Gaming machine

The gaming machine addresses low engagement by introducing a special jackpot game and state control mechanisms, enhancing player enjoyment through varied and advantageous game states.

JP2026074153APending Publication Date: 2026-05-01KYORAKU IND CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2026-02-03
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack interest and engagement for players due to a lack of varied and advantageous game states.

Method used

A gaming machine that includes determination means to execute a special jackpot game, variation display execution means for symbol variations, and state control means to transition between normal and specific game states, offering different degrees of advantage to the player.

Benefits of technology

Enhances player enjoyment by providing varied and engaging game states, including a jackpot game that increases player advantage.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This makes it possible to enhance the enjoyment of the game. [Solution] The gaming machine of the present invention determines whether or not to execute a special game advantageous to the player based on the fulfillment of a starting condition, and can be controlled to a specific game state different from the normal game state. The specific game state includes a first specific game state which is more advantageous than the normal game state, and a second specific game state which is less advantageous than the first specific game state but has a different degree of advantage than the normal game state. When the first condition is met, the machine can be controlled to the first specific game state without controlling to the second specific game state, and when the second condition is met, the machine can be controlled to the second specific game state.
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Description

Technical Field

[0006] ,

[0007] , ,

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

Background Art

[0002] In conventional gaming machines, there is a gaming machine that determines whether to execute a special game advantageous to the player based on the establishment of start conditions.

[0003] Among such gaming machines, there is one that controls to a specific gaming state more advantageous to the player than the normal gaming state after the end of the special game (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the gaming machines described in the above patent documents have a problem that the interest of the game is low.

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

Means for Solving the Problems

[0008] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0009] [Figure 1] This is a diagram showing an example of a front view of a gaming machine. [Figure 2] This is a diagram showing an example of a block diagram of an entire gaming machine. [Figure 3] This diagram shows the main processing on the main control board. [Figure 4] This diagram shows the timer interrupt processing on the main control board. [Figure 5] This diagram shows the input control processing on the main control board. [Figure 6]It is a diagram showing the first start port detection switch input process on the main control board. [Figure 7] It is a diagram showing the second start port detection switch input process on the main control board. <于 <于 [Figure 8] It is a diagram showing the special figure special power control process on the main control board. <于 <于 [Figure 9] It is a diagram showing the special symbol memory determination process on the main control board. <于 <于 [Figure 10] It is a diagram showing the jackpot determination process on the main control board. <于 <于 [Figure 11] It is a diagram showing an example of a jackpot determination table. <于 <于 [Figure 12] It is a diagram showing an example of a special symbol determination table. <于 <于 [Figure 13] [[ID=于21]]It is a diagram showing the special figure variation pattern determination process on the main control board. [[ID=于22]]<于 [[ID=于23]]<于 [Figure 14] [[ID=于24]]It is a diagram showing an example of a special figure variation pattern determination table for non-time-short state. [[ID=于25]]<于 [[ID=于26]]<于 [Figure 15] [[ID=于27]]It is a diagram showing an example of a special figure variation pattern determination table for time-short state A. [[ID=于28]]<于 [[ID=于29]]<于 [Figure 16] [[ID=于30]]It is a diagram showing an example of a special figure variation pattern determination table for time-short game state B. [[ID=于31]]<于 [[ID=于32]]<于 [Figure 17] [[ID=于33]]It is a diagram showing an example of a special figure variation pattern determination table for time-short game state C. [[ID=于34]]<于 [[ID=于35]]<于 [Figure 18] [[ID=于36]]It is a diagram showing an example of a pre-determination table for non-time-short state. [[ID=于37]]<于 [[ID=于38]]<于 [Figure 19] [[ID=于39]]It is a diagram showing an example of a pre-determination table for time-short state. [[ID=于40]]<于 [[ID=于41]]<于 [Figure 20] [[ID=于42]]It is a diagram showing the special symbol variation process on the main control board. [[ID=于43]]<于 [[ID=于44]]<于 [Figure 21] [[ID=于45]]It is a diagram showing the special symbol stop process on the main control board. [[ID=于46]]<于 [[ID=于47]]<于 [Figure 22] [[ID=于48]]It is a diagram showing an example of a big winning port control data determination table. [[ID=于49]]<于 [[ID=于50]]<于 [Figure 23] [[ID=于51]]It is a diagram showing the jackpot game end process on the main control board. [[ID=于52]]<于 [[ID=于53]]<于 [Figure 24] [[ID=于54]]It is a diagram showing an example of a game state setting table. [[ID=于55]]<于 It should be noted that there may be some inaccuracies in the translation due to the lack of specific context for some terms. It is recommended to double-check with relevant technical information for more accurate understanding. [Figure 25] This is a diagram showing the general drawing and general power control process on the main control board. [Figure 26] This is a diagram showing the normal symbol variation process on the main control board. [Figure 27] This is a diagram showing an example of various determination tables used in the general drawing and general power control process. [Figure 28] This is a diagram showing the main process in the effect control unit. [Figure 29] This is a diagram showing the timer interrupt process in the effect control unit. [Figure 30] This is a diagram showing the pre-reading type effect process in the effect control unit. [Figure 31] This is a diagram showing the icon change effect determination process in the effect control unit. [Figure 32] This is a diagram showing an example of the icon final display mode determination table. [Figure 33] This is a diagram showing an example of the change scenario determination table. [Figure 34] This is a diagram showing the icon change effect execution process in the effect control unit. [Figure 35] This is a diagram showing an example of the change pattern determination table for the reserved icon. [Figure 36] This is a diagram showing an example of the change pattern determination table for the relevant icon. [Figure 37] This is a diagram showing the continuous preview effect determination process in the effect control unit. [Figure 38] This is a diagram showing an example of the continuous preview type determination table for the normal game state. [Figure 39] This is a diagram showing an example of the continuous preview type determination table for the time-saving state. [Figure 40] This is a diagram showing an example of the continuous preview effect scenario determination table for the normal game state. [Figure 41] This is a diagram showing an example of the continuous preview effect scenario determination table for the time-saving state. [Figure 42] This is a diagram showing the continuous preview effect execution process in the effect control unit. [Figure 43]This diagram shows the variable performance pattern determination process in the performance control unit. [Figure 44] This diagram shows the reception status of the initial command from the main control board and the state of the animation. [Figure 45] This diagram shows the reception status of stop commands from the main control board and the state of the animations. [Figure 46] This diagram shows the process for determining the jackpot announcement animation in the performance control unit. [Figure 47] This diagram shows the performance modes set for each game state. [Figure 48] This diagram shows the information broadcasts performed in each game state. [Figure 49] This diagram shows an example of the presentation from the start to the end of the shortened game mode A1. [Figure 50] This diagram shows a continuation of the example presentation from the start to the end of the shortened game mode A1. [Figure 51] This figure shows an example of the right-hand shooting notification animation during the time-saving game state C1. [Figure 52] This diagram shows an example of the animation that plays when the time-saving game state C1 in Chance Mode ends. [Figure 53] This diagram shows an example of the animation that occurs when a jackpot is won during normal gameplay, triggering the start of the time-saving game state C1. [Figure 54] This diagram shows an example of the animation that occurs when a special miss is won during normal gameplay, triggering the start of the time-saving game state C1. [Figure 55] This diagram shows an example of the animation that appears when the time-saving game state C1 in Corruption Mode ends. [Figure 56] This diagram shows an example of the animation that occurs when a special miss is won during normal gameplay, triggering the start of the time-saving game state C2. [Figure 57] This diagram shows an example of the animation that plays when the time-saving game state C2 in time-saving mode ends. [Figure 58] This diagram shows an example of the presentation when the shortened game mode B begins. [Figure 59] This diagram shows an example of the animation that appears when the time-saving game state B in Help Mode ends. [Figure 60]This is a timing chart for specific example 1 of when commands cannot be received correctly. [Figure 61] This figure shows an example of how commands might be displayed if they are not received correctly (Specific Example 1). [Figure 62] This is a timing chart for specific example 2 of when commands cannot be received correctly. [Figure 63] This figure shows an example of how to display a specific case (specific example 2) where a command cannot be received successfully. [Figure 64] This figure shows a modified example of Specific Example 1, which illustrates the case where commands cannot be received successfully. [Figure 65] This figure shows a modified example of Specific Example 2, which illustrates the case where commands cannot be received successfully. [Figure 66] This figure shows example 3 of a case where a command cannot be received successfully. [Figure 67] This figure shows a specific example (part 4) of when commands cannot be received successfully. [Figure 68] This figure shows example 5 of a case where a command cannot be received successfully. [Figure 69] This figure shows a specific example (number 6) of when a command cannot be received successfully. [Figure 70] This figure shows example 7 of a case where a command cannot be received successfully. [Figure 71] This figure shows example 8 of a case where a command cannot be received successfully. [Figure 72] This figure shows a specific example (number 9) of when a command cannot be received successfully. [Figure 73] This figure shows a specific example of a case where a command cannot be received successfully (Figure 10). [Figure 74] This is a timing chart for specific example 1 of the image change effect. [Figure 75] This figure shows an example of the image change effect, specifically example 1. [Figure 76] This is a timing chart for example 2 of the image change effect. [Figure 77] This figure shows an example of the second specific example of an image change effect. [Figure 78]There is a timing chart for example 3 of the image change effect. [Figure 79] This diagram shows an example of the third specific example of an image change effect. [Figure 80] This is a timing chart for specific example 4 of the image change effect. [Figure 81] This figure shows an example of the image change effect, specifically example 4. [Figure 82] This is a diagram showing an example of an image change effect. 147 [Figure 83] This figure shows an example of an image change effect. 148 [Figure 84] This figure shows an example of an image change effect. 149 [Figure 85] This is a diagram showing an example of an image change effect. 150 [Figure 86] This is a diagram showing an example of an image change effect. 151 [Figure 87] This figure shows an example of an image change effect. 152 [Figure 88] This figure shows an example of an image change effect. 153 [Figure 89] This figure shows an example of a front view of a gaming machine according to the second embodiment. [Figure 90] This figure shows the game flow in the second embodiment. [Figure 91] This figure shows an example of various decision tables used in the general power control processing in the second embodiment. [Figure 92] This figure shows the information broadcast that is performed in each game state in the second embodiment. [Figure 93] This diagram shows the performance modes set in each game state in the second embodiment. [Figure 94] This is a timing chart showing an example of the presentation when transitioning from the time-saving game state C1 to the normal game state in the second embodiment. [Modes for carrying out the invention]

[0010] (First Embodiment) The first embodiment of the present invention will be described in detail below with reference to the drawings.

[0011] (Composition of a gaming machine) First, the configuration of the gaming machine 1 will be explained using Figure 1. Figure 1 is an example of a front view of the gaming machine 1 in this embodiment.

[0012] The gaming machine 1 includes an outer frame 2, a game board mounting frame 3 that is rotatably supported relative to the outer frame 2, a glass frame 4 that is rotatably supported relative to the game board mounting frame 3, and a game board 5 in which a game area 5a is formed through which game balls (game media) flow.

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, to which a decorative plate 2b is attached to the lower front surface, and is fixed to the island equipment of the amusement parlor via fastening members (for example, nails or fasteners).

[0014] The game board mounting frame 3 has a mounting section (not shown) for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 via a first hinge mechanism 6 at one end in the horizontal direction, and is rotatably supported with the first hinge mechanism 6 as the pivot point. Therefore, when the game board mounting frame 3 is rotated relative to the outer frame 2 like a door, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.

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

[0016] An opening 8 (window) is formed in the upper, approximately central part of the glass frame 4, opening in the front-to-back direction. A transparent member 8a (such as a glass plate or acrylic plate) is attached to close the opening 8 from the rear, allowing the game area 5a of the game board 5 mounted on the game board mounting frame 3 to be visible through the opening 8 and the transparent member 8a.

[0017] Around the opening 8 of the glass frame 4, there is an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an upper tray 11 for storing multiple game balls such as game balls dispensed from the dispensing device 100 (described later) based on the fulfillment of the given conditions, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball channel (described later), and a launching device 13 that allows operation to launch game balls.

[0018] The sound output devices 9 are installed at two points on the upper part of the glass frame 4 with gaps in between, and are designed to provide sound effects (music, voice) by outputting BGM (background music), SE (sound effects), etc. In addition, multiple frame lighting devices 10 are installed around the opening 8, and provide lighting effects by changing the direction of illumination and the color of light emitted by each lamp (LED). Furthermore, the frame lighting devices 10 are equipped with notification LEDs 10a that are controlled to light up / flash when the glass frame 4 is opened or when a payout abnormality occurs in which game balls cannot be dispensed from the payout device 100.

[0019] The upper tray 11 has a bottom surface of the game ball storage section 11a that slopes downward toward the direction of the launching device 13 (to the right), and a ball feeding solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feeding solenoid 11b, the ball feeding solenoid 11b operates to send the game balls out one by one toward the game board mounting frame 3.

[0020] Furthermore, on the front center of the upper tray 11, there are two sets of buttons, one for performance effects and the other for selection effects (see Figure 1m or Figure 2), which function as input devices for making decisions and selections related to various performance effects, as described later.

[0021] The performance button device 16 includes a performance button 17 (not shown) on which a decision operation (operation input) can be performed, a performance button detection switch 17a (see Figure 2) for detecting operations on the performance button 17, and a button drive device 17b (see Figure 2) for driving the performance button 17, allowing the player to input predetermined information to the gaming machine 1.

[0022] The effect button 17 can perform effect illumination by lighting up the effect button LED (full color), which is part of the frame lighting device 10 (see Figure 2), in a predetermined light emission pattern (for example, white, red, rainbow). Furthermore, it can move vertically between a standby position (home position) located below and an effect position located above by the driving force of the button drive motor, which is part of the button drive device 17b, and the home position is detected by a button position detection sensor (not shown). In addition, it can perform effect operation by vibrating in a predetermined vibration pattern by the driving force of the button vibration motor, which is part of the button drive device 17b, and the effect button 17 can be operated even when the button vibration motor is vibrating.

[0023] The selection button device 18 is equipped with a directional pad 19 (up button, left button, down button, right button) that can be used to perform selection operations, and a directional pad detection switch 19a (see Figure 2) for detecting operations performed on the directional pad 19, allowing the player to input predetermined information into the gaming machine 1.

[0024] Furthermore, a dispensing operation unit 20 is provided on the right side of the upper tray 11, which allows for the dispensing of game balls and the return of storage media such as cards that store the remaining balance. When the dispensing button on the dispensing operation unit 20 is operated, the remaining balance stored in the storage media received by the ball dispensing machine (not shown), which is attached to the game machine 1, is deducted and game balls are dispensed. When the return button on the dispensing operation unit 20 is operated, the storage media is returned from the ball dispensing machine (not shown).

[0025] Between the upper tray 11 and the lower tray 12, there is an overflow ball channel (not shown) that receives game balls that do not fit in the upper tray 11 and guides them to the lower tray 12. In addition, a full-capacity detection switch 32a (see Figure 2) is provided in the middle of the overflow ball channel to detect when the lower tray 12 is full of game balls, and while the full-capacity detection switch 32a detects that the lower tray 12 is full, the 95 described later The payout of game balls will be stopped.

[0026] The launching device 13 includes a base 14 fixed to the glass frame 4, a launching handle 15 rotatably mounted on the base 14, a touch sensor 15a (see Figure 2) that detects when the player's hand is touching the launching handle 15, a launching volume 15b (see Figure 2) consisting of a variable resistor whose resistance changes depending on the rotation angle of the launching handle 15, and a plurality of handle LEDs (frame lighting device 10) for illuminating the launching handle 15 in a predetermined manner. When the touch sensor 15a detects that the player's hand is touching the launching handle 15, the ball feeding solenoid 11b is activated and game balls are launched one by one.

[0027] The game board mounting frame 3 is provided with a recessed game board mounting section (not shown) for mounting the game board 5 from the front, a launching device (not shown) for launching game balls sent out by the ball feeding solenoid 11b toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a (see Figure 2) for detecting the opening (opening and closing) of the glass frame 4.

[0028] The locking mechanism 27 is located on the right side of the game board mounting section 25, with the front end of the cylinder, where the keyhole is formed, exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the lock on the game board mounting frame 3 is released, allowing the game board mounting frame 3 to be opened and closed. When rotated in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.

[0029] A curved inner rail 35 and an outer rail 36 are provided near the outer edge of the game board 5, and a game area 5a is formed in the area enclosed by the inner rail 35 and the outer rail 36, through which game balls can flow down. A ball guide path 38 is also formed between the inner rail 35 and the outer rail 36 to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet opening 39 is also formed at the downstream end of the game area 5a to guide the flowing game balls out of the game area (to the collection section of the game board mounting frame 3).

[0030] Approximately in the center of the game area 5a, a frame-shaped decorative frame 40, known as a center case, is provided to restrict the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left game area through which game balls launched with a first launch force flow down, and a right game area through which game balls launched with a second launch force stronger than the first launch force flow down. The left game area and the right game area are connected below the decorative frame 40.

[0031] 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 downwards from the decorative frame 40.

[0032] To the lower left of the decorative frame 40, there are three general prize slots 43 spaced apart from each other, into which game balls can be entered at any time. To the lower right of the decorative frame 40, there is one general prize slot 43 into which game balls can be entered at any time. When a game ball that has entered this general prize slot 43 is detected by the general prize slot detection switch 43a (see Figure 2) (the awarding condition is met), a predetermined number of game balls (for example, 5 balls) are dispensed from the dispensing device (not shown) to the upper tray 11 as prize balls (award value).

