmission data storage area of ​​the main RAM 110c in order to transmit information about the magnet detection to the performance control board 130. Upon receiving this command, the performance control board 130 notifies the occurrence of a magnet detection error.

[0471] In step S550-3, the main CPU 110a generates hall control fraud monitoring information in which information indicating the occurrence of a magnet detection error is set in "fraud detection status 1." The hall control fraud monitoring information generated here will be transmitted to the frame control board 120 in the HC fraud monitoring information management process described above.

[0472] In step S550-4, the main CPU 110a determines whether or not a discrepancy has occurred between the number of winning balls and the number of discharged balls. Specifically, it determines whether or not a discrepancy has occurred between the number of game balls that have won in the various winning ports (general winning port 43, first starting port 45, second starting port 47, first large winning port 50) and the number of game balls that have been discharged from the winning ball flow path through which the winning balls flow (game balls detected by the out ball detection switch 39a). If a discrepancy has occurred, the process proceeds to step S550-5; if no discrepancy has occurred, the current error control process is terminated.

[0473] In step S550-5, the main CPU 110a sets an abnormal winning detection flag in the main RAM 110c, and sets an abnormal winning error designation command in the performance transmission data storage area of ​​the main RAM 110c in order to transmit information on the abnormal winning detection to the performance control board 130. Upon receiving this command, the performance control board 130 notifies the abnormal winning error.

[0474] In step S550-6, the main CPU 110a generates hole control / fraud monitoring information in which information indicating the occurrence of an abnormal winning error is set in "fraud detection status 1." The hole control / fraud monitoring information generated here will be sent to the frame control board 120 in the HC / fraud monitoring information management process described above. Then, the error control process ends.

[0475] (Main control board HC and fraud monitoring information management processing) 33, the HC / fraud monitoring information management process of the main control board 110 will be described. FIG. 33 is a flowchart showing the HC / fraud monitoring information management process of the main control board 110.

[0476] First, in step S600-1, the main CPU 110a determines whether 108 ms have elapsed. For example, the counter is updated in the time control process of step S110 of the main control board timer interrupt process (every 4 milliseconds), and it is determined that 108 ms has elapsed when it counts to 27 (4 milliseconds x 27 = 108 milliseconds). Note that the counter starts updating in the first time control process after the interrupt is permitted, and thereafter, when it counts to 27, it is cleared (to 0) and the count is restarted. If it is determined that 108 ms have elapsed, the process proceeds to step S600-2. If it is determined that 108 ms have not elapsed, the current HC / fraud monitoring information management process is terminated.

[0477] In step S600-2, the main CPU 110a notifies the gaming machine information (HC / fraud monitoring information). In other words, every time 108 ms has elapsed, the "gaming machine information (HC / fraud monitoring information)" is sent to the frame control board 120. Note that although the HC / fraud monitoring information management process is executed within the main control board timer interrupt process, it may also be executed within the main control board main process.

[0478] In step S600-3, the main CPU 110a increments the "notification counter" provided in the main RAM 110c by "1." Then, in step S600-4, it determines whether or not the reception result of the gaming machine information (HC / fraud monitoring information) has been responded. If the reception result of the gaming machine information (HC / fraud monitoring information) has been responded, the current HC / fraud monitoring information management process is terminated, and if the reception result of the gaming machine information (HC / fraud monitoring information) has not been responded, the process proceeds to step S600-5.

[0479] In step S600-5, the main CPU 110a determines whether the value of the notification counter updated in step S600-3 described above is 10. If the value of the notification counter is not 10, the current HC / fraud monitoring information management process is terminated, and if the value of the notification counter is 10, the process proceeds to step S600-6.

[0480] In step S600-6, the main CPU 110a sets an in-machine communication abnormality error designation command indicating that an abnormality has occurred in the communication line with the frame control board 120 in the performance transmission data storage area of ​​the main RAM 110c, and ends this HC / fraud monitoring information management process. Upon receiving this command, the performance control board 130 notifies the in-machine communication abnormality error.