[0033] One of the three general prize slots 43 located slightly to the left and below the decorative frame 40 (the leftmost one) also serves as the starting area for the regular symbols. When a game ball that enters this general prize slot 43 is detected by the general prize slot detection switch 43a, the right to determine whether or not to perform the auxiliary game (opening the second starting slot 47, described later) is granted (regular symbol determination information, described later, is stored).

[0034] Below the stage section 42, there is a first start opening 45 (start entry area for the first special symbol) into which game balls can be entered at any time. When a game ball that has entered this first start opening 45 is detected by the first start opening detection switch 45a (see Figure 2) (the awarding condition is met), a predetermined number of game balls (for example, 3 balls) are dispensed from the payout device (not shown) to the upper tray 11 as prize balls (award value is given). In addition, the right to determine whether or not to execute a special game (jackpot game) is granted (special symbol judgment information, which will be described later, is stored).

[0035] Below the decorative frame 40 and diagonally below and to the right of the first starting opening 45, there is a variable starting unit 46 that can be converted from a closed state in which it is impossible or difficult for the game ball to enter (enter the game) to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of predetermined conditions (winning in the winning determination described later).

[0036] The variable starting unit 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a passage for game balls, and is equipped with a second starting port opening / closing member 48 that is movable in the front-rear direction, a second starting port 47 (starting prize area for the second special symbol) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 2) that detects game balls that have entered the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 2) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (prize entry restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (prize entry allowable position).

[0037] Then, when a game ball enters the second start port 47, which has been opened during the auxiliary game described later, and is detected by the second start port detection switch 47a (see Figure 5) (the awarding condition is met), a predetermined number of game balls (for example, 2 balls) are dispensed from the payout device (not shown) to the upper tray 11 as prize balls (awarding value). In addition, the right to determine whether or not to execute a special game (jackpot game) is granted (special symbol determination information described later is stored).

[0038] The right-hand game area, located to the right of the decorative frame 40, is provided with a regular symbol gate 44 (regular symbol starting area) through which game balls can pass at all times. When a game ball passes through the regular symbol gate 44 and is detected by the gate detection switch 44a, no prize balls are awarded, but the player is granted the right to perform a win determination to decide whether or not to execute the auxiliary game described later (opening the second starting opening 47 described later) (regular symbol determination information described later is stored). The regular symbol gate 44 is designed to allow game balls to enter (pass through) more easily than the general prize opening 43, which also serves as the starting area for the regular symbols mentioned above.

[0039] Below the main gate 44, there is a first variable prize entry section 49 (first variable prize entry device) that can be converted from a closed state in which it is impossible or difficult for game balls to enter (enter the game) to an open state in which it is possible or easy for game balls to enter, based on the fulfillment of predetermined conditions (that a jackpot has been determined in the jackpot judgment).

[0040] The first variable prize section 49 (first variable prize device) has an upper surface that slopes downward in the left-right direction (to the right in the figure) to form a flow path for game balls (forming a part of the bottom surface of the central flow path 91b), and is provided with a first large prize opening opening / closing member 51 that is movable in the front-rear direction, a first large prize opening 50 (prize area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have entered the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 2) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (prize restriction position) and converts the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (prize allowance position).

[0041] Then, during a jackpot game as described later, when the first large prize opening opening / closing member 51 moves backward and the first large prize opening 50 changes from a closed state to an open state, when the game balls that were flowing down the upper surface of the first large prize opening opening / closing member 51 or the game balls that have reached the first large prize opening 50 enter the first large prize opening 50 and are detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls from the dispensing device (not shown) into the upper tray 11.

[0042] Below the first variable prize-winning section 49, there is a second variable prize-winning section 55 (second variable prize-winning device) that can be converted from a closed state in which it is impossible or difficult for game balls to enter (enter the prize) to an open state in which it is possible or easy for game balls to enter, based on the fulfillment of predetermined conditions (that a jackpot has been determined in the jackpot judgment).

[0043] The second variable prize section 55 (second variable prize device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to serve as a flow path for game balls, and is equipped with a second large prize opening opening / closing member 57 that is movable in the front-rear direction, a second large prize opening 56 (prize 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 entered the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 2) that converts the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (prize 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 (prize allowance position).

[0044] Then, during a jackpot game, the second large prize opening opening / closing member 57 moves backward and the second large prize opening 56 changes from a closed state to an open state. When the game balls that were flowing down the upper surface of the second large prize opening opening / closing member 57 or the game balls that have reached the second large prize opening 56 enter the second large prize opening 56 and are detected by the second large prize opening detection switch 56a, a predetermined number of game balls (for example, 10) are dispensed as prize balls from the dispensing device (not shown) into the upper tray 11.

[0045] Furthermore, game balls launched into the left-side game area either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then down through the stage section 42, either entering one of the three general prize slots 43 or the first start slot 45 located below the decorative frame 40, or flowing into the out slot 39. Therefore, they will not enter (pass through) the general gate 44, general prize slots 43, first variable prize slot 49 (first large prize slot 50), or second variable prize slot 55 (second large prize slot 56) located in the right-side game area.

[0046] Furthermore, game balls launched into the right-side game area flow down via the upstream channel 91a, and almost all of them pass through the general gate 44 before either entering one of the general prize slots 43, variable start slot 46 (second start slot 47), first variable prize slot 49 (first major prize slot 50), or second variable prize slot 55 (second major prize slot 56) located in the right-side game area, or flowing into the out slot 39. Therefore, they will not enter the general prize slot 43 or first start slot 45 located in the left-side game area.

[0047] On the back of the game board 5, there is an out ball channel that receives and collects out balls, which consist of game balls that have entered the general prize pocket 43, the first start pocket 45, the second start pocket 47, the first major prize pocket 50, and the second major prize pocket 56, as well as game balls that have flowed into the out pocket 39, and flows downward. An out ball detection switch 39a (see Figure 2) is provided at the downstream end of the out ball channel. Game balls detected by the out ball detection switch 39a are discharged from the discharge port on the back of the game machine 1 to the outside of the game machine 1 (island equipment).

[0048] Outside the game area 5a, there is a symbol display device consisting of a first special symbol display 60, a second special symbol display 61, and a regular symbol display 62; a hold display device consisting of a first special symbol hold display 63, a second special symbol hold display 64, and a regular symbol hold display 65; a round number display 66; a right-hand play display 67; a time-saving state display 68; and a game state display 69. This main information display device 59 is basically composed of multiple LEDs and is designed to light up dynamically.

[0049] The first special symbol indicator 60 is a variable indicator that displays (notifies) the result of the jackpot determination for the first special symbol, which is performed based on the entry (entry) of a game ball into the first starting opening 45. The second special symbol indicator 61 is a variable indicator that displays (notifies) the result of the jackpot determination for the second special symbol, which is performed based on the entry (entry) of a game ball into the second starting opening 47. The regular symbol indicator 62 is a variable indicator that displays (notifies) the result of the win determination for the regular symbol, which is performed based on the entry (passage, entry) of a game ball into the general entry opening 43 or the regular symbol gate 44, which also serve as the starting area for the regular symbols.

[0050] The jackpot determination refers to the process of acquiring special symbol determination information (random values ​​for jackpot determination, random values ​​for special symbol determination, random values ​​for reach determination, random values ​​for special symbol variation pattern determination, etc.) when a game ball enters the first start opening 45 or the second start opening 47, and then determining whether or not to execute a jackpot game based on the acquired special symbol determination information.

[0051] Then, when a jackpot is determined based on the entry of a game ball into the first starting port 45, the first special symbol indicator 60 displays a changing first special symbol, and after a predetermined time has elapsed, the first special symbol is displayed to indicate the determination result. Similarly, when a jackpot is determined based on the entry of a game ball into the second starting port 47, the second special symbol indicator 61 displays a changing second special symbol, and after a predetermined time has elapsed, the second special symbol is displayed to indicate the determination result.

[0052] The first special symbol indicator 60 and the second special symbol indicator 61 are each composed of eight LEDs, and the lighting pattern of the LEDs changes (moving lighting) at a predetermined cycle (32ms) during the display of each special symbol's variation. Focusing on a single LED, it blinks at a cycle of 256ms (32ms lit → 224ms off). When a special symbol is stopped, the LED lights up in a manner that indicates the result of the jackpot determination (jackpot pattern, losing pattern).

[0053] In this embodiment, "jackpot" refers to the state in which it is determined in the jackpot determination that a jackpot game (special game) will be executed. "Jackpot game" refers to a game state that is advantageous to the player, in which a round game is played for a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, in which the player is more likely to win prize balls.

[0054] In addition, the maximum number of times and maximum opening time for the large prize slots (first large prize slot 50, second large prize slot 56) in each round of gameplay are predetermined. However, even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the large prize slots, one round of gameplay ends. Furthermore, in this embodiment, it is possible to execute any of several types of jackpot games (special games) that offer different degrees of advantage to the player.

[0055] The hit determination refers to the process of acquiring normal symbol determination information (random values ​​for hit determination, random values ​​for normal symbol determination, random values ​​for normal symbol variation pattern determination, etc.) based on the entry (passage, entry) of game balls into the general prize entry 43 or normal symbol gate 44, which also serve as the starting area for normal symbols, and determining whether or not to execute an auxiliary game based on the acquired normal symbol determination information. When a hit determination is made, the normal symbol display 62 displays the variation of the normal symbols, and after a predetermined time has elapsed, the normal symbols are displayed to indicate the determination result.

[0056] The regular symbol display unit 62 is composed of three LEDs, and the LEDs flash at predetermined intervals or in a predetermined sequence when displaying the variation of the regular symbols. When the regular symbols are stopped, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or loss).

[0057] In this embodiment, "winning" refers to the state in which it is determined in the auxiliary game determination to execute an auxiliary game (winning game). "Auxiliary game" refers to a game state in which the second start opening 47 is opened in a predetermined manner.

[0058] In addition, the maximum number of times the second starting port 47 opens and the maximum opening time in the auxiliary game (winning game) are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the second starting port 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the conditions for starting the variation display of the second special symbol are more likely to be met. In addition, in this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player are provided.

[0059] The first special symbol hold indicator 63 consists of two LEDs and is used to display the number of first hold items (U1), which is the number of special symbol judgment information (first hold items) stored when a game ball enters the first start opening 45. It lights up or flashes in a manner that indicates the number of first hold items. Up to four first hold items can be stored, but it may be less than or more than four.

[0060] The second special symbol hold indicator 64 is composed of two LEDs and is used to display the number of second hold items (U2), which is the number of special symbol judgment information (second hold items) stored when a game ball enters the second start opening 47. It lights up or flashes in a manner that indicates the number of second hold items. Up to four second hold items can be stored, but it may be less than four, more than four, or the second hold items may not be stored at all.

[0061] The regular symbol hold indicator 65 consists of two LEDs and is used to display the number of regular symbol hold information (regular symbol hold) that is stored when a game ball enters (passes through) the regular symbol gate 44. It lights up or flashes in a manner that indicates the number of regular symbol hold information. Up to four regular symbol hold information can be stored, but it may be less than four, more than four, or no regular symbol hold information may be stored at all.

[0062] The first special symbol display unit 60 and / or the second special symbol display unit 61 can be made up of 7-segment LEDs. For example, if a jackpot is determined in the jackpot determination, a number such as "3" or "7" can be stopped and displayed, and if a loss is determined, "-" can be stopped and displayed, and during the variation display, the lights can alternate between off and "-".

[0063] The round number indicator 66 consists of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. The LEDs start lighting up in a predetermined manner to indicate the number of rounds at the start of the jackpot game, remain lit throughout the jackpot game, and turn off at the end of the jackpot game. For example, if the jackpot game has 4 rounds, only the leftmost LED will light up, and if the jackpot game has 10 rounds, all LEDs will light up.

[0064] The right-hand shooting indicator 67 consists of a single LED and is used to provide a right-hand shooting notification that prompts the player to shoot the game ball towards the right-hand game area (so-called right-hand shooting). Basically, the LED does not light up during normal gameplay, but lights up during jackpot mode (special gameplay), during the probability variation gameplay mode described later, and during certain time-saving gameplay modes.

[0065] The time-saving state indicator 68 consists of one LED and is used to provide notification that the game is in a time-saving state. The LED lights up when the time-saving state starts and turns off when the time-saving state ends.

[0066] The game status indicator 69 consists of one LED and is used to notify that the game is in a probability variation game state or a time reduction game state. When the game machine 1 is powered on, the LED lights up if the game is in a probability variation game state or a time reduction game state, and then the LED turns off when the probability variation game state or time reduction game state ends (the game state changes).

[0067] Inside the game area 5a, a sub-information display device 80 is provided, consisting of a sub-first variable indicator 81, a sub-second variable indicator 82, a sub-first hold indicator 83, a sub-second hold indicator 84, a sub-normal diagram variable indicator 85, a sub-normal diagram hold indicator 86, and a sub-right-hand shooting indicator 87. This sub-information display device 80 is basically composed of LEDs and is designed to light up dynamically.

[0068] Sub-first variable indicator 81 is for indicating (notifying) whether the first special symbol is currently being displayed in a variable state, and sub-second variable indicator 82 is for indicating (notifying) whether the second special symbol is currently being displayed in a variable state; each is composed of one LED. When the variable state of the corresponding special symbol begins to be displayed, the LED blinks at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), indicating that the first lamp symbol LZ or the second lamp symbol LZ is being displayed in a variable state, and turns off when the corresponding special symbol is displayed in a stopped state. In the diagram, the blinking of the LED for the lamp symbol LZ is indicated by a double circle "◎".

[0069] Furthermore, the results of the special symbol jackpot determination may be announced using the sub-first variable display 81 and the sub-second variable display 82. In this case, the LED should light up if it is a jackpot and turn off if it is a miss.

[0070] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold count), which will be described later, and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold count), which will be described later. Each indicator consists of two LEDs. When the hold count is "0", both the left and right LEDs are off. When the hold count is "1", the left LED lights up and the right LED is off. When the hold count is "2", both the left and right LEDs light up. When the hold count is "3", the left LED blinks and the right LED lights up. When the hold count is "4", both the left and right LEDs blink. In the diagram, the blinking of the LEDs of the sub-first hold indicator 83 and the sub-second hold indicator 84 is indicated by a double circle "◎".

[0071] The sub-symbol variation indicator 85 is used to display (notify) the result of the winning lottery and is composed of a single LED. When the variation display of the regular symbols begins, the LED blinks (variation display) at predetermined intervals. When the regular symbols are displayed to stop, the mode indicating the result of the winning lottery (lit up for a win, off for a loss) is displayed to stop.

[0072] Furthermore, the sub-normal symbol variation indicator 85 may be configured to blink when the normal symbol is being displayed and to light up or turn off when it stops, so that only whether or not the normal symbol variation is being displayed can be determined.

[0073] The sub-normal-figure-hold indicator 86 is used to display the number of normal-figure-hold memories (normal-figure-hold count) and is composed of two LEDs. When the normal-figure-hold count is "0", the left LED lights up and the right LED turns off when the normal-figure-hold count is "1", the left LED blinks and the right LED lights up when the normal-figure-hold count is "2", and when the normal-figure-hold count is "4", both LEDs blink.

[0074] The sub-right-shooting indicator 87 is designed to encourage the player to shoot the game ball towards the right-hand side of the game area 5a (so-called right-shooting), and is composed of a single LED. The LED lights up during the jackpot state (special game) and the time-saving game state, and turns off during all other game states.

[0075] A first image display device 70 (main display device), which is a liquid crystal display, is provided at the back of the performance space 40a defined inside the decorative frame 40. A second image display device 71 (sub-display device), which is a liquid crystal display smaller in size and display area than the first image display device 70, is provided at the lower part of the performance space 40a and in front of the first image display device 70. A movable performance device 72 for executing motion effects is provided at the upper part of the performance space 40a.

[0076] The first image display device 70 and the second image display device 71 display various effects according to the progress of the game. These effects include a demo effect that is displayed when the special symbol variation display is not in progress, a variation effect that is displayed when the special symbol variation display is in progress, a variation effect that is displayed when the effect symbol 70a is in progress (pre-variation action, update variation), a variation display (update variation) of the special symbol TZ (the so-called fourth symbol) is in progress, and a jackpot effect that is displayed when a jackpot game is in progress.

[0077] Furthermore, the second image display device 71 can perform a movement effect by moving with a liquid crystal movable device (not shown) composed of a solenoid, motor, etc., while the first image display device 70 is performing a variation effect.

[0078] Specifically, the movement effect is performed by moving vertically (up and down) between a standby position (lower position) located near the edge of the first image display device 70 and an effect 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 set to the left and right or forward and backward directions, or the movement effect may be performed by operating the effect button 17.

[0079] The display section (effective display area) of the first image display device 70 includes a variable display area for displaying three performance symbols 70a (left symbol, middle symbol, and right symbol), and a display area for executing display effects (such as displaying a background image) according to the performance mode related to the execution of the variable performance.

[0080] The performance symbols 70a are composed of symbols representing numbers from "1" to "9," for example, and begin displaying variations in response to the start of the variation display of special symbols performed by the first special symbol display unit 60 and the second special symbol display unit 61, and display a stop when the variation display of special symbols stops. Furthermore, symbols representing letters such as "A" to "F" may also be used as the performance symbols 70a.

[0081] The display symbols 70a are set to stop and display for a predetermined time (for example, 0.5 seconds) in a manner that indicates the result of the jackpot determination (miss pattern, jackpot pattern). Jackpot patterns are combinations of the same display symbols 70a, such as "777" or "555", while miss patterns are all other patterns.

[0082] In addition, while the display of the changing symbols 70a is shown as scrolling vertically, it may also scroll horizontally, or it may switch or rotate (rotate) in place.

[0083] Furthermore, during the display of the changing symbols 70a (changing animation), various animation images and movies, such as background images and characters, 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).

[0084] The first image display device 70 includes a first reserve icon display area 70B for displaying a number of first reserve icons (first reserve information) corresponding to the first reserve number (U1) in a normal game state, a second reserve icon display area 70D for displaying a number of second reserve icons (second reserve information) corresponding to the second reserve number (U2) in a time-saving game state, an icon display area 70C for displaying an icon (execution information) indicating that a variation effect is being executed, a first reserve number display area 70E for displaying the first reserve number (U1) numerically, and a second reserve number display area 70F for displaying the second reserve number (U2) numerically.

[0085] The first hold icon display area 70B is divided into the first display section 70B1 (first area), the second display section 70B2 (second area), the third display section 70B3 (third area), and the fourth display section 70B4 (fourth area), starting from the side closest to the icon display area 70C. The first display section 70B1 to the fourth display section 70B4 display a number of first hold icons corresponding to the first hold number (U1).

[0086] Specifically, the first display unit 70B1 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed first; the second display unit 70B2 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed second; the third display unit 70B3 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed third; and the fourth display unit 70B4 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed fourth.

[0087] The second hold icon display area 70D is divided into the first display section 70D1 (first area), the second display section 70D2 (second area), the third display section 70D3 (third area), and the fourth display section 70D4 (fourth area) from left to right. The first to fourth display sections 70D1 to 70D4 display a number of second hold icons corresponding to the second hold number (U2).

[0088] Specifically, the first display unit 70D1 displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be executed first, the second display unit 70D2 displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be executed second, the third display unit 70D3 displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be executed third, and the fourth display unit 70D4 displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be executed fourth.

[0089] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first reserved icon display area 70B and the second reserved icon display area 70D, and the icon is displayed on or floating above this base image.

[0090] Specifically, as the first special symbol (performance symbol 70a) begins to change, the first reserve icons displayed in the first reserve icon display area 70B move (shift) one by one towards the icon display area 70C. The first reserve icons displayed in the first display unit 70B1 move (shift) to the icon display area 70C, becoming the icon in question, and when the first special symbol (performance symbol 70a) finishes changing, the icon disappears (is erased). In other words, an effect (erasure effect) of the icon disappearing is performed.

[0091] Furthermore, as the second special symbol (performance symbol 70a) begins to change, the second reserve icons displayed in the second reserve icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserve icons displayed in the first display unit 70D1 move (shift) toward the icon display area 70C, becoming that icon, and when the change display of the second special symbol (performance symbol 70a) ends, that icon disappears (is erased). Note that the icon may also be erased in the middle of the change display of the special symbol (performance symbol 70a).

[0092] The movable performance device 72 has a first movable member 73 and a second movable member 74 that can be operated, and it is possible to perform an action performance by making the first movable member 73 and the second movable member 74 perform predetermined actions during a variation performance or a jackpot game performance performed on the first image display device 70. In addition, the first movable member 73 and the second movable member 74 are provided with a panel lighting device 76 having multiple decorative LEDs, and it is possible to emit light in a predetermined manner during the execution of the action performance.

[0093] Specifically, the first movable member 73 moves (up and down) between a standby position located near the edge (up) of the first image display device 70 and an animation position located near the center (down) of the first image display device 70. The second movable member 74 moves between a standby position that covers a portion of the front of the first movable member 73 and an animation position that recedes from the front of the first movable member 73.

[0094] On the back of the game board mounting frame 3 and the game board 5, there are a payout device for dispensing game balls based on predetermined payout conditions (prize balls, ball lending), a game ball storage unit for storing game balls supplied from island equipment and the like and supplying them to the payout device, a main control device with a built-in main control board 110, a payout control device with a built-in payout control board 120, a performance control device with a built-in performance control board 130, a power supply device with a built-in power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (information gathering device such as a hall computer).

[0095] Furthermore, the performance control device 130A is equipped with a changeover switch 22 for switching adjustment modes related to the volume of performance sounds output from the sound output device 9, and the light intensity of the display devices (first image display device 70, second image display device 71) and various lighting devices (frame lighting device 10, panel lighting device 76).

[0096] On the front surface of the main control board 110 are the main control unit 110m, which consists of a one-chip microcontroller for controlling the game; the RWM clear switch 111a, which inputs a signal to clear the contents of the main RAM 110c of the main control unit 110m or to update the setting value, which is the stage of the game's advantage (associated with the probability of being judged as a jackpot); the setting key switch 112a, which inputs a signal to switch to a state in which the setting value can be changed or the setting value can be checked by operation using the setting key; and the information display 113, which displays performance information and setting values ​​so that the actual performance of the game machine 1 can be grasped.

[0097] The information display unit 113 is for displaying set values ​​and performance information (normal base values, described later), and consists of four 7-segment displays with decimal points DP arranged side by side. Two of the 7-segment displays corresponding to the upper two digits are configured as identification segments to display identification information indicating the type of performance information (data type), and two of the 7-segment displays corresponding to the lower two digits are configured as numerical segments to display numerical information indicating the set values ​​and performance information.

[0098] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically explained using Figure 2. Figure 2 is an overall block diagram of the gaming machine 1 in this embodiment.

[0099] The main control board 110 comprehensively controls the progress of the game (basic operation). The main control board 110 is a one-chip microcontroller, comprising a main control unit 110m equipped with a main CPU 110a for arithmetic processing, a main ROM 110b where the game control program is stored, and a main RAM 110c which serves as a work area during arithmetic processing, as well as input ports and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads the program stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area. This allows it to control controlled devices (various solenoids and various displays) and transmit predetermined commands based on the results of the arithmetic processing to the payout control board 120, the performance control board 130, etc.

[0100] Here, communication between the main control board 110 and the payout control board 120 is configured to allow bidirectional communication of commands (data), while communication between the main control board 110 and the performance control board 130 is configured to allow unidirectional communication of commands (data) from the main control board 110 to the performance control board 130.

[0101] The input ports of the main control board 110 are connected to a general prize winning slot detection switch 43a, a gate detection switch 44a, a first start slot detection switch 45a, a second start slot detection switch 47a, a first major prize winning slot detection switch 50a, an out ball detection switch 39a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, a second major prize winning slot detection switch 56a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, and a payout control board 120, among others. When detection signals from various detection switches and sensors are input to the main control board 110 via the input ports, control processing is performed according to the detection signals.

[0102] The output ports of the main control board 110 are connected to the second start gate opening / closing solenoid 48b, the big prize gate opening / closing solenoid 51b, the main information display device 59, the game information output terminal board 90, the payout control board 120, and the performance control board 130, among others. Drive control signals for controlling various solenoids, display control signals for controlling various displays, and game information to be notified to an external device (such as a hall computer) from the game information output terminal board are output via the output ports.

[0103] The payout control board 120 controls the payout of game balls based on the receipt of payout commands from the main control board 110, and also acts as a secondary control board that controls the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the payout device 100 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.

[0104] The payout control unit 121 includes a payout CPU 121a that performs calculation processing, a payout ROM 121b that stores the payout program, etc., a payout RAM 121c that serves as a work area during calculation processing, input ports for payout control, and output ports. The payout CPU 121a receives an operating clock from a crystal oscillator (not shown), reads the payout control program stored in the payout ROM 121b, and performs calculation processing related to the payout of game balls while utilizing the payout RAM 121c as a work area, controls the payout device 100, and transmits predetermined commands based on the results of the calculation processing to the main control board 110, the performance control board 130, etc.

[0105] The input port of the payout control unit 121 is connected to an open detection switch 31a, a full detection switch 32a, a payout ball detection switch 100a provided in the payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit, and the output port of the payout control unit 121 is connected to a payout motor 100b provided in the payout device 100.

[0106] When the payout control unit 121 receives a payout command from the main control board 110, it drives the payout motor 100b provided in the payout device 100 to dispense a predetermined number of game balls. When the payout ball detection switch 100a detects that the predetermined number of game balls have been dispensed, the control to dispense the game balls is terminated.

[0107] The launch control unit 122 includes a control circuit (not shown), input ports, and output ports. A touch sensor 15a and a launch volume 15b are connected to the input port of the launch control unit 122, and a ball feed solenoid 11b and a launch solenoid 28b are connected to the output port of the launch control unit 122.

[0108] The launch control unit 122 detects when the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, and allows power to be supplied to the ball feeding solenoid 11b and the launch solenoid 28b. When it detects that the rotation angle of the launch handle 15 has changed based on a detection signal from the launch volume 15b, it drives the ball feeding solenoid 11b and drives the launch solenoid 28b to launch a game ball with a launch intensity corresponding to the rotation angle of the launch handle 15.

[0109] The launching solenoid 28b is composed of a rotary solenoid, with the launching member 28 directly connected to the pivot shaft. As the pivot shaft rotates, the launching member 28 rotates and launches the game ball A. The operation of the launching solenoid 28b is set to approximately 99.9 (times / minute) based on the frequency derived from the output period of the crystal oscillator provided in the launching control unit 122, so the number of game balls launched per minute is approximately 99.9 (balls / minute). In other words, a game ball is launched approximately every 0.6 seconds.

[0110] The performance control board 130 is a subordinate control board (subordinate control means) that controls the performances related to the game (performed in the game machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 includes a performance control unit 130m equipped with a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, and a sub-RAM 130c which serves as a work area during calculation processing; a display control unit 140 that controls the first image display device 70 (main LCD), the second image display device 71 (sub-LCD), the sound output device 9 (speaker), etc.; a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the panel lighting device 76, the movable member drive device 75, the prize entry lamp 76, etc.; and input ports and output ports for performance control.

[0111] The sub-CPU 130a receives the operating clock from the crystal oscillator, reads the game program stored in the sub-ROM 130b, and performs calculations related to the effects while utilizing the sub-RAM 130c as a work area. In response to commands received from the main control board 110 and input signals from the effect button detection switch 17a and the directional key detection switch 19a, it controls various control units (display control unit 140, lamp control unit 150) to execute various effects (outputting data and commands).

[0112] The input ports of the performance control board 130 are connected to a performance button detection switch 17a, a directional pad detection switch 19a, and a button position detection sensor (not shown). When the performance control board 130 receives a performance button detection signal from the performance button detection switch 17a indicating that the performance button 17 has been operated, or when it receives a directional pad detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) from the directional pad detection switch 19a indicating that the directional pad 19 has been operated, it performs processing to execute a performance corresponding to the detected signal.

[0113] The display control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD) to display predetermined images, and controls the audio output device 9 to output predetermined audio.

[0114] The display control unit 140 includes a general control unit 141 that comprehensively controls image display and sound output based on the reception of performance control commands from the performance control unit 130m, an image control unit 145 (VDP) that controls the first image display device 70 and the second image display device 71 based on the reception of display control commands (display list) from the general control unit 141, a CGROM 146 that stores image data, etc., and a sound control unit 148 (sound LSI) that controls the sound output device 9 based on the reception of sound control commands from the general control unit 141, and a sound ROM 149 that stores sound data, etc.

[0115] The control unit 141 includes a control CPU 141a for performing calculations, a control ROM 141b for storing the control program, a control RAM 141c which serves as the work area during calculations, and input / output ports to which the image control unit 145 (VDP) and the audio control unit 148 (audio LSI) are connected.

[0116] The central CPU 141a receives the operating clock from the crystal oscillator, reads the central control program stored in the central ROM 141b, and performs calculations related to the effects while utilizing the central RAM 141c as a work area. This allows it to perform control processing to generate display control commands (display lists) that instruct the effects images to be displayed on the first image display device 70 and the second image display device 71 and send them to the display control unit 140, and control processing to generate audio control commands that instruct the effects sounds to be output from the audio output device 9 and send them to the audio control unit 148 (audio LSI), etc.

[0117] The VRAM 143 provided in the image control unit 145 (VDP) includes a display list storage area for temporarily storing the display list output from the overall control unit 141 (overall CPU 142a), a frame buffer area corresponding to the first image display device 70 (main liquid crystal display), and the second image display device 71 (sub-liquid crystal display).

[0118] This frame buffer area is a memory area for drawing or displaying images, and further comprises a first frame buffer area and a second frame buffer area. The first and second frame buffer areas alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing begins.

[0119] Therefore, the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 to the "drawing frame buffer" in the frame buffer area of ​​the VRAM 147 based on instructions (display list) from the overall control unit 141, 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 LCD) and the second image display device 71 (sub-LCD) to display various images.

[0120] The image control unit 145 (VDP) is supplied with an operating clock from a crystal oscillator. By dividing this operating clock, it generates synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronization with the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), and outputs these signals to the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD). In this embodiment, the frame rate of the image control unit 145 (VDP) is set to 30fps (1 / 30 sec = approximately 33ms) so that 30 drawings (images are displayed) are performed per second. However, it may also be set to 60fps (1 / 60 sec = approximately 16.6ms) so that 60 drawings (images are displayed) are performed per second.

[0121] The audio control unit 148 is connected to the audio output device 9 and controls the audio output device 9 to output audio data and music data (BGM, SE), etc., in accordance with the display on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), based on various performance data (including commands) transmitted from the performance control unit 130m.

[0122] The lamp control unit 150 includes a lamp CPU 150a that performs calculation processing, a lamp ROM 150b that stores the lamp control program, a lamp RAM 150c that serves as a work area during calculation processing, and input / output ports, etc.

[0123] The lamp CPU 150a receives an operating clock from the crystal oscillator, reads the lamp control program stored in the lamp ROM 150b, and performs calculation processing related to the effects while utilizing the lamp RAM 150c as a work area. In response to effect instruction commands received from the effect control unit 130m, it controls the controlled devices, such as various lighting devices and various drive devices, to perform predetermined effects (outputting data and commands).

[0124] The input / output ports of the lamp control unit are connected to the frame lighting device 10, the button drive device 17b, the panel lighting device 76, the prize slot lamp 76a, and the sub-information display device 80. Based on various performance data (including commands) transmitted from the performance control unit 130m (sub-CPU 130a), the lamp control unit controls the lighting of various LEDs in the frame lighting device 10, the panel lighting device 76, the prize slot lamp 76a, and the sub-information display device 80, as well as controlling the drive sources such as motors and solenoids of the button drive device 17b and the movable member drive device 75.

[0125] The power supply board 160 generates the main power supply (operating power supply) necessary 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, payout control board 120, performance control board 130, and various electronic components). The power supply board 160 includes a power outage detection circuit 162 that detects whether or not a power outage has occurred and outputs a power outage detection signal to the main control board 110 based on the occurrence of a 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 outage.

[0126] Furthermore, the power supply board 160 is equipped with a power switch that can be operated by a game parlor employee to switch between an ON state, which supplies main power to the game machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply. When the power switch is turned ON, the supply of main power begins and the game machine 1 starts operating. Even when the power switch is OFF, the supply of backup power to the main control board 110 is maintained.

[0127] The power outage detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1 and outputs a power outage detection signal to the main control board 110 when the power supply voltage falls below a predetermined value. More specifically, when the power outage detection signal reaches a high level, the main CPU 110a becomes operational, and when the power outage detection signal reaches a low level, the main CPU 110a becomes inoperable.

[0128] The backup power supply circuit 163 is equipped with a capacitor that stores energy when power is supplied to the gaming machine. When a power outage occurs, it supplies the backup power voltage stored in the capacitor to the main RAM 110c of the main control board 110. This ensures that the contents of the main RAM 110c and payout RAM 121c are retained even during a power outage, and the game control state can be restored to its state before the power outage after power is restored. Alternatively, backup power may be supplied to the payout control board 120 and the performance control board 130.

[0129] (Explanation of game state) Next, the game state during gameplay will be described. In this embodiment, there are two states related to the determination of a jackpot with special symbols: a "low probability state" and a "high probability state," and there are two states related to the second start port opening / closing member 48 of the second start port 47: a "non-time-saving state" and a "time-saving state."

[0130] In this embodiment, the following three game states are provided. (1) A low-probability state and a non-shortened time state, which is a low-probability non-shortened time game state (normal game state) (2) Low probability state and time-saving state, which is a low probability time-saving game state (time-saving game state) (3) A high-probability time-saving game state (probability variation game state) which is both a "high-probability state" and a "time-saving state".

[0131] Furthermore, the game state at the start of play, that is, the initial game state of the gaming machine 1 (after RWM clearing, as described later), is set to "low probability non-time-saving game state". In this embodiment, the "low probability time-saving game state" and the "high probability time-saving game state" are game states that offer a different degree of advantage to the player compared to the normal game state, and are therefore sometimes referred to as "specific game states".

[0132] In this embodiment, the "low probability state" refers to a game state in which, for example, when the setting value (jackpot probability), which is the degree of advantage in the game, is "1", the probability of winning a jackpot in the special symbol jackpot determination, which is performed on the condition that a game ball enters the first start port 45 or the second start port 47, is set to a low value of approximately 1 / 300. In contrast, the "high probability state" refers to a game state in which the probability of winning a jackpot is improved compared to the low probability state, and when the setting value is "1", the probability of winning a jackpot is set to a high value of approximately 1 / 60.