[0481] If there is a possibility that a disconnection or the like (communication abnormality) has occurred between the main control board 110 and the frame control board 120, the progress control of the game (specific control processing) may not be executed, or the launch permission signal may be turned OFF to prevent the launch of game balls. In this way, it is possible to prevent the game from being played despite the occurrence of a disconnection or the like (communication abnormality) between the main control board 110 and the frame control board 120.

[0482] (Message related to communication between the frame control board and the dedicated unit) Next, with reference to FIG. 34, the telegrams relating to the communication between the frame control board 120 and the dedicated unit 170 will be described.

[0483] The message No. 1, titled "Gaming Machine Information Notification," has a transmission direction of "frame control board 120 → dedicated unit 170," and the message summary is "Notification of gaming machine information." The message No. 2, titled "Counting Notification," has a transmission direction of "frame control board 120 → dedicated unit 170," and the message summary is "Notification of counting information." The message No. 3, titled "Loan Notification," has a transmission direction of "dedicated unit 170 → frame control board 120," and the message summary is "Notification of loan information." The message No. 4, titled "Loan Receipt Result Response," has a transmission direction of "frame control board 120 → dedicated unit 170," and the message summary is "Reply with the receipt result of loan information." Note that "gaming machine information" here refers to "hall control / fraud monitoring information" and "gaming machine performance information."

[0484] The "gaming machine information" transmitted from the frame control board 120 to the dedicated unit 170 is a telegram transmitted from the frame control board 120 to the dedicated unit 170 at predetermined time intervals, and includes a communication serial number that is updated with each communication, a "gaming machine type" indicating the type of gaming machine 1, and a "gaming machine information type (either gaming machine performance information, gaming machine installation information, or hall control / fraud monitoring information)" indicating the data name of the gaming machine information.

[0485] "Machine performance information" is notified every 180 ms after the machine has started up, and includes the "total number of game balls fired," which is the total number of game balls fired; the "total number of game balls acquired," which indicates the total number of game balls acquired; the "ball output rate," which is a value calculated by dividing the total number of game balls acquired by ÷ the total number of game balls fired × 100; the "number of game balls acquired per minute," which indicates the number of game balls acquired in any one minute in a low base (non-time-saving) state; the "game device ratio," which is a value calculated by dividing the number of game balls acquired by the operation of the second starting port or various big prize ports by the total number of game balls acquired × 100; the "consecutive game device ratio," which is a value calculated by dividing the number of game balls acquired in a jackpot game by the total number of game balls acquired × 100; the "number of jackpots," which indicates the number of times a jackpot game has been executed; and the "maximum number of balls output," which indicates a positive value (number of balls difference) when the counter, from which the number of prize balls is added with 0 as the lower limit and from which the number of balls fired is subtracted, reaches its maximum.

[0486] The "gaming machine installation information" is notified every 60 seconds after the gaming machine has been started up, and includes the "main control chip ID number," "main control chip manufacturer code," and "main control chip product code" received from the main control board 110, as well as the "frame control chip ID number," which is the ID number of the frame control chip (one-chip microcomputer) that constitutes the frame control unit 120m, the "frame control chip manufacturer code," which indicates the manufacturer of the frame control chip, and the "frame control chip product code," which indicates the product type of the frame control chip.

[0487] The "hall control / fraud monitoring information" is notified every 300 ms after the completion of the gaming machine startup, and includes the "number of gaming balls" which is the number of gaming balls currently owned by the player, the "number of fired balls" which is the number of gaming balls fired since the previous notification, the "total number of prize balls" which is the total number of prize balls awarded, the "main control status 1" received from the main control board 110, the "main control status 2" received from the main control board 110, the gaming machine error status received from the main control board 110, and any of the multiple types of error status detected by the frame control board 120. The statuses include a "gaming machine error status" which indicates whether an error has occurred, a "fraud detection status 1" received from the main control board 110, a "fraud detection status 2" which indicates whether a first event related to the security of the gaming machine 1 detected by the frame control board 120 (glass frame opening, inner frame opening, detection of cleared number of game balls, detection of abnormal number of winning balls, detection of abnormal number of fired balls) has occurred, and a "fraud detection status 3" which indicates whether a second event related to the security of the gaming machine 1 detected by the frame control board 120 (small ball detection, iron ball detection) has occurred.