[0133] Specifically, there are four setting values, from "1" to "4". When the setting value is "1", the probability of winning a jackpot in the low probability state is approximately 1 / 300, and the probability of winning a jackpot in the high probability state is approximately 1 / 60. When the setting value is "2", the probability of winning a jackpot in the low probability state is approximately 1 / 295, and the probability of winning a jackpot in the high probability state is approximately 1 / 59. When the setting value is "3", the probability of winning a jackpot in the low probability state is approximately 1 / 290, and the probability of winning a jackpot in the high probability state is approximately 1 / 58. When the setting value is "4", the probability of winning a jackpot in the low probability state is approximately 1 / 285, and the probability of winning a jackpot in the high probability state is approximately 1 / 57.

[0134] Therefore, in a "high probability state," it is easier to win a jackpot than in a "low probability state." Also, the change from a low probability state to a high probability state occurs after the jackpot game, which will be explained later, has ended.

[0135] In this embodiment, "non-time-saving state" refers to a game state in which the probability of winning in the normal symbol win determination, which is performed on the condition that a game ball enters (passes through, enters) the general prize entry opening 43 or normal symbol gate 44 which is the normal symbol starting area, the average fluctuation time of the normal symbols corresponding to the determination result of the win determination, and the opening time of the second start opening opening 47 in the auxiliary game performed when a win is determined are all unfavorable to the player.

[0136] In contrast, the "time-saving state" is a game state in which at least one of the following is more advantageous to the player than the non-time-saving state: the probability of winning in the normal symbol win judgment, which is performed when a game ball enters (passes through, enters) the general prize entry point 43 or normal symbol gate 44, which is the normal symbol start area; the average variation time of the normal symbols corresponding to the judgment result of the win judgment; and the opening time of the second start point 47 in the auxiliary game performed when a win is determined. Therefore, in the "time-saving state," the second start point 47 is more likely to be controlled to open when a game ball passes through the general prize entry point 43 or normal symbol gate 44, which is the normal symbol start area, than in the "non-time-saving state." As a result, in the "time-saving state," the player can proceed with the game more advantageously than in the non-time-saving state (normal game state) by consuming fewer game balls.

[0137] In this embodiment, time-saving game states A1 and A2 are set as time-saving game states that go through a jackpot game, and time-saving game states B, C1 and C2 are set as time-saving game states that do not go through a jackpot game. The degree of advantage of each time-saving game state is as follows: time-saving game state B > time-saving game state C2 > time-saving game state A1 > time-saving game state A2 ≈ time-saving game state C1.

[0138] Specifically, the probability variation game state, time reduction game state A1, time reduction game state B, and time reduction game state C2 are first specific game states in which it is easier for game balls to enter the second starting port 47 than in the normal game state, and the base value (number of balls paid out ÷ number of balls launched × 100) is higher than in the normal game state. In time reduction game state A2 and time reduction game state C1, it is easier for game balls to enter the second starting port 47 than in the normal game state, but it is more difficult for game balls to enter the second starting port 47 than in the first specific game state, and the base value is higher than in the normal game state, but the base value is lower than in the first specific game state.

[0139] In this embodiment, the probability of winning a jackpot when in a high-probability state is five times (common regardless of the setting value) the probability of winning a jackpot when in a low-probability state is not limited to five times; any value up to ten times, such as three times or eight times, may be set.

[0140] Furthermore, in this embodiment, the system is designed so that minor wins, which are less advantageous to the player than the jackpot, do not occur during the jackpot determination process. However, for example, the probability of winning a minor win could be set to approximately 1 / 100. In this case, it is preferable to ensure that the probability of winning a minor win is the same regardless of whether the setting value is "1" to "4".

[0141] Furthermore, while a higher setting value is advantageous to the player (higher probability of winning the jackpot), the opposite could also be made: a lower setting value would be advantageous to the player (higher probability of winning the jackpot).

[0142] Furthermore, the probability of hitting the jackpot in the low-probability state and / or high-probability state may be the same for all setting values ​​(1 to 4), or for example, the probability of hitting the jackpot in the low-probability state and / or high-probability state may be the same for two or three setting values ​​(1 and 2, 1 to 3, etc.). Also, although the setting values ​​in this embodiment are 1 to 4, they are not limited to four levels, and may be more or fewer than four levels.

[0143] Next, we will explain the progression of the game in gaming machine 1 using a flowchart.

[0144] (Main processing on the main control board) The main processing of the main control board 110 will be explained using Figure 3. Figure 3 is a flowchart of the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when power voltage is supplied from the power supply board 160, is input to the main CPU 110a.

[0145] First, in step S1, the main CPU 110a disables all interrupts, in step S2, it performs initial CPU settings such as configuring internal registers, and in step S3, it waits for other boards to start up. Specifically, to ensure that no commands from the main control board 110 are missed, it waits for 1 second for the payout control board 120 and the performance control board 130 to start up.

[0146] In step S4, the main CPU 110a grants access to the RWM area of ​​the main RAM 110c, and in step S5, it sends a launch permission command to the payout control board 120. This causes the payout control unit 121 to perform processing to allow the launcher 26 to launch the game balls.

[0147] In step S6, the main CPU 110a determines whether a backup flag indicating power restoration is saved in the game RWM area of ​​the main RAM 110c. If the backup flag is saved, the process moves to step S7 as it is power restoration; if the backup flag is not saved, the process moves to step S8 as it is the first power-on.

[0148] In step S7, the main CPU 110a calculates the checksum (abnormality detection data) of the RWM area (excluding the setting value area) of the main RAM 110c.

[0149] In step S8, the main CPU 110a determines whether or not a setting change operation has occurred. 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 occurred, the process moves to step S9 to enter setting change mode; if no setting change operation has occurred, the process moves to step S10.

[0150] In step S9, the main CPU 110a performs a setting change process. Specifically, it displays a status confirmation message on the game status indicator 69 indicating that a setting change is being made or the setting is being confirmed, and also displays the current setting value saved in the setting value area of ​​the game RWM area on one of the 7-segment LEDs of the information display 113, and sends a setting change specification command to the performance control board 130.

[0151] Furthermore, each time the RWM clear switch 111a is operated, the setting value is changed (updated) within the range of "1" to "4", and the updated setting value is displayed on the 7-segment LED. When the setting key switch 112a is switched from the ON state to the OFF state, the setting confirmation operation is performed, the changed (updated) setting value is saved to the setting value area as confirmation of the setting value, the display of the setting value on the information display 113 ends, the status confirmation display on the game status display 69 ends, and the process to end the setting change mode is performed.

[0152] Furthermore, upon receiving the setting change command, the performance control board 130 will perform processing to execute a setting change notification to inform the user that the setting value is being changed. Specifically, it will display a setting change screen on the image display devices 70 and 71 to indicate that the setting value is being changed, or it will fully illuminate the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (e.g., white) while the setting change is being changed. In addition, the audio output device 9 may output a setting change notification sound ("Settings are being changed") to indicate that the setting change is in progress.

[0153] In step S10, the main CPU 110a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the game RWM area matches the checksum calculated in step S7. If the checksum is valid (there are no abnormalities in the data in the game RWM area), the process moves to step S11. If the checksum is not valid (there are abnormalities in the data in the game RWM area), the process moves to step S12, assuming that the control state before the power out cannot be restored normally.

[0154] Furthermore, if the backup flag has not been saved, i.e., during the initial power-on, the checksum will be judged as abnormal.

[0155] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (in this case, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process moves to step S13. If it is determined that the set value in the set value area is not within the appropriate range, the process moves to step S12.

[0156] In step S12, the main CPU 110a performs recovery error processing. Specifically, it displays error information "E" indicating a recovery error on the information display unit 113, sends a recovery error designation command to the performance control board 130 indicating that a recovery error has occurred, sets an interrupt disable to disable timer interrupts, clears the output port, outputs a recovery error signal (security signal) indicating the occurrence of a recovery error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to announce the recovery error.

[0157] An "unrecoverable error" is an error state in which game control is lost (the game control process is not initiated), and it will not be resolved unless a setting change process is performed. Therefore, if an unrecoverable error occurs, even if the power switch on the power supply board 160 is turned OFF and then ON without performing a setting change operation, the error will not be resolved. The power switch must be turned ON after performing a setting change operation. During an unrecoverable error, the system does not monitor the presence or absence of signals from various input devices (various switches, various sensors).

[0158] Previously, the "unrecoverable error" was only resolved when a configuration change process was performed. However, it may be possible to resolve it even when an RWM clear is performed without any configuration change process.

[0159] "Irreversible Error Notification" is a notification to recognize that an irreversible error has occurred. This may involve displaying an irreversible error screen ("Irreversible error. Please change the settings") on the image display devices 70 and 71, fully illuminating the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (for example, red) until the power is cut off, or outputting an irreversible error sound ("Irreversible error" + buzzer sound) from the audio output device 9 until the power is cut off. In addition, these audio output devices 9, frame lighting devices 10, image display devices 70 and 71, and panel lighting devices 76 may be collectively referred to as "performance equipment."

[0160] In step S13, the main CPU 110a determines whether or not an RWM clear operation has occurred. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has occurred, the process moves to step S14 to execute the RWM clear; if no RWM clear operation has occurred, the process moves to step S16.

[0161] In step S14, the main CPU 110a performs RWM clearing. Specifically, it performs processing to initialize the game control state (initializing everything except the set value area of ​​the game RWM area to control it to the normal game state).

[0162] In step S15, the main CPU 110a sends a power-on command to the payout control board 120 and the performance control board 130 indicating that the game control state has been initialized and that the current game state is a low probability non-time-saving game state as a normal game state, and then proceeds to step S21. As a result, the performance control board 130 performs the processing necessary to announce the power-on state.

[0163] "Power-on notification" is a notification to recognize that the control state of the game has been initialized. This notification may include displaying the initial screen (background image and initial performance symbol "135") on the image display devices 70 and 71, fully illuminating the frame lighting device 10 and the panel lighting device 76 in a predetermined color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the RWM area has been initialized. In addition, when powering on, instead of displaying the initial screen on the image display devices 70 and 71, a display indicating that the RWM has been cleared may be displayed on the image display devices 70 and 71.

[0164] In step S16, the main CPU 110a determines whether or not a setting confirmation operation has been performed. Specifically, it determines whether or not the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process moves to step S17 to transition to the setting confirmation mode. If no setting confirmation operation has been performed, the process moves to step S18 to restore the game control state to the state before the power was cut off.

[0165] In step S17, the main CPU 110a performs a setting confirmation process. Specifically, it displays a status confirmation on the game status indicator 69 indicating that the settings are being changed or confirmed, and also displays the current setting value saved in the setting value area of ​​the game RWM area on one of the 7-segment LEDs of the information display 113, and sends a setting confirmation command to the performance control board 130.

[0166] Furthermore, when the setting key switch 112a changes from the ON state to the OFF state, the display of the setting value on the information display unit 113 ends, the status confirmation display on the game status display unit 69 ends, and processing is performed to terminate the setting confirmation mode.

[0167] Furthermore, upon receiving the setting confirmation command, the performance control board 130 will perform processing to execute a setting confirmation notification to inform the audience that setting confirmation is being performed. Specifically, it will display a setting confirmation screen on the image display devices 70 and 71 to indicate that setting confirmation is in progress, or it will fully illuminate the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (e.g., white) while setting confirmation is being performed. In addition, the audio output device 9 may output a setting confirmation notification sound ("Checking setting values") to indicate that setting confirmation is in progress.

[0168] In step S18, the main CPU 110a clears (sets to 0) the backup flag and checksum saved in the game RWM area and sets the game RWM area for power restoration. This restores the game progress (control state) to the state before the power outage, making it possible to resume gameplay from the state before the power outage.

[0169] In step S19, the main CPU 110a sends a power restoration command to the performance control board 130 indicating that the game control state has been restored and the game state before the power outage occurred. As a result, the performance control board 130 terminates the setting confirmation notification and other processes described later and performs the power restoration notification.

[0170] A "power restoration notification" is a notification to recognize that the control state of the game has returned to the state it was in before the power outage. This notification may include displaying the initial screen (background image and initial animation symbol "135") on the image display devices 70 and 71, fully illuminating the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (for example, blue) for a predetermined period (for example, 60 seconds), or outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the sound output device 9 for a predetermined period (for example, 30 seconds) to indicate that power has been restored (from a power outage). In addition, when notifying the restoration of power, instead of displaying the initial screen on the image display devices 70 and 71, the image display devices 70 and 71 may be configured to display a notification that power has been restored.

[0171] In step S20, the main CPU 110a sends other commands (special symbol hold number specification commands indicating the first hold number (U1) and the second hold number (U2), and a general symbol hold number specification command indicating the general symbol hold number (G), etc.) to the performance control board 130. This allows the performance control board 130 to grasp the special symbol hold number and the general symbol hold number, and also enables processing to display the first hold icon and the second hold icon on the first image display device 70.

[0172] In step S21, the main CPU 110a sends a setting value specification command to the performance control board 130. This allows the performance control board 130 to know the current setting value. This setting value specification command may be sent to the performance control board 130 before the power-on specification command or power-restoration specification command is sent. The setting value specification command may also be sent each time the special symbol variation display starts, or each time a jackpot game starts.

[0173] In step S22, the main CPU 110a activates the CTC (Counter Timer Circuit) to generate a timer interrupt (4 milliseconds), and in step S23, enables all interrupts.

[0174] In step S24, the main CPU 110a performs a process to update the random values ​​for reach determination and the random values ​​for special symbol determination, which determine the variation pattern (variation time) of the special symbols. In step S25, it performs an initial random value update process to update the initial random values ​​for jackpot determination, initial random values ​​for special symbol determination, initial random values ​​for hit determination, and initial random values ​​for normal symbol determination.

[0175] Next, in step S26, the main CPU 110a determines whether or not a power outage has occurred. Specifically, it determines whether or not a power outage detection signal has been input from the power outage detection circuit of the power supply board 160. If no power outage detection signal has been input, the process proceeds to step S24. If a power outage detection signal has been input, the process proceeds to step S27.

[0176] In step S27, the main CPU 110a sets an interrupt disable to disable timer interrupts, in step S28 it clears the output ports, in step S29 it calculates the checksum (abnormality detection data) of the game RWM area (excluding the setting value area) of the main RAM 110c and saves it to the game RWM area, in step S30 it saves a backup flag to the game RWM area of ​​the main RAM 110c, in step S31 it disables RAM access and waits until the power supply voltage is completely cut off.

[0177] Thus, because multiple conditions (operations) are set for changing settings, it becomes difficult to easily change settings, which helps to deter fraudulent activity and improves the security of the gaming machine.

[0178] Furthermore, by having more conditions (operations) set for setting change operations than for RWM clear operations or setting confirmation operations, the security of setting changes, which are the most susceptible to fraudulent activity, can be enhanced, making it possible to effectively prevent fraudulent activity.

[0179] Furthermore, by executing an irreversible error handling process to halt gameplay if the checksum is abnormal, the gaming machine will not perform unexpected actions that would inconvenience arcades and players, thereby improving the reliability of the gaming machine.

[0180] Furthermore, if the value in the setting range is outside the appropriate range, meaning that the previous power outage may have occurred while the settings were being changed, the system will execute an unrecoverable error process and stop the game even if the checksum is normal. This prevents the game from proceeding with settings that were not intended by the arcade operator, thereby improving the reliability of the arcade machine.

[0181] While the power-on and power-restore commands are designed to include information indicating the current game state, it is also possible to send a game state specification command indicating the current game state after sending the power-on or power-restore command.

[0182] Furthermore, while the system currently sends a setting change specification command at the start of the setting change process and a power-on specification command after the completion of the setting change process, it is also possible to send a setting change start specification command instead of the setting change specification command, and a setting change end specification command instead of the power-on specification command. In this case, the setting change end specification command may be sent at the end of the setting change process or after the completion of the setting change process.

[0183] Furthermore, while the RWM clear process was previously performed after any configuration changes were made, it is now also acceptable to perform the RWM clear process before any configuration changes are made.

[0184] (Timer interrupt processing on the main control board) The timer interrupt processing of the main control board 110 will be explained using Figure 4. Figure 4 is a flowchart showing the timer interrupt processing that is executed at predetermined intervals (4 milliseconds) on the main control board 110.

[0185] First, in step S100, the main CPU 110a saves the information stored in the registers to the stack area, and in step S110, it performs time control processing to update various time counters necessary for controlling the progress of the game. For example, it performs processing to subtract 1 from the special symbol fluctuation time counter, etc.

[0186] In step S120, the main CPU 110a performs a specific random number update process to update the random numbers used for determining a jackpot, special symbols, special symbol variation patterns, wins, normal symbols, and normal symbol variation patterns. Specifically, it updates each random number and the random number counter by adding +1. If the added random number counter exceeds the maximum value of the random number range (the random number counter completes one cycle), the random number counter is reset to 0. If the random number counter returns to the initial value of the cycle, the corresponding initial random number is set as the new initial value for the cycle, and the random number is updated.

[0187] In step S130, the main CPU 110a performs an initial random value update process, similar to step S30, to update the initial random values ​​for determining a jackpot, the initial random values ​​for determining a special symbol, the initial random values ​​for determining a win, and the initial random values ​​for determining a normal symbol.

[0188] In step S200, the main CPU 110a determines whether there is input to various switches such as the general prize entry detection switch 43a, the first major prize entry detection switch 50a, the second major prize entry detection switch 56a, the first start entry detection switch 45a, the second start entry detection switch 47a, the gate detection switch 44a, and the out ball detection switch 39a, and performs input control processing to set predetermined data if there is input. Details will be described later with reference to Figure 5.

[0189] In step S300, the main CPU 110a performs special symbol and special electrical control processing to determine the number of special symbols held (such as determining a jackpot), control the display of special symbols, control the opening and closing of the large prize slot 50 (first large prize slot opening / closing member 51), and control the game state. For details, see Figure 8 below.

[0190] In step S400, the main CPU 110a performs regular pattern and power control processing to determine the number of regular patterns stored (such as hit detection), control the display of regular patterns, and control the opening and closing of the second start port 47 (second start port opening / closing member 48).

[0191] Furthermore, the types of winning and losing regular symbols determined as a result of the regular symbol judgment information performed in the regular symbol control processing remain the same regardless of the setting value. This prevents the gameplay from becoming too complex, allowing players to play with peace of mind.

[0192] Furthermore, the selection ratios for various winning and losing symbols, which are determined as a result of the judgment of the regular symbol judgment information performed in the regular symbol control processing, remain constant regardless of the setting value. This prevents the degree of advantage for the player from changing drastically depending on the setting value, allowing players to play with peace of mind.

[0193] Next, in step S500, the main CPU 110a performs payout control processing, such as sending a payout status confirmation command to the payout control board 120 to check the payout status of the payout control board 120, and referring to the prize ball counters (3-prize ball counter, 10-prize ball counter, 15-prize ball counter) described later, and sending a payout quantity specification command corresponding to each prize entry point to the payout control board 120. As a result, the payout control board 120 executes control to dispense prize balls from the payout device 100.

[0194] In step S600, the main CPU 110a determines the occurrence of magnetic anomalies and radio wave anomalies based on input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs magnetic / radio wave anomaly determination processing to send a magnetic anomaly error specification command and a radio wave anomaly error specification command to the performance control board 130. When the performance control board 130 receives a magnetic anomaly error specification command or a radio wave anomaly error specification command, it performs control to notify the magnetic anomaly error and the radio wave anomaly error.

[0195] In step S700, the main CPU 110a performs data creation processing to create data such as external information data (game information) output from the game information output terminal board 90, start gate opening / closing data output to the second start gate opening / closing solenoid 48b, big prize gate opening / closing data output to the big prize gate opening / closing solenoid 51b, special symbol display data output to the first special symbol indicator 60 and the second special symbol indicator 61, normal symbol display data output to the normal symbol indicator 62, special symbol hold display data output to the first special symbol hold indicator 63 and the second special symbol hold indicator 64, and normal symbol hold display data output to the normal symbol hold indicator 65.

[0196] In step S750, the main CPU 110a performs output control processing, which includes port output processing to output signals such as external information data, start gate opening / closing data, and big prize gate opening / closing data created in step S700; display output processing to output signals such as special symbol display data, normal symbol display data, special symbol hold display data, and normal symbol hold display data; payout command transmission processing to send commands set in the payout transmission data storage area of ​​the main RAM 110c to the payout control board 120; and performance command transmission processing to send commands set in the performance transmission data storage area of ​​the main RAM 110c to the performance control board 130.

[0197] In step S800, the main CPU 110a performs processing when an information program is called. Specifically, after disabling interrupts, it saves the flag register to the game RWM area and performs processing to call the target information program using the CALL instruction.

[0198] In step S810, the main CPU 110a performs game ball counting processing (information program). Specifically, it performs processing to count the number of prize balls dispensed during normal gameplay, which is the number of prize balls dispensed based on game balls entering various prize slots (general prize slot, large prize slot, start slot); the number of outs during normal gameplay, which is the number of game balls detected by the out ball detection switch 39a during normal gameplay; and the total number of outs, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.

[0199] Furthermore, the total number of outs, the number of payouts during normal play, and the number of outs during normal play are game information that are not affected by changes in the setting values ​​(they are unrelated to the setting values). Therefore, by counting these, it becomes possible to calculate performance information (the normal base value described later) that eliminates the influence of the setting values, which can be used to understand the performance of the gaming machine 1.

[0200] In step S830, the main CPU 110a performs performance information calculation processing (information program). Specifically, it calculates the normal base value ((normal payouts ÷ normal outs) × 100) for the current game section, which is divided by the total number of outs, and saves the normal base value, rounded to the first decimal place, to the first area of ​​the base memory area set in the information RWM area.

[0201] The game interval is updated every time the total number of payouts reaches 60,000. The base memory area consists of four sections: the first section which stores the normal base value for the current game interval, the second section which stores the normal base value for the previous game interval, the third section which stores the normal base value for the game interval two sections ago, and the fourth section which stores the normal base value for the game interval three sections ago. Base values ​​for four game intervals, including the current one, are saved in their respective sections.

[0202] In step S850, the main CPU 110a performs performance display data setting processing (information program). Specifically, it sets performance display data to be displayed on the information display unit 113, switching between the normal base values ​​(performance information) for four game sections, which are calculated in the performance information calculation process and saved in the base memory area, every 5 seconds.

[0203] In step S870, the main CPU 110a performs the test data creation process (information program). Specifically, it performs the process of creating test data (test information) to be output to the test equipment used when testing the gaming machine 1.

[0204] In step S880, the main CPU 110a performs output control processing (information program). Specifically, it performs display output processing to output signals such as performance display data (performance information) set in step S850 to various displays, and processing to output signals such as test data created in step S870.

[0205] In step S890, the main CPU 110a performs processing for the return of the game program. Specifically, it restores the flag register from the game RWM area, enables interrupts, and performs processing to return to the game program.

[0206] In step S900, the main CPU 110a restores the information saved in step S100 to its registers, and terminates the current timer interrupt process.

[0207] In this way, since timer interrupts are not executed during the setting change process, RWM clear process, and setting confirmation process, the counting of payouts and outs, the calculation of the gaming machine's performance information, and the display of the gaming machine's performance information are not performed, thus reducing the control burden on the main control board 110.

[0208] Although the performance information calculation process was performed in the timer interrupt processing of the main control board 110, it may also be performed in the main processing of the main control board 110. Similarly, the game ball counting process may also be performed in the main processing of the main control board 110. Specifically, it may be performed between step S25 and step S26.

[0209] Furthermore, the normal base calculated as performance information is calculated as (Normal payouts ÷ Normal outs) × 100, but the number of payouts during normal play may include the number of payouts during the second specific play state (Shortened play state A2, Shortened play state C1), and the number of outs during normal play may also include the number of outs during the second specific play state (Shortened play state A2, Shortened play state C1). In addition, the number of payouts during normal play may include the number of payouts other than during auxiliary play when the second start port 47 is long open during the second specific play state, and the number of outs during normal play may also include the number of outs other than during auxiliary play when the second start port 47 is long open during the second specific play state.

[0210] (Input control processing on the main control board) The input control process of the main control board 110 will be explained using Figure 5. Figure 5 is a flowchart showing the input control process in the main control board 110.

[0211] In step S210, the main CPU 110a performs general prize-winning slot detection switch input processing. This general prize-winning slot detection switch input processing determines whether a detection signal has been input from the general prize-winning slot detection switch 43a, that is, whether or not a game ball has entered the general prize-winning slot 43. If no detection signal is input from the general prize-winning slot detection switch 43a, the process moves to step S220.

[0212] When a detection signal is input from the general prize slot detection switch 43a, the prize ball counter for the general prize slot (5-ball prize ball counter) used for prize balls is updated by adding data indicating 5 prize balls, and the prize ball counter (D) which indicates the number of game balls that have entered the prize slot is updated by adding "1" (D←D+1), after which the general prize slot detection switch input process is terminated.

[0213] In step S220, the main CPU 110a performs input processing for the large prize slot detection switch. This input processing determines whether a detection signal has been received from the first large prize slot detection switch 50a or the second large prize slot detection switch 56a, that is, whether a game ball has entered the first large prize slot 50 or the second large prize slot 56. If no detection signal has been received from the first large prize slot detection switch 50a or the second large prize slot detection switch 56a, the process moves to step S230.

[0214] When a detection signal is received from the first large prize slot detection switch 50a or the second large prize slot detection switch 56a, the prize ball counter for the large prize slots (15-ball prize ball counter) used for prize balls is updated by adding data indicating 15 prize balls, and the prize ball counter (D) that shows the number of game balls that have entered the prize slots is updated by adding "1" (D←D+1), and it is determined whether or not a jackpot game (special game) is currently in progress. If a jackpot game is currently in progress, the round prize counter (C) for counting game balls that have entered the large prize slot 50 is updated by adding "1" (C←C+1), and the large prize slot detection switch input processing is terminated.

[0215] If the current game state is not a special game state, the fraudulent ball entry counter (E), which indicates the number of game balls that entered the specific entry slots (second start slot 47, large entry slot 50) outside the period in which balls can be entered, is updated by adding "1" (E←E+1). A determination is then made as to whether the value of the fraudulent ball entry counter (E) is greater than the specified number (for example, 10 balls). If the value of the fraudulent ball entry counter (E) is less than or equal to the specified number, the large entry slot detection switch input process is terminated.

[0216] If the value of the fraudulent winning ball counter (E) is greater than the specified number, a fraudulent winning (fraudulent ball entry) has occurred, which is considered to be a game ball entering outside the period during which winning is permitted, and a command to specify fraudulent winning is set in the performance transmission data storage area. As a result, the command to specify fraudulent winning is sent to the performance control board 130, and the performance control board 130 notifies that a fraudulent winning has occurred by issuing a fraudulent winning error notification.

[0217] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of ​​the main RAM 110c, the illegal winning ball counter (E) is cleared, and the big winning slot detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and an external device can detect (identify) that an illegal winning has occurred.

[0218] In step S230, the main CPU 110a performs the input processing for the first start port detection switch. This input processing determines whether a detection signal from the first start port detection switch 45a has been received, that is, whether or not a game ball has entered the first start port 45. Details of the input processing for the first start port detection switch will be described later.

[0219] In step S240, the main CPU 110a performs the second start port detection switch input processing. This second start port detection switch input processing determines whether a detection signal from the second start port detection switch 47a has been received, that is, whether or not a game ball has entered the second start port 47. Details of the second start port detection switch input processing will be described later.

[0220] In step S250, the main CPU 110a performs a general starting gate detection switch input process. This general starting gate switch input process determines whether a detection signal has been received from a specific general prize gate detection switch 43a or gate detection switch 44a located in the general prize gate 43, which is the general starting area. In other words, it determines whether a game ball has entered (passed through, entered) the general prize gate 43 or general gate 44, which is the general starting area. If no detection signal has been received from the specific general prize gate detection switch 43a or gate detection switch 44a, the input control process is terminated.

[0221] When a detection signal is input from a specific general winning port detection switch 43a or a gate detection switch 44a, it is determined whether the number of general pattern holds stored in the general pattern hold memory area, i.e., the general pattern hold count, is less than 4. If the general pattern hold count is not less than 4, the input control process ends.

[0222] If the general pattern hold count is less than 4, the general pattern hold count is updated by adding "1" to it, general pattern determination information (random number value for jackpot determination, random number value for general pattern determination, random number value for general pattern variation pattern determination) is acquired, and an empty storage unit is sequentially searched from the first storage unit in the general pattern hold memory area, and the acquired general pattern determination information is stored in the empty storage unit, and the input control process ends.

[0223] (First start port detection switch input process of the main control board) Using FIG. 6, the first start port detection switch input process of the main control board 110 will be described. FIG. 6 is a flowchart showing the first start port detection switch input process in the main control board 110.

[0224] First, in step S230-1, the main CPU 110a determines whether a detection signal from the first start port detection switch 45a is input (a game ball wins in the first start port 45). If a detection signal from the first start port detection switch 45a is input, the process moves to step S230-2. If a detection signal from the first start port detection switch 45a is not input, the current first start port detection switch input process ends.

[0225] In step S230-2, the main CPU 110a performs a process of updating by adding data indicating three prize balls to the three prize ball counters used for prize balls, and in step S230-3, specific pattern determination information (random number value for jackpot determination, random number value for special pattern determination, random number value for reach determination, random number value for specific pattern variation pattern determination) is acquired.

[0226] In step S230-4, main CPU 110a determines whether the first reserved number (U1) stored in the first special symbol reservation memory area is less than 4. If the first reserved number (U1) is less than 4, the process proceeds to step S230-5. If the first reserved number (U1) is not less than 4, the current first start port detection switch input process ends.

[0227] In step S230-5, main CPU 110a performs a process of adding "1" to the first reserved number (U1) for update (U1←U1 + 1). In step S230-6, the first reserved number designation command corresponding to the updated first reserved number (U1) is set in the production transmission data storage area. As a result, the first reserved number designation command is transmitted to the production control board 130, and the production control board 130 can grasp the first reserved number.

[0228] In step S230-7, main CPU 110a stores the special symbol determination information acquired in the first special symbol reservation memory area. Specifically, since the first special symbol reservation memory area is divided into the first storage unit to the fourth storage unit, the empty storage units are searched in order from the first storage unit, and the acquired special symbol determination information is stored in the empty storage unit.

[0229] As described above, the first reserved memory composed of special symbol determination information (big win determination random value, special symbol determination random value, reach determination random value, and special symbol variation pattern determination random value, etc.) is stored in a predetermined storage unit of the first special symbol reservation memory area.

[0230] In step S230-8, main CPU 110a determines whether the current gaming state is a non-time-limited gaming state. If it is in the non-time-limited gaming state, the process proceeds to step S230-10. If it is not in the non-time-limited gaming state, in step S230-9, it is determined whether it is in the time-limited gaming state A2 or C1. If it is in the time-limited gaming state C1, the process proceeds to step S230-10. If it is not in the time-limited gaming state C1, the current first start port detection switch input process ends.

[0231] In step S230-10, the main CPU 110a performs a first pre-reading process. In this first pre-reading process, referring to a pre-determination table according to the game state (see FIGS. 18(a) and 19(c)), the special symbol determination information (first reserved memory) obtained this time is determined (pre-determined) before the variable display of the special symbol based on the determination information is performed, and a planned variation pattern, which is the variation pattern planned to be executed, is determined. The details of the pre-determination table will be described later.

[0232] In step S230-10, the main CPU 110a sets a first pre-reading specified command corresponding to the planned variation pattern determined in the first pre-reading process in step S23,0-8 in the production transmission data storage area, and ends the current first start port detection switch input process.

[0233] As a result, the first pre-reading specified command is transmitted to the production control board 130, and the production control board 130 can execute a pre-reading preview performance that executes a predetermined preview performance over one or a plurality of variable displays executed before the start of the variable display of the special symbol corresponding to the first pre-reading specified command. The pre-reading preview performance is performed using one or a plurality of the image display device, the audio output device 9, the frame lighting device IO, the first movable member 73, the second movable member 74, and the board lighting device 76.

[0234] Note that in the case of the time-limited game state C1, although the special symbol determination information obtained based on the winning of the game ball into the first start port 45 is pre-determined, it may be pre-determined only in the case of a non-time-limited game state for the special symbol determination information obtained based on the winning of the game ball into the first start port 45.

[0235] (Second start port detection switch input process of the main control board) Using FIG. 7, the second start port detection switch input process of the main control board 110 will be described. FIG. 7 is a flowchart showing the second start port detection switch input process in the main control board 110.

[0236] First, in step S240-1, the main CPU 110a determines whether or not a detection signal has been received from the second start port detection switch 47a (i.e., a game ball has entered the second start port 47). If a detection signal has been received from the second start port detection switch 47a, the process moves to step S240-2. If no detection signal has been received from the second start port detection switch 47a, the current second start port detection switch input process is terminated.

[0237] In step S240-2, the main CPU 110a updates the 2-ball payout counter used for prize balls by adding data indicating 2 prize balls, and in step S240-3, it acquires special symbol judgment information (random values ​​for jackpot judgment, random values ​​for special symbol judgment, random values ​​for reach judgment, and random values ​​for special symbol variation pattern judgment).

[0238] In step S240-4, the main CPU 110a determines whether the second reserve number (U2) stored in the second special symbol reserve memory area is less than 4. If the second reserve number (U2) is less than 4, the process moves to step S240-5. If the second reserve number (U2) is not less than 4, the current second start port detection switch input process is terminated.

[0239] In step S240-5, the main CPU 110a updates the second reserved number (U2) by adding "1" (U2←U2+1), and in step S240-6, sets a command to specify the second reserved number corresponding to the updated second reserved number (U2) in the transmission data storage area for performance. As a result, the command to specify the second reserved number is sent to the performance control board 130, which is able to determine the second reserved number.

[0240] In step S240-7, the main CPU 110a stores the acquired special symbol judgment information in the second special symbol hold memory area. Specifically, since the second special symbol hold memory area is divided into four memory sections, the CPU searches for an available memory section in order from the first memory section and stores the acquired special symbol judgment information in the available memory section.

[0241] As described above, the predetermined storage unit in the second special symbol hold memory area stores the second hold memory composed of special symbol determination information (random values for jackpot determination, random values for special symbol determination, random values for reach determination, random values for special symbol variation pattern determination, etc.).

[0242] In step S240-8, the main CPU 110a performs the second pre-reading process. In this second pre-reading process, a pre-determination table corresponding to the game state (see FIGS. 18(b), 19(a), and 19(b)) is referred to, and the special symbol determination information (second hold memory) obtained this time is determined (pre-determined) before the variable display of the special symbol based on the determination information, and the planned variation pattern, which is the variation pattern to be executed, is determined. The details of the pre-determination table will be described later.

[0243] In step S240-9, the main CPU 110a sets the second pre-reading designated command corresponding to the planned variation pattern determined in the second pre-reading process in step S240-8 in the production transmission data storage area, and ends the current first start port detection switch input process.