[0488] The "counting notification" sent from the frame control board 120 to the dedicated unit 170 is a telegram sent from the frame control board 120 to the dedicated unit 170 at predetermined time intervals, and includes a counting serial number that is updated with each communication, the "counted ball count" which is the number of game balls that will be moved to the dedicated unit 170 in this counting, and the "cumulative counted ball count" which is the cumulative number of game balls that have been counted up to now.

[0489] The "loan notification" sent from the dedicated unit 170 to the frame control board 120 is a telegram sent from the dedicated unit 170 to the frame control board 120 at predetermined time intervals, and includes the loan serial number that is updated with each communication, the "number of loaned balls" which is the number of game balls that will be added to the number of game balls owned by the player with this loan, and so on.

[0490] The "loan receipt result response" sent from the frame control board 120 to the dedicated unit 170 is a response message to the loan notification received from the dedicated unit 170, and includes the loan serial number included in the received loan notification, the receipt result of the loan notification ("normal" indicating that it was received normally, or "abnormal" indicating that it was not received normally), etc.

[0491] (Main processing of frame control board) The main processing of the frame control board 120 will be described with reference to Fig. 35. Fig. 35 is a flowchart showing the main processing of the frame control board 120.

[0492] First, the frame control CPU 120a disables all interrupts in step W1, performs CPU initialization such as setting internal registers in step W2, and permits access to the RWM area of ​​the frame control RAM 120c in step W3.

[0493] In step W4, the frame control CPU 120a determines whether a backup flag indicating power restoration has been saved in the RWM area of ​​the frame control RAM 120c. If the backup flag has not been saved, it is assumed that this is the first time the power has been turned on, and the process proceeds to step W8. If the backup flag has been saved, it is assumed that power restoration has occurred, and in step W5, the checksum of the RWM area of ​​the frame control RAM 120c is calculated.

[0494] In step W6, the frame control CPU 120a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the RWM area of ​​the frame control RAM 120c matches the calculated checksum. If the checksum is not normal (there is an abnormality in the data in the RWM area), the process proceeds to step W9. If the checksum is normal (there is no abnormality in the data in the RWM area), in step W7, the backup flag and checksum saved in the RWM area are cleared and the RWM area is set.

[0495] In step W8, the frame control CPU 120a initializes (clears to 0) the game ball number memory area for storing the number of game balls (game value) owned by the player, which is set in the RWM area of ​​the frame control RAM 120c, and in step W9, initializes (clears to 0) the area to be initialized (excluding the game ball number memory area, etc.) in the RWM area of ​​the frame control RAM 120c.

[0496] In step W10, the frame control CPU 120a determines whether or not the game ball count clear switch 121 has been operated. If the game ball count clear switch 121 has not been operated, the number of game balls (game value) owned by the player is not cleared and the process proceeds to step W14, and if the game ball count clear switch 121 has been operated, the number of game balls (game value) owned by the player stored in the game ball count memory area in the RWM area is cleared.

[0497] Furthermore, after step W10, it is not determined whether the game ball count clear switch 121 has been operated or not, so even if the game ball count clear switch 121 is operated while power is being supplied after the power is turned on, the operation will be invalid.

[0498] In step W11, the frame control CPU 120a clears the number of game balls stored in the RWM area (the number of game balls owned by the player), and in step W12, sets a game ball count clear command indicating that the number of game balls has been cleared in the effect transmission data storage area of ​​the frame control RAM 120c. In step W13, the frame control CPU 120c sets a game ball count clear flag indicating that the number of game balls has been cleared, and generates hall control fraud monitoring information in which information indicating that the number of game balls has been cleared is set in "fraud detection state 2." As a result, the game ball count clear command is sent to the effect control board 130, and processing is performed to execute the game ball count clear notification.

[0499] In step W14, the frame control CPU 120a determines whether or not a game ball count clear flag is set in the frame control RAM 120c. If the game ball count clear flag is not set, the process proceeds to step W16 assuming that an error code corresponding to the game ball count clear is not displayed, and if the game ball count clear flag is set, in step W15, the game ball count display 135 displays "0" and the frame control display 125 displays "H67", which is an error code corresponding to the game ball count clear.