[0244] As a result, the second pre-reading designated command is transmitted to the production control board 130, and the production control board 130 can execute a pre-reading notice production that executes a predetermined notice production for one or a plurality of variable displays to be executed before the start of the variable display of the special symbol corresponding to the second pre-reading designated command. The pre-reading notice production is performed using one or a plurality of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.

[0245] Regarding the second pre-reading process, although the special symbol determination information obtained based on the winning of the game ball into the second start port 47 is pre-determined regardless of the game state, it may be pre-determined only when it is in the time-saving game state.

[0246] (Special Drawing Special Electric Control Process of Main Control Board) Using FIG. 8, the special drawing special electric control process of the main control board 110 will be described. FIG. 8 is a flowchart showing the special drawing special electric control process in the main control board 110.<U+ <U+

[0247] <U+ First, in step S301, the main CPU 110a loads the value of the special drawing special electric processing data, refers to the branch destination address from the special drawing special electric processing data loaded in step S302, executes the process corresponding to the branch destination address, and ends the current special drawing special electric control process.<U+ <U+

[0248] <U+ Specifically, if the special drawing special electric processing data = 0, based on the determination result of the hold memory (special drawing determination information), start the variable display of the special symbol, set the variable time, and send the start command (special symbol memory designation command as the start signal, game state designation command, special symbol designation command, special drawing variable pattern designation command) accompanied by the start of the variable display to the effect control board 130, and execute the special symbol memory determination process (step S310) for processes such as changing the special drawing special electric processing data to "1", and end the current special drawing special electric control process. The details of the special symbol memory determination process will be described later.[[ID=B]]<U+ <U+

[0249] <U+ If the special drawing special electric processing data = 1, stop the variable display of the special symbol according to the elapse of the variable time, set the stop time (for example, 0.5 seconds), and send the stop command (special drawing stop command as the stop signal) to the effect control board 130, and execute the special symbol variable process (step S320) for processes such as changing the special drawing special electric processing data to "2", and end the current special drawing special electric control process. The details of the special symbol variable process will be described later.<U+ <U+

[0250] <U+ If the special symbol special power processing data is 2, then after the special symbol's stop time (for example, 0.5 seconds) has elapsed, if it is a losing special symbol, the special symbol special power processing data is changed to "0", and if it is a winning special symbol, the opening time for the winning game is set, and the special symbol stop processing (step S330) is executed to send the opening specification command to the performance control board 130 and to change the special symbol special power processing data to "3", and the special symbol special power control processing for this time is terminated. Details of the special symbol stop processing will be described later.

[0251] If the special feature special power processing data is 3, the jackpot game processing (step S340) is executed to start the round game based on the elapsed opening time of the jackpot game and send a round number specification command to the performance control board 130, to set the ending time of the jackpot game based on the end of the final round game and send an ending specification command to the performance control board 130, and to change the special feature special power processing data to "4", and the special feature special power control processing for this time is terminated.

[0252] If the special symbol and special electric processing data is 4, the special symbol and special electric control processing (step S350) is executed to perform processes such as ending the jackpot game due to the elapsed ending time, setting the game state after the jackpot ends (low probability time-saving game state, high probability time-saving game state, high probability number of rounds, time-saving rounds), and changing the special symbol and special electric processing data to "0", and the special symbol and special electric control processing for this time is terminated. Details of the jackpot game termination processing will be described later.

[0253] (Special pattern memory determination process on the main control board) The special symbol memory determination process (game program) of the main control board 110 will be explained using Figure 9. Figure 9 is a flowchart showing the special symbol memory determination process in the main control board 110.

[0254] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is currently being displayed in a variable state. If a special symbol is currently being displayed in a variable state, the special symbol memory determination process ends. If a special symbol is not currently being displayed in a variable state, the process moves to step S310-2.

[0255] In step S310-2, the main CPU 110a determines whether the second reserve number (U2) is 1 or greater. If the second reserve number (U2) is 1 or greater, the process moves to step S310-3; otherwise, the process moves to step S310-4.

[0256] In step S310-3, the main CPU 110a updates the second reserve number (U2) by subtracting "1", and in step S310-6, sets a special symbol storage specification command corresponding to the subtracted second reserve number (U2) in the main RAM 110c's performance transmission data storage area. As a result, the special symbol storage specification command is sent to the performance control board 130, and processing is performed to update the reserve icon displayed on the first image display device 70 and the display of that icon.

[0257] In step S310-7, the main CPU 110a sets a game state specification command corresponding to the current game state in the main RAM 110c's performance transmission data storage area, and in step S310-8, it performs a shift process on the data stored in the second special symbol hold storage area, shifting the special symbol judgment information stored in the first to fourth storage units to the previous storage unit.

[0258] For example, the special symbol judgment information stored in the fourth memory section of the second special symbol hold memory area is shifted to the third memory section of the second special symbol hold memory area. Also, the special symbol judgment information stored in the first memory section of the second special symbol hold memory area is shifted to the zero memory section, which is the special symbol execution memory area, and the special symbol judgment information used in the previous game that was stored in the zero memory section is erased.

[0259] Meanwhile, in step S310-4, the main CPU 110a determines whether the first reserved number (U1) is 1 or greater. If the first reserved number (U1) is 1 or greater, the process moves to step S310-5; otherwise, the process moves to step S319-1.

[0260] In step S310-5, the main CPU 110a updates the first reserved number (U1) by subtracting "1", and in step S310-6, sets a special symbol storage specification command corresponding to the subtracted first reserved number (U1) in the main RAM 110c's performance transmission data storage area. As a result, the special symbol storage specification 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 that icon.

[0261] In step S310-7, the main CPU 110a sets a game state specification command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, it performs a shift process on the data stored in the first special symbol hold memory area, shifting the special symbol judgment information stored in the first to fourth memory units to the previous memory unit.

[0262] For example, the special symbol judgment information stored in the fourth memory section of the first special symbol hold memory area is shifted to the third memory section of the first special symbol hold memory area. Also, the special symbol judgment information stored in the first memory section of the first special symbol hold memory area is shifted to the zero memory section, which is the special symbol execution memory area, and the special symbol judgment information used in the previous game that was stored in the zero memory section is erased.

[0263] In addition, in conjunction with the shift processing of the special symbol judgment information in step S310-8, special symbol hold display data indicating the first hold number (U1) and the second hold 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 hold indicator 63 and the second special symbol hold indicator 64 are updated.

[0264] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special symbol reserve memory area is shifted with priority over the first special symbol reserve memory area (the second reserve number is subtracted with priority over the first reserve number). However, the first special symbol reserve memory area or the second special symbol reserve memory area may be shifted in the order in which the game balls enter the starting gate (the first and second reserve numbers may be subtracted in the order of entry), or the first special symbol reserve memory area may be shifted with priority over the second special symbol reserve memory area (the first reserve number may be subtracted with priority over the second reserve number).

[0265] In step S311, the main CPU 110a performs a jackpot determination process. Specifically, it performs a process to determine whether or not it is a jackpot and the type of special symbol to stop and display, based on the special symbol determination information (random value for jackpot determination) stored in the 0th memory unit, which is the special symbol execution memory area. Details of the jackpot determination process will be described later.

[0266] In step S312, the main CPU 110a sets a special symbol specification command corresponding to the type of special symbol determined in the jackpot determination process into the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol specification command is sent to the performance control board 130, and processing is performed to determine the performance symbol 70a that will be displayed as a result of the variation performance.

[0267] In step S313, the main CPU 110a performs a special symbol variation pattern determination process. Specifically, it performs a process to determine the variation pattern of the special symbols (special symbol variation pattern) based on the special symbol determination information stored in the 0th memory unit, which is the special symbol execution memory area. Details of the special symbol variation pattern determination process will be described later.

[0268] In step S314, the main CPU 110a sets a special symbol variation pattern specification command corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process into the main RAM 110c's performance transmission data storage area. As a result, the special symbol variation pattern specification 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 that takes place while the special symbols are being displayed.

[0269] In step S315, the main CPU 110a sets the variation time (counter value) of the special symbol corresponding to the special symbol variation pattern determined in the special symbol variation pattern determination process into a predetermined area of ​​the main RAM 110c, and in step S316, starts displaying the variation of the special symbol. As a result, the data creation process in step S700 creates LED lighting data for executing the display of the variation of the special symbol, and the created lighting data is output in the output control process in step S800, causing the variation of the special symbol to be displayed on the first special symbol display 60 or the second special symbol display 61.

[0270] In step S317, the main CPU 110a clears the customer waiting state flag to terminate the customer waiting state, and in step S318, sets "1" to the special symbol special electric processing data, thereby ending the special symbol memory judgment process for this time.

[0271] In step S319-1, the main CPU 110a determines whether a customer waiting status flag indicating a customer waiting state is set in the main RAM 110c. If the customer waiting status flag is set, the special symbol memory determination process ends; if the customer waiting status flag is not set, the process moves to step S319-2. Note that the customer waiting state is a state in which the special symbol variation display and the jackpot game (special game) are not being executed, but the requirement may also include the fact that the normal symbol variation display and auxiliary games are not being executed.

[0272] In step S319-2, the main CPU 110a sets a customer waiting state flag in a predetermined area of ​​the main RAM 110c, and in step S319-3, it sets a customer waiting state designation command indicating that the system is in a customer waiting state in the performance transmission data storage area of ​​the main RAM 110c, thereby ending the special symbol memory determination process. As a result, the customer waiting state designation command is sent to the performance control board 130, which then performs processing to execute a customer waiting demo performance to encourage the player to play.

[0273] (Main control board's jackpot determination process) The jackpot determination process of the main control board 110 will be explained using Figure 10. Figure 10 is a flowchart showing the jackpot determination process in the main control board 110.

[0274] In step S311-1, the main CPU 110a refers to the setting value stored in the setting value area of ​​the main RAM 110c, and in step S311-2, selects a jackpot determination table (see Figure 11) to determine whether it is a jackpot, a normal miss, or a special miss. Details of the jackpot determination table will be described later.

[0275] In step S311-3, the main CPU 110a compares the current setting value and the random value used for jackpot determination with the jackpot determination table to determine whether it is a jackpot, a normal miss, or a special miss. If it is a jackpot, the process moves to step S311-4; otherwise, the process moves to step S311-6.

[0276] In step S311-4, the main CPU 110a sets the game state information at the time of winning a jackpot in a predetermined area of ​​the main RAM 110c. In step S311-5, it selects a special symbol determination table for jackpots (see Figure 12(a)) to determine the type of special jackpot symbol, and then proceeds to step S311-9. Details of the special symbol determination table for jackpots will be described later.

[0277] In step S311-6, the main CPU 110a compares the current setting value and the random value used for jackpot determination with the jackpot determination table to determine whether it is a special miss or not. If it is a special miss, the process moves to step S311-7; otherwise, it is treated as a normal miss and the process moves to step S311-8.

[0278] In step S311-7, the main CPU 110a selects a special symbol determination table for minor wins (see Figure 12(b)) to determine the type of special losing symbol, and then proceeds to step S311-9. Details of the special symbol determination table for special losing will be described later.

[0279] In step S311-8, the main CPU 110a selects a special symbol determination table for losing (see Figure 12(c)) to determine the special symbols that are normally considered losing, and then proceeds to step S311-9. Details of the special symbol determination table for losing will be described later.

[0280] In step S311-9, the main CPU 110a checks the type of special symbol (first special symbol, second special symbol) and the random value for special symbol determination against the special symbol determination table to determine which special symbol will be stopped and displayed as a result of the fluctuation display performed by the first special symbol indicator 60 or the second special symbol indicator 61.

[0281] In step S311-10, the main CPU 110a sets the stop special symbol data corresponding to the special symbol determined in step S311-9 into a predetermined area of ​​the main RAM 110c, and terminates the jackpot determination process.

[0282] (Big win determination table) Figure 11(a) is a jackpot determination table for the first special symbol used to determine the special symbol judgment information acquired based on the entry of a game ball into the first starting port 45 (jackpot determination), and Figure 11(b) is a jackpot determination table for the second special symbol used to determine the special symbol judgment information acquired based on the entry of a game ball into the second starting port 47 (jackpot determination).

[0283] As shown in Figures 11(a) and 11(b), the jackpot determination table associates the current setting value, the current probability state, the random value used for jackpot determination, and the jackpot determination result (jackpot, special miss, normal miss). For reference, the rightmost column shows the approximate winning probability when it is a "jackpot" and the approximate winning probability when it is a "special miss".

[0284] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 11(a) or the jackpot determination table for the second special symbol shown in Figure 11(b), and determines, based on the current setting value, probability state, and random value for jackpot determination, whether it is a "jackpot" which will result in a jackpot game, a "special miss" which will result in a time-saving state, or a "normal miss" which will not result in a jackpot game and will not result in a time-saving state.

[0285] For example, according to the jackpot determination table for the first special symbol shown in Figure 11(a), when the setting value is "1" and the game is in a normal play state, 200 random numbers for jackpot determination, ranging from "100" to "299", are determined to be "jackpots". Additionally, 100 random numbers for jackpot determination, ranging from "2000" to "2099", are determined to be "special misses (time-saving mode)". Finally, random numbers for jackpot determination that are not determined to be jackpots or special misses are determined to be "misses".

[0286] Thus, the first characteristic of the jackpot determination table shown in Figure 11 is that, as a result of the jackpot determination, there are two types of outcomes: a normal miss where the game state does not change, and a special miss where the game state can be changed without going through a jackpot game. This enhances the gameplay and improves the enjoyment of the game.

[0287] Furthermore, a second characteristic of the jackpot determination table shown in Figure 11 is that the probability of a special miss differs depending on whether the first special symbol's variation display is performed or the second special symbol's variation display is performed. This enhances the gameplay and improves the enjoyment of the game.

[0288] Furthermore, special symbol judgment information obtained based on the entry of a game ball into the first starting port 45 is stored in the first special symbol reserve memory area of ​​the main RAM 110c, and special symbol judgment information obtained based on the entry of a game ball into the second starting port 47 is stored in the second special symbol reserve memory area of ​​the main RAM 110c. When determining a jackpot, the special symbol judgment information stored in the first special symbol reserve memory area or the second special symbol reserve memory area is shifted to the special symbol judgment information memory area of ​​the main RAM 110c, and the jackpot determination is made using the shifted special symbol judgment information.

[0289] Furthermore, the first special symbol hold memory area is divided into four memory sections, and the hold icons corresponding to the special symbol judgment information stored in these four memory sections are displayed in the first display section 70B1 to the fourth display section 70B4 of the first hold icon display area 70B. The second special symbol hold memory area is also divided into four memory sections, and the hold icons corresponding to the special symbol judgment information stored in these four memory sections are displayed in the first display section 70D1 to the fourth display section 70D4 of the second hold icon display area 70D.

[0290] (Special Symbol Judgment Table) Figure 12(a) is a special symbol determination table for jackpots, used to determine the type of special symbol when a jackpot is determined; Figure 12(b) is a special symbol determination table for special misses, used to determine the type of special symbol when a special miss is determined; and Figure 12(c) is a special symbol determination table for misses, used to determine the type of special symbol when a miss is determined.

[0291] As shown in Figures 12(a) to (c), the special symbol determination table associates the type of special symbol to be stopped and displayed, a random value for special symbol determination, the special symbol determination result, the stop special symbol data corresponding to the determination result, and the special symbol specification command corresponding to the determination result. For reference, the lighting pattern of the LEDs in the special symbol indicator is described in the far right column.

[0292] Special symbols "00" and "10" are regular losing special symbols that do not trigger a jackpot game. Special symbols "01" and "11" are jackpot special symbols that trigger the first jackpot game, special symbol "02" is a jackpot special symbol that triggers the second jackpot game, special symbols "03" and "12" are jackpot special symbols that trigger the third jackpot game, and special symbol "04" is a jackpot special symbol that triggers the fourth jackpot game. Special symbols "05", "06", "07", "13", and "14" are special losing special symbols that do not trigger a jackpot game but instead trigger a time-saving game state.

[0293] The "First Big Win Game" is a big win game that involves performing a round game three times in which the large prize slot 50 is opened and closed in a predetermined manner, and after the big win game ends, a time-saving game state is triggered. The "Second Jackpot Game" is a jackpot game that involves three rounds of gameplay in which the large prize winning slot 50 is opened and closed in a less favorable manner than the First Jackpot Game, and after the jackpot game ends, a time-saving game state is triggered. The "Third Big Win Game" is a big win game that involves 10 rounds of gameplay, and after the big win game ends, it triggers a probability variation game state. The "Fourth Big Win Game" is a big win game that involves playing rounds three times, and after the big win game ends, it triggers a probability variation game state.

[0294] As will be explained in more detail later, the degree of advantage for each type of jackpot game is as follows: 2nd jackpot game < 1st jackpot game < 4th jackpot game < 3rd jackpot game.

[0295] One of the key features of the special symbol determination table shown in Figure 12 is that the number of LEDs (light-emitting elements) in the special symbol indicator that light up when displaying a special losing special symbol or a regular losing special symbol is less than the number of LEDs (light-emitting elements) in the special symbol indicator that light up when displaying a jackpot special symbol. This makes it easier to understand the type of special symbol being displayed, thereby enhancing the enjoyment of the game.

[0296] A second feature of the special symbol determination table shown in Figure 12 is that the number of LEDs (light-emitting elements) in the special symbol indicator that light up when displaying a regular losing special symbol is less than the number of LEDs (light-emitting elements) in the special symbol indicator that light up when displaying a special losing special symbol. This makes it easier to understand the type of special symbol being displayed, thereby improving the enjoyment of the game.

[0297] A third feature of the special symbol determination table shown in Figure 12 is that the LEDs (light-emitting elements) of the special symbol indicator that light up when displaying a special losing special symbol are the same as the LEDs (light-emitting elements) of the special symbol indicator that light up when displaying a normal losing special symbol. This makes it easier to understand whether a symbol is a special losing special symbol or a normal losing special symbol rather than a jackpot special symbol, thereby enhancing the enjoyment of the game.

[0298] While each of the first and second special symbols is associated with one regular losing special symbol, it is also possible to associate at least one of the first or second special symbols with multiple regular losing special symbols.

[0299] Furthermore, the number of LEDs in the special symbol indicator that light up when displaying the jackpot special symbol may be more than three or less than three. Also, the number of LEDs in the special symbol indicator that light up when displaying the special losing special symbol may be more than two or less than two, but even in this case, it may be different from the number of LEDs in the special symbol indicator that light up when displaying the jackpot special symbol.

[0300] Furthermore, the LEDs in the special symbol indicator that light up when displaying a special losing symbol may not be the same as the LEDs in the special symbol indicator that light up when displaying a normal losing symbol (they may be completely different).

[0301] (Main control board's special pattern variation determination process) The special pattern variation pattern determination process of the main control board 110 will be explained using Figure 13. Figure 13 is a flowchart showing the special pattern variation pattern determination process in the main control board 110.

[0302] First, in step S313-1, the main CPU 110a determines whether the current state is normal gameplay. If it is normal gameplay, it proceeds to step S313-2. If it is not normal gameplay, it is assumed to be in a time-saving state (probability-changing gameplay state, time-saving gameplay state) and proceeds to step S313-3.

[0303] In step S313-2, the main CPU 110a selects the appropriate table (matching the game situation) from the special symbol variation pattern determination table (see Figure 14) for determining the special symbol variation pattern in the normal game state, and then proceeds to step S313-4. Details of the special symbol variation pattern determination table for the non-time-saving state will be described later.

[0304] In step S313-3, the main CPU 110a selects the appropriate table (matching the game situation) from the special symbol variation pattern determination table for the time-saving state (see Figures 15-17) to determine the special symbol variation pattern in the time-saving state (probability variation game state, time-saving game state), and then moves the process to step S313-4. Details of the special symbol variation pattern determination table for the time-saving state will be described later.

[0305] In step S313-4, the main CPU 110a compares the type of special symbol, the jackpot determination result, the special symbol determination result, the random value for reach determination, the number of reserved symbols (U1 or U2), and the random value for special symbol variation pattern determination with the special symbol variation pattern determination table to determine the special symbol variation pattern.

[0306] In step S313-5, the main CPU 110a sets the variation time corresponding to the determined special feature variation pattern in a predetermined area of ​​the main RAM 110c, and in step S313-6, sets the special feature variation pattern specification command corresponding to the determined variation pattern in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special feature variation pattern specification command is transmitted 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.

[0307] In step S313-7, the main CPU 110a determines whether the current state is a low probability state (other than a probability variation game state). If it is not a low probability state (i.e., it is a probability variation game state), the process moves to step S313-9. If it is a low probability state, in step S313-8, the number of spins stored in the main RAM 110c, specifically the number of spins since the fulfillment of a predetermined condition (RWM clear, resetting the spin count to 0 based on the end of a jackpot game), is updated by +1. Note that the spin count is updated by +1 regardless of whether it is a normal game state, a time-saving game state, a spin display of the first special symbol, or a spin display of the second special symbol. This spin count will be referenced in the special symbol spin processing described later.

[0308] In step S313-9, the main CPU 110a determines whether the game is currently in a time-saving mode. If it is not in a time-saving mode, it terminates the special symbol variation pattern determination table. If it is in a time-saving mode, in step S313-10, it sets a time-saving count specification command corresponding to the remaining number of time-saving rounds in the performance transmission data storage area. This sends the time-saving count specification command to the performance control board 130, which then notifies the remaining number of time-saving rounds. After this process is completed, the special symbol variation pattern determination process ends.

[0309] (Special Pattern Variation Determination Table) Figure 14(a) is the special symbol variation pattern determination table 1 for non-time-saving states, which is referenced when determining the variation pattern of special symbols during non-time-saving states. Figure 14(b) is the special symbol variation pattern determination table 2 for non-time-saving mode, which is referenced when determining the variation pattern of the special symbols when performing a variation display corresponding to the remaining reserve of the second special symbol after transitioning from time-saving mode to non-time-saving mode.

[0310] Figure 15 is a special symbol variation pattern determination table for the time-saving state (probability variation state, time-saving state A) obtained via a jackpot game, which is referenced when determining the variation pattern of special symbols during the time-saving state obtained via a jackpot game.

[0311] Figure 16(a) is the special symbol variation pattern determination table 1 for the time-saving game state B, which is referenced when determining the variation pattern of the special symbols when the first variation display is executed after transitioning to time-saving game state B without going through a jackpot game. Figure 16(b) is the special symbol variation pattern determination table 2 for the time-saving game state B, which is referenced when determining the variation pattern of the special symbols when performing the 2nd to 300th variation display after transitioning to time-saving game state B without going through a jackpot game. Figure 16(c) is the special symbol variation pattern determination table 3 for the time-saving game state B, which is referenced when determining the variation pattern of the special symbols when performing variation displays from the 301st time onward after transitioning to time-saving game state B without going through a jackpot game.

[0312] Figure 17(a) is the special symbol variation pattern determination table 1 for the time-saving game state C, which is referenced when determining the variation pattern of the special symbols when the first variation display is executed after transitioning to the time-saving game state C1 without going through a jackpot game. Figure 17(b) is a special symbol variation pattern determination table 2 for the time-saving game state C, which is referenced when determining the variation pattern of special symbols when a variation display is performed during the second or subsequent time-saving game state C2, which does not involve a jackpot game, after transitioning to the time-saving game state C1 without going through a jackpot game.

[0313] As shown in Figures 14 to 17, the special symbol variation pattern determination table associates the type of special symbol (starting point) that displays variation, the result of the jackpot determination, the result of the special symbol determination (stopped special symbol data), the random value for reach determination, the first reserve number (U1) or the second reserve number (U2), the random value for special symbol variation pattern determination, the special symbol variation pattern as a result of the determination, and the variation time of the special symbol. For reference, the content of the variation effect is also described.

[0314] Therefore, a "special symbol variation pattern" can be said to be something that can identify at least the type of special symbol, the result of the jackpot determination, the type of special symbol, and the variation time of the special symbol. Furthermore, as will be explained in detail later, since the jackpot game is executed depending on the type of special symbol, it can also be said that it can identify the type of jackpot game (number of rounds).

[0315] As shown in the special symbol variation pattern judgment table in Figures 14 to 17, the effects described as "normal variation," "shortened variation," "super shortened variation," and "long variation" mean that the three effect symbols 70a vary rapidly and independently, stopping without resulting in a reach.

[0316] Furthermore, "Reach" refers to a variation that makes the player expect a jackpot to occur, such as when some of the combinations of the winning symbols 70a temporarily stop, while the other symbols 70a continue to change. For example, if the combination of three winning symbols 70a, "777," is set as the combination of winning symbols 70a that announces a jackpot (jackpot result variation), then "Reach" refers to a variation where the same symbols 70a temporarily stop at "7" in the left and right areas, while the remaining symbols 70a in the central area continue to change.

[0317] "Temporary stop" refers to a state in which the performance symbol 70a shakes slightly or deforms slightly, giving the player the impression that the performance symbol 70a is stopped (but is not completely stopped).

[0318] A "normal reach" is a reach animation in which the same symbol 70a temporarily stops in the left and right areas to form a reach state, and the remaining symbol 70a changes in the central area. This is the reach animation with the lowest probability of winning a jackpot. A "shortened normal reach" is a reach animation that takes less time than a regular normal reach.

[0319] An "SP Reach" is a super reach animation that takes place after a normal reach and has a higher probability of resulting in a big win than a normal reach. For example, the two animation symbols 70a that form the reach state shrink and move to the top of the image display device, and a special animation is performed using almost the entire display area of ​​the image display device. A "Special SP Reach" is a super reach that takes place after a normal reach and features special effects that differ from a regular SP reach. A "Shortened SP Reach" is a super reach sequence that takes place after a normal reach and is shorter in duration than a regular SP reach.

[0320] An "SPSP Reach" is a special reach animation that occurs after a normal reach or a super reach, and has a higher probability of winning than a super reach. For example, three animation symbols 70a shrink down and move to the corner of the image display device, and a more special animation than an SP reach is performed using almost the entire display area of ​​the image display device. The "SPSP '7' Reach" is a special reach animation that occurs after a normal reach or a super reach, and the reach state is formed by the "7" symbol 70a, resulting in a higher expectation of a big win than a regular SPSP reach. "Special SPSP Reach" is a special reach animation that occurs after a normal reach or a super reach, and ultimately displays the 70a symbol, which represents a failed reach. This is followed by a special animation that suggests a transition to a time-saving game state.

[0321] A "full rotation reach" is a reach that occurs after a normal reach or a super reach, and guarantees a jackpot. For example, after a blackout effect, all three effect symbols 70a are aligned and move slowly, and a special effect that is more elaborate than an SPSP reach is performed using almost the entire display area of ​​the image display device, guaranteeing a jackpot. The "instant win animation" is a special animation that occurs without going through the reach animation, and where all three animation symbols 70a are displayed in the same way, guaranteeing a big win.

[0322] A "chance sequence" is a sequence that occurs after a normal reach and suggests the possibility of a big win or a time-saving game state. The "next episode preview" feature is designed to announce the start of the time-saving game state C2. A "state branching sequence" is a sequence that progresses without going through a reach sequence, suggesting a change in the game's state. A "long entry animation" is an animation that lasts longer than a normal animation, indicating the player is about to enter a time-saving game state (where a right-hand shot notification prompts the player to launch the game ball into the right-hand game area).

[0323] "Result Fluctuation" refers to a feature in the final fluctuation animation of the time-saving game state in which a result display is executed that shows the results of the game played during a series of advantageous periods that are favorable to the player. "Result Revival Variation" is a feature where, while the results are displayed, a revival animation occurs during the results display, informing the player that they have won the jackpot. "Result rewrite variation" refers to an animation where, after the results are displayed, the number of time-saving rounds is rewritten, returning the game to the time-saving game state. The "Revival After Result" is a feature where the result display from the final spin animation in the shortened play state is carried over, and a revival animation occurs during the result display, informing the player that a jackpot has been won.

[0324] The first feature of the special symbol variation pattern determination table shown in Figures 14-17 is that, if the game is controlled to time-saving game state B without a jackpot game being played after RWM clearing, the special symbol variation display is executed using the special symbol variation pattern that is normally used when a jackpot is determined to be a miss. On the other hand, if the game is controlled to time-saving game state C2 without a jackpot game being played after RWM clearing, the special symbol variation display can be executed using a special special symbol variation pattern (special symbol variation patterns 18 and 19 that execute the next preview effect) that is not used when a jackpot is determined to be a miss. This makes it possible to improve the effect of the game when time-saving game state C2 occurs, thereby enhancing the enjoyment of the game.

[0325] A second feature of the special symbol variation pattern determination table shown in Figures 14-17 is that there are multiple types of special symbol variation patterns (special symbol variation patterns 18 and 19 that execute the next-episode preview effect) that are used when the game is controlled to the time-saving game state C2 without a jackpot game being executed after RWM clearing, with different variation times. This makes it possible to execute next-episode preview effects with different effects patterns depending on the variation time, thereby improving the enjoyment of the game.

[0326] A third feature of the special symbol variation pattern determination table shown in Figures 14-17 is that if a special miss is won in a jackpot determination during normal gameplay (a gameplay state in which time-saving gameplay state C can occur), the special symbol variation display can be executed using a special special symbol variation pattern (special symbol variation patterns 18 and 19 in which the next preview effect is executed) that is not used when a normal miss is won. On the other hand, if a special miss is won in a jackpot determination during a specific gameplay state different from normal gameplay (a gameplay state in which time-saving gameplay state C cannot occur, such as a probability variation gameplay state, time-saving gameplay state A1, time-saving gameplay state A2, time-saving gameplay state B, etc.), the special symbol variation display can be executed using a special symbol variation pattern that is used when a normal miss is won (for example, special symbol variation patterns 31, 32, 35-39, etc.). This eliminates the need to set a dedicated special symbol variation pattern when a special miss occurs during a specific game state (probability variation game state, time-saving game state A1, time-saving game state A2, time-saving game state B) (i.e., when time-saving game state C does not occur), thus reducing memory capacity.

[0327] Furthermore, if a special miss is won during a jackpot determination in a specific game state different from the normal game state (such as a probability variation game state, a time-saving game state A1, a time-saving game state A2, a time-saving game state B, or a game state where time-saving game state C cannot occur), it may be possible to display the special symbols using a dedicated special symbol variation pattern that is not used when a normal miss is won.

[0328] Alternatively, the same special symbol variation pattern determination table (for example, a special symbol variation pattern determination table for non-time-saving states) may be used to determine the special symbol variation pattern for both the normal game state and the time-saving game state C1.

[0329] (Pre-determination table) Figure 18(a) is a pre-determination table for the non-time-saving state, used to pre-determine (pre-read) special symbol judgment information obtained based on the entry of game balls into the starting gates (first starting gate 45, second starting gate 47) during the non-time-saving state. Figure 18(b) is a pre-determination table for the time-saving state via a jackpot game, used to pre-determine (pre-read) special symbol judgment information obtained based on the entry of game balls into the second starting port 47 during the time-saving state via a jackpot game (probability variation game state, time-saving game state A).

[0330] Figure 19(a) is a pre-determination table for the time-saving game state B, which is used to pre-determine (pre-read) special symbol judgment information obtained based on the entry of game balls into the second starting port 47 when the special symbol variation display is between the 2nd and 300th time during the time-saving game state B. Figure 19(b) is a pre-determination table for the time-saving game state B, which is used to pre-determine (pre-read) special symbol judgment information obtained based on the entry of game balls into the second starting port 47 when the special symbol variation display during the time-saving game state B is at the 301st time or later.

[0331] Figure 19(c) is a pre-determination table for the time-saving game state C, which is used to pre-determine (pre-read) special symbol judgment information obtained based on the entry of game balls into the starting gates (first starting gate 45, second starting gate 47) during the time-saving game state C.

[0332] As shown in Figures 18 to 19, the pre-determination table associates the type of special symbol (starting point), the jackpot determination result, the special symbol determination result, the random value for reach determination, the random value for special symbol variation pattern determination, the planned special symbol variation pattern as a determination result, and the pre-read specification command indicating the planned special symbol variation pattern. For reference, the details of the variation effects are also described.

[0333] Therefore, a "special symbol planned variation pattern" can be defined as something that allows for the identification of the type of special symbol, the result of the jackpot determination, the type of special symbol, and the planned special symbol variation pattern to be executed.

[0334] (Special pattern variation processing on the main control board) The special symbol variation process of the main control board 110 will be explained using Figure 20. Figure 20 is a flowchart showing the special symbol variation process in the main control board 110.

[0335] First, in step S320-1, the main CPU 110a determines whether the variation time set in the special symbol variation pattern determination process described above has elapsed. If the variation time has elapsed, the process moves to step S320-2; otherwise, the special symbol variation process is terminated.

[0336] In step S320-2, the main CPU 110a displays the special symbols that have been determined in the jackpot determination process described above, and in step S320-3, sets a stop time corresponding to the game situation in a predetermined area of ​​the main RAM 110c.

[0337] In step S320-4, the main CPU 110a determines whether or not the time-saving flag is set in the main RAM 110c. If the time-saving flag is set, the process moves to step S320-5 to update the remaining number of times the time-saving state is active. If the time-saving flag is not set, the process moves to step S320-10 to not update the remaining number of times the time-saving state is active.

[0338] In step S320-5, the main CPU 110a determines whether the current special symbol display is the first special symbol. If it is the first special symbol, in step S320-6, it subtracts 1 from the first time-saving count (J1), which is the number of time-saving counts for the first special symbol saved in the main RAM 110c, and from the third time-saving count (J3), which is the combined number of time-saving counts for the first and second special symbols. If it is not the first special symbol (i.e., it is the second special symbol), in step S320-7, it subtracts 1 from the second time-saving count (J2), which is the number of time-saving counts for the second special symbol saved in the main RAM 110c, and from the third time-saving count (J3) mentioned above.

[0339] In step S320-8, the main CPU 110a determines whether any one of the first time-saving rounds (J1), second time-saving rounds (J2), or third time-saving rounds (J3) has become "0". If it has not become "0", the process moves to step S320-10. If it has become "0", in step S320-9, the high probability flag, time-saving flag, and various time-saving rounds saved in the main RAM 110c are cleared and the game returns to the normal game state.

[0340] In step S320-10, the main CPU 110a determines whether the special symbol that has stopped and is displayed is a jackpot special symbol. If it is not a jackpot special symbol, the process moves to step S320-12. If it is a jackpot special symbol, in step S320-11, the high probability flag, time reduction flag, and various time reduction counts saved in the main RAM 110c are cleared, the game returns to normal gameplay, and the process moves to step S320-20.

[0341] In step S320-12, the main CPU 110a determines whether the number of spins saved in the main RAM 110c has reached a predetermined number (900 spins). If the number of spins has not reached the predetermined number, the process moves to step S320-15, and the time-saving game state B is not started. If the number of spins has reached the predetermined number, the process moves to step S320-13, and the time-saving spin counts for time-saving game state B (J1=10, J2=750, J3=750) are set in the main RAM 110c, and in step S320-14, the time-saving flag B corresponding to time-saving game state B is set in the main RAM 110c, and the process moves to step S320-19.