[0500] The game ball count clear flag set in the frame control RAM 120c will not be cleared until the game balls are shot or the number of game balls is counted, and the error code "H67" will continue to be displayed on the frame control display 125. On the other hand, when the game balls are shot or the number of game balls is counted, the game ball count clear flag is cleared and the display of the error code "H67" on the frame control display 125 will cease.

[0501] In step W16, the frame control CPU 120a determines whether the ball removal switch 122 has been operated. If the ball removal switch 122 has not been operated, the process proceeds to step W20, assuming that the ball removal operation will not be performed. If the ball removal switch 122 has been operated, in step W17, a ball removal operation in progress designation command indicating that the ball removal operation is in progress is set in the performance transmission data storage area of ​​the frame control RAM 120c. This causes the ball removal operation in progress designation command to be sent to the performance control board 130, and processing is carried out to notify the user that the ball removal operation is in progress.

[0502] Furthermore, after step W16, it is not determined whether the ball removal switch 122 is operated or not, so even if the ball removal switch 122 is operated while power is being supplied after the power is turned on, the operation will be invalid.

[0503] In step W18, the frame control CPU 120a sets a ball removal operation flag in the frame control RAM 120c to indicate that the ball removal operation is in progress. The ball removal operation flag set here is referenced in the ball removal operation process described below, and the ball removal operation is performed on the condition that the ball removal operation flag is set.

[0504] In step W19, the frame control CPU 120a displays the specific information "-" indicating that the ball removal operation is in progress on the game ball count display 135 and the frame control display 125. When the frame control display 125 displays the error code "H67" indicating that the game ball count has been cleared, the frame control display 125 takes priority over the error code "H67" indicating that the game ball count has been cleared, but the error code "H67" indicating that the game ball count has been cleared may also be displayed with priority.

[0505] In step W20, the frame control CPU 120a activates a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds) and enables all interrupts.

[0506] In step W21, the frame control CPU 120a determines whether or not an RWM clear command has been received from the main control board 110. If an RWM clear command has not been received, the process proceeds to step W25. If an RWM clear command has been received, interrupts are prohibited in step W22, and in step W23, the initialization target area (a storage area excluding the game ball count storage area and the storage area related to display performance information, etc., and mainly related to gaming machine information (hall control and fraud monitoring information)) of the RWM area of ​​the frame control RAM 120c is initialized (cleared to 0), and in step W24, interrupts are permitted.

[0507] The frame control CPU 120a determines whether a power outage has occurred in step W25. If a power outage has not occurred, the process proceeds to step W21. If a power outage has occurred, interrupts are prohibited in step W26, and output ports are cleared in step W27 to stop the operation of various drive sources (motors, solenoids, etc.) and various indicators (frame control indicator 125, game ball count indicator 135, etc.) and to stop the output of the launch permission signal.

[0508] In step W28, the frame control CPU 120a calculates the checksum of the frame control RAM 120c and saves it in the frame control RAM 120c, and in step W29, saves a backup flag in the frame control RAM 120c indicating that the data in the frame control RAM 120c has been backed up (power has been restored), and in step W30, performs processing to prohibit RWM access and waits until the power supply is completely cut off.

[0509] In this way, the number of game balls (game value) owned by a player can be cleared on the condition that the ball removal switch 122 is operated when the power is turned on. Therefore, if a player quits playing when only a small number of game balls (for example, one ball) are stored in the gaming machine 1, a new player can play, which improves the convenience of the gaming parlor.

[0510] Furthermore, provided that the ball removal switch 122 is operated when the power is turned on, it is possible to perform a ball removal operation to remove (discharge) game balls circulated within the gaming machine 1 to the outside of the machine. This allows game balls circulated within the gaming machine 1 to be replaced, preventing games from being played with dirty game balls and improving the enjoyment of the game.

[0511] (Timer interrupt processing for frame control board) The timer interrupt processing of the frame control board 120 will be described with reference to Fig. 36. Fig. 36 is a flowchart showing the timer interrupt processing of the frame control board 120. This timer interrupt processing is executed by inputting a clock pulse every predetermined period (4 ms) from a reset clock pulse generating circuit provided in the frame control unit 120m.

[0512] First, in step W100, the frame control CPU 120a saves the information stored in the register to the stack area of ​​the frame control RAM 120c, and in step W150, performs a ball removal operation process. Specifically, the lifting and polishing device 95 (ball lift) is driven to lift the game balls collected from the game area 5a into the lifted ball passage, and the lifted game balls are discharged from the game machine through a ball removal port provided in the middle of the lifted ball passage.

[0513] In step W200, the frame control CPU 120a performs gaming machine installation information reception processing. Specifically, when gaming machine installation information transmitted from the main control board 110 is received, the frame control CPU 120a stores the received gaming machine installation information in the frame control RAM 120c, and if the ball removal operation is not in progress, transmits a gaming machine installation information response (reception result = reception OK) indicating that the ball removal operation is not in progress to the main control board 110 and outputs (ON) a launch permission signal, and if the ball removal operation is in progress, transmits a gaming machine installation information response (reception result = ball removal state) indicating that the ball removal operation is in progress to the main control board 110.

[0514] In step W250, the frame control CPU 120a performs gaming machine information reception processing. Specifically, when gaming machine information (hall control / fraud monitoring information) transmitted from the main control board 110 is received, the frame control CPU 120a updates the gaming machine information stored in the frame control RAM 120c, transmits a gaming machine information response (reception result=reception OK) to the main control board 110, and when the setting is not being changed or confirmed and the period of time during which gaming machine information has not been received from the main control board 110 is longer than a predetermined period (for example, 1000 ms), performs processing such as transmitting a gaming machine communication abnormality error designation command to the performance control board 130, regarding it as a gaming machine communication abnormality error occurring.

[0515] The frame control CPU 120a performs a game ball count update process in step W300. Specifically, the process subtracts one from the game ball count in response to the launch of a game ball, adds one to the game ball count in response to the occurrence of a foul ball, adds the number of prize balls to the game ball count in response to a win at the general winning slot 43, adds the number of prize balls to the game ball count in response to a win at the first large winning slot 50 or the second large winning slot 56, and adds the number of prize balls to the game ball count owned by the player in response to a win at the first starting slot 45 or the second starting slot 47.

[0516] The frame control CPU 120a performs error control processing in step W350. Specifically, the frame control board 120 detects whether or not various errors that are the object of monitoring have occurred, and performs processing to cause the frame control board 120 to issue an error notification according to the type of error that has occurred (setting an error code to be displayed on the frame control display 125, setting an error notification command to be sent to the performance control board 130, etc.). Details of the error control processing will be described later.

[0517] In step W400, the frame control CPU 120a performs a display performance information calculation process. Specifically, the frame control CPU 120a counts the number of game balls (number of out balls) shot into the game area 5a and the number of game balls (number of prize balls) awarded to the player as a result of the game, and performs a process to calculate display performance information to be displayed on the frame control d...

Claims

[Claim 1] In a gaming machine capable of executing a special game advantageous to a player, an operable means for producing; a determination means for determining the determination information acquired when the acquisition condition is satisfied; a storage means for storing the determination information as reserved storage; a preliminary determination means for determining the determination information before the determination means; and a performance control means for executing a variable performance in which the identification information is displayed variably and then stopped based on the determination result of the determination means. The performance control means A hold display corresponding to the hold memory can be displayed, Based on the determination result of the advance determination means, a preview effect accompanied by output of a specific sound and / or specific light emission from a light-emitting means can be executed; Based on the determination result of the advance determination means, it is possible to execute a hold effect in which the hold display is displayed in a special manner different from the normal manner, A first performance operation that operates the performance means during the variation performance can be executed, A second performance operation is executed during the variable performance, and the performance means is operated after the first performance operation. A first change effect that changes the impression of the hold display can be executed, A second change performance that changes the impression of the second performance action of the performance means can be executed, This gaming machine is characterized in that the second change performance is more likely to be executed in the variable performance when the advance notice performance and the first change performance are executed than when the first change performance is executed without the advance notice performance being executed.

Citation Information

Patent Citations

  • Game machine

    JP2020127515A