[0342] In step S320-15, the main CPU 110a determines whether the special symbol that has stopped and displayed is a special losing special symbol (time-saving win). If it is not a special losing special symbol, the process moves to step S320-19 as if a normal losing special symbol had stopped and displayed. If it is a special losing special symbol, in step S320-16, the main CPU 110a determines whether the time-saving flag is set in the main RAM 110c. If the time-saving flag is not set, the process moves to step S320-17 as if time-saving game state C is generated. If the time-saving flag is set, the process moves to step S320-19 as if time-saving game state C is not generated.

[0343] In step S320-17, the main CPU 110a sets the number of time-saving rounds corresponding to the type of special losing symbol that was stopped and displayed (for special losing symbols 05 or 13, J1=20, J2=20, J3=35; for special losing symbols 06 or 14, J1=40, J2=40, J3=55; for special losing symbols 07, J1=10, J2=100, J3=105) in the main RAM 110c, and in step S320-18, the time-saving flag C corresponding to the type of special losing symbol (for special losing symbols 05, 06, 13, or 14, the time-saving flag C1 corresponding to the time-saving game state C1; for special losing symbols 07, the time-saving flag C2 corresponding to the time-saving game state C2) in the main RAM 110c.

[0344] In step S320-19, the main CPU 110a sets a time-saving count specification command corresponding to the number of time-saving counts set in the main RAM 110c into the performance transmission data storage area. As a result, the time-saving count specification command is sent to the performance control board 130, which then performs processing such as updating the remaining time-saving counts displayed on the image display device.

[0345] In step S320-20, the main CPU 110a sets "2" in the special symbol special processing data to transition to the special symbol stop processing, and sets a game state specification command corresponding to the current game state (game state determined by the presence or absence of the time-saving flag) in the main RAM 110c's performance transmission data storage area. As a result, the game state specification command is sent to the performance control board 130, and the performance control board 130 performs processing to update the game state. After this processing is completed, the special symbol variation processing for this time is terminated.

[0346] In this way, the time-saving state ends when any one of the time-saving counts J1 to J3 reaches "0". Therefore, regardless of whether the player triggers the fluctuation display of the first special symbol or the second special symbol, the player will not be given an extreme advantage, and the gameplay will be enhanced, making the game more enjoyable.

[0347] Furthermore, when the number of special symbol variations after the fulfillment of predetermined conditions (RWM clear, end of jackpot game) reaches a specified number, the game can be controlled to a time-saving game state B (one of the first specific game states) which is more advantageous to the player than the normal game state (game balls are more likely to enter the second starting gate 47, high base). Therefore, it is possible to rescue the player before they suffer an extreme disadvantage and to improve the enjoyment of the game.

[0348] Furthermore, if a special miss is determined (a special miss is won) and the special miss symbol stops and is displayed, the game can be controlled to a time-saving game state C (one of the second specific game states), which is more advantageous to the player than the normal game state (game balls are more likely to enter the second start gate 47, high base), but less advantageous to the player than time-saving game state B (fewer time-saving rounds, game balls are less likely to enter the second start gate 47, low base). Therefore, by changing the game state without going through a jackpot game, the gameplay can be enhanced, and the enjoyment of the game can be improved.

[0349] Furthermore, if a special miss is determined during normal gameplay (a special miss is won), the special miss symbol is stopped and displayed, and a time-saving game state C (time-saving game state C1 or time-saving game state C2) can be generated. On the other hand, if a special miss is determined during time-saving game state C (time-saving game state C1 or time-saving game state C2), the special miss symbol is stopped and displayed, but time-saving game state C (time-saving game state C1 or time-saving game state C2) is not generated. As a result, it is possible to appropriately display the results of the jackpot determination while suppressing inconveniences that would make it difficult for the player to grasp the progress of the game, thereby improving the enjoyment of the game.

[0350] Furthermore, if a special miss is determined during normal gameplay (a special miss is won), the special miss symbol is stopped and displayed, and a time-saving game state C (time-saving game state C1 or time-saving game state C2) can be generated. On the other hand, if a special miss is determined during a probability-changing game state, time-saving game state A1, time-saving game state A2, or time-saving game state B (a special miss is won), the special miss symbol is stopped and displayed, but a time-saving game state C (time-saving game state C1 or time-saving game state C2) is not generated. As a result, it is possible to appropriately display the results of the jackpot determination while suppressing inconveniences that would make it difficult for the player to grasp the progress of the game, thereby improving the enjoyment of the game.

[0351] Furthermore, if a special miss is determined during normal gameplay (a special miss is won), it is possible to generate two time-saving game states: C2 (first specific game state), in which it is easier for the game ball to enter the starting gate than in normal gameplay, and C1 (second specific game state), in which it is easier for the game ball to enter the starting gate than in time-saving game state C2. As a result, it is possible to generate multiple time-saving game states with different degrees of advantage for the player without going through a jackpot game, thereby improving the enjoyment of the game.

[0352] Furthermore, if the number of spins reaches a predetermined number due to the special symbol variation display performed when a special miss is determined (a special miss is won), the special miss special symbol will be displayed in a stopped state. However, the time-saving game state C (time-saving game state C1 or time-saving game state C2) will not be generated, and instead, time-saving game state B, which is more advantageous to the player than time-saving game state C (more time-saving spins and / or easier for game balls to enter the second starting opening 47), can be generated. Therefore, it is possible to suppress the disadvantage suffered by the player and improve the enjoyment of the game.

[0353] Note that while there are three types of time-saving options (1st time-saving option J1, 2nd time-saving option J2, and 3rd time-saving option J3), you may also choose to have only one type of time-saving option.

[0354] (Special symbol stop processing on the main control board) The special symbol stopping process of the main control board 110 will be explained using Figure 21. Figure 21 is a flowchart of the special symbol stopping process in the main control board 110.

[0355] 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 moves to step S330-2; otherwise, the special symbol stop process is terminated.

[0356] In step S330-2, the main CPU 110a determines whether or not a jackpot special symbol is displayed. If it is a jackpot special symbol, the process moves to step S330-3; if it is not a jackpot special symbol (it is a regular losing special symbol or a special losing special symbol), the process moves to step S330-7.

[0357] In step S330-3, the main CPU 110a performs a jackpot opening transition process, such as selecting jackpot game control data (maximum number of rounds, maximum number of winning balls, opening time, etc.) corresponding to the stopped special symbol data (jackpot special symbol) from the jackpot game jackpot winning gate control data determination table (see Figure 22) for executing the jackpot game. In step S330-4, it sets "3" in the special symbol special power processing data to transition to the jackpot game process. Details of the jackpot game jackpot winning gate control data determination table will be described later.

[0358] In step S330-5, the main CPU 110a sets the opening time corresponding to the big prize slot control data for the jackpot game in the main RAM 110c, and in step S330-6, it sets the opening specification command in the performance transmission data storage area of ​​the main RAM 110c, ending the special symbol stop process. As a result, the opening specification command is sent to the performance control board 130, and processing to execute the opening performance for the jackpot game is performed.

[0359] In step S330-7, the main CPU 110a sets "0" to the special symbol special electrical processing data in order to move processing to the special symbol memory judgment process, and terminates the special symbol stop process.

[0360] (Grand Prize Control Data Judgment Table) Figure 22 shows a data determination table for controlling the jackpot during a jackpot game.

[0361] As shown in Figure 29(a), the data determination table for controlling the big prize slot for jackpot games includes: The following are associated with the number of spins that resulted in a jackpot, the special symbol data for when the special symbols stopped, the maximum number of rounds played in a jackpot game, the maximum number of balls that enter the big prize slot in one round, the opening time from the start of the jackpot game until the first round is played, the type of big prize slot opened in each round, the maximum number of times the big prize slot is opened in each round, the opening time of the big prize slot for each opening in each round, the interval time during which the big prize slot is closed after the end of a round (the time required to eject the game balls from the big prize slot), and the ending time from the end of the final round to the end of the jackpot game.

[0362] If the stop symbol data is "01" or "11", the first jackpot game consisting of 3 rounds will be played. If the stop symbol data is "04", the fourth jackpot game consisting of 3 rounds will be played. If the stop symbol data is "02", the second jackpot game consisting of 3 rounds will be played. If the stop symbol data is "03" or "12", the third jackpot game consisting of 10 rounds will be played.

[0363] Furthermore, if the number of fluctuations is between 0 and 100, the opening time will be 7.5 seconds, the interval time will be 2.5 seconds, and the ending time will be 10.0 seconds. If the number of fluctuations is 101 or more, the opening time will be shortened to 3.0 seconds, the interval time will be shortened to 1.0 second, and the ending time will be shortened to 4.0 seconds.

[0364] The first characteristic of the jackpot game control data determination table shown in Figure 22 is that the opening time, interval time, and ending time change depending on the number of spins that result in a jackpot game. In this way, the progress of the jackpot game can be changed depending on the number of spins that result in a jackpot game, making it possible to enhance the enjoyment of the game.

[0365] A second characteristic of the jackpot game control data determination table shown in Figure 22 is that the opening time, interval time, and ending time are shortened when the number of spins leading to a jackpot game is greater than when the number of spins is small. This makes the jackpot game progress more smoothly when it takes a long time to reach a jackpot, reducing player dissatisfaction and improving the enjoyment of the game.

[0366] Furthermore, the opening time, interval time, and ending time may be gradually shortened depending on the number of spins required to trigger a jackpot. For example, if the number of spins is between 101 and 300, the time may be 2 / 3 of that for spins of 100 or less, and if the number of spins is 301 or more, the time may be 1 / 3 of that for spins of 100 or less.

[0367] Furthermore, if the number of spins required to trigger a jackpot is high, the opening time, interval time, and ending time are all shortened, but it is also acceptable to shorten one or two of them.

[0368] Alternatively, the number of spins required to trigger a jackpot could be classified into four stages (0-100 spins, 101-300 spins, 301-600 spins, 601 spins or more, etc.). The opening time, interval time, and ending time could be shortened for the second fewest spin counts compared to the minimum spin count count. For the third fewest spin counts, two of the opening time, interval time, and ending time could be shortened compared to the minimum spin count count. For the most spin counts, all three of the opening time, interval time, and ending time could be shortened compared to the minimum spin count count.

[0369] (Main control board's jackpot game termination process) The jackpot game termination process of the main control board 110 will be explained using Figure 23. Figure 23 is a flowchart showing the jackpot game termination process in the main control board 110.

[0370] First, in step S350-1, the main CPU 110a retrieves the stop special symbol data saved in the game RWM area of ​​the main RAM 110c, and in step S350-2, selects the game state setting table (see Figure 23). Details of the game state setting table will be described later.

[0371] In step S350-3, the main CPU 110a determines the game state after the jackpot game ends based on the stop special symbol data and game state information at the time of jackpot win saved in the main RAM 110c, and in step S350-4, sets game state information (game state flag, number of time-saving rounds (J1~J3)) corresponding to the determined game state in the main RAM 110c.

[0372] In step S350-5, the main CPU 110a sets a time-saving count specification command corresponding to the number of time-saving counts set in the main RAM 110c into the performance transmission data storage area. In step S350-6, it sets a game state specification command corresponding to the game state set in the main RAM 110c into the performance transmission data storage area. In step S350-7, it sets "0" in the special symbol special electrical processing data to proceed to the special symbol memory judgment process, and terminates the jackpot game termination process. As a result, the time-saving count specification command and the game state specification command are sent to the performance control board 130, and the performance control board 130 performs processing to update the remaining time-saving count displayed on the image display device and update the game state.

[0373] (Game state setting table) Figure 24 shows a game state setting table for setting the game state after a jackpot game has ended.

[0374] As shown in Figure 33(a), the first game state setting table associates the special symbol data for the jackpot, the game state information at the time of the jackpot, the set game state flags (time-saving flag A1 indicating a time-saving state, time-saving flag A2 indicating a time-saving state that is less favorable to the player than time-saving flag A1), the first time-saving count (J1), which is the number of times the first special symbol is displayed to end the time-saving state, the second time-saving count (J2), which is the number of times the second special symbol is displayed to end the time-saving state, and the third time-saving count (J3), which is the total number of times the first and second special symbols are displayed to end the time-saving state.

[0375] One of the key features of the game state setting table shown in Figure 23 is that for some jackpot games (first jackpot game, second jackpot game), the number of second time-saving rounds (J2) set when played in time-saving mode is greater than the number of second time-saving rounds (J2) set when played in normal game state. This allows for different second time-saving rounds (J2) to be set depending on the type of jackpot game, thereby improving gameplay and enhancing the enjoyment of the game.

[0376] A second feature of the game state setting table shown in Figure 33 is that there are jackpot games (third jackpot game, fourth jackpot game) where the second time-saving round (J2) set when played in normal game state is the same as the second time-saving round (J2) set when played in time-saving state. This means that there are jackpot games where players do not have to worry about the game state when they win a jackpot, allowing players to play the jackpot game with peace of mind, improving gameplay and enhancing the enjoyment of the game.

[0377] (General power control processing of the main control board) The general power control process of the main control board 110 will be explained using Figure 25. Figure 25 is a flowchart showing the general power control process in the main control board 110.

[0378] First, in step S401, the main CPU 110a loads the values ​​of the general diagram and general power processing data. In step S402, it references the branch destination address from the loaded general diagram and general power processing data, executes the processing corresponding to the branch destination address, and then terminates the current general diagram and general power control processing.

[0379] Specifically, if the normal symbol normal power processing data = 0, the normal symbol variation processing (step S410) is executed to perform processing to display the variation of the normal symbols based on the held memory (normal symbol judgment information), or to change the normal symbol normal power processing data to "1", and the current normal symbol normal power control processing is terminated. Details of the normal symbol variation processing will be described later.

[0380] If the "Normal Power Processing Data" is 1, an auxiliary game processing (step S420) is executed to perform an auxiliary game that opens the second start port 47 in a predetermined manner, or a process that changes the "Normal Power Processing Data" to "0", and the current "Normal Power Control Processing" is terminated.

[0381] (Normal pattern variation processing on the main control board) The normal pattern variation process of the main control board 110 will be explained using Figure 26. Figure 26 is a flowchart showing the normal pattern variation process in the main control board 110.

[0382] In step S410-1, the main CPU 110a determines whether or not a variation of a normal symbol is currently being displayed. If a variation of a normal symbol is currently being displayed, the process moves to step S410-12; otherwise, the process moves to step S410-2.

[0383] In step S410-2, the main CPU 110a determines whether the number of reserved regular symbols (G) is 1 or greater. If the number of reserved regular symbols (G) is 1 or greater, the process moves to step S410-3. If the number of reserved regular symbols (G) is not 1 or greater, the current regular symbol variation process is terminated.

[0384] In step S410-3, the main CPU 110a updates the number of regular symbols held (G) by subtracting "1", and in step S410-4, it performs a shift process on the data stored in the regular symbol hold memory area, shifting the regular symbol judgment information stored in the first to fourth memory units to the previous memory unit.

[0385] For example, special symbol judgment information stored in the fourth memory unit of the normal symbol hold memory area is shifted to the third memory unit of the normal symbol hold memory area. Also, normal symbol judgment information stored in the first memory unit of the normal symbol hold memory area is shifted to the zero memory unit, which is the normal symbol execution memory area, and the normal symbol judgment information used in the previous game that was stored in the zero memory unit is erased.

[0386] In step S410-5, the main CPU 110a performs a hit detection process. Specifically, it uses a hit detection table for normal symbols (see Figure 27(a)) to determine whether it is a hit or not based on the game state and random values ​​for hit detection stored in the normal symbol execution memory area. Details of the hit detection table for normal symbols will be described later.

[0387] In step S410-6, the main CPU 110a performs a normal symbol determination process. Specifically, using the normal symbol determination table (see Figure 27(b)), it determines the stop normal symbol data for the normal symbols that will be displayed as stop symbols as a result of the variation display, based on the hit determination result and the random value for normal symbol determination. Details of the normal symbol determination table will be described later.

[0388] In step S410-7, the main CPU 110a sets a normal symbol specification command corresponding to the type of normal symbol determined in the normal symbol determination process in the main RAM 110c's performance transmission data storage area. As a result, the normal symbol specification command is transmitted to the performance control board 130, which then becomes able to grasp the stopped normal symbol data.

[0389] In step S410-8, the main CPU 110a performs a normal symbol variation pattern determination process. Specifically, using the normal symbol variation pattern determination table (see Figure 27(c)), it determines the variation pattern (variation time) for displaying the normal symbols based on the game state, the hit determination result, and the random value for normal symbol variation pattern determination. Details of the normal symbol variation pattern determination table will be described later.

[0390] In step S410-9, the main CPU 110a sets a normal pattern specification command corresponding to the normal pattern variation pattern determined in the normal pattern variation pattern determination process into the main RAM 110c's transmission data storage area for performance. As a result, the normal pattern variation pattern specification command is sent to the performance control board 130, enabling the performance control board 130 to recognize the normal pattern variation pattern.

[0391] In step S410-10, the main CPU 110a sets the variation time of the normal pattern corresponding to the normal pattern variation pattern determined in the normal pattern variation pattern determination process into the main RAM 110c. In step S410-11, it starts displaying the variation of the normal pattern and ends the normal pattern variation process. As a result, the LED lighting data for executing the normal pattern variation display is created in the data creation process of step S700, and output in the output control process of step S750, causing the normal pattern variation to be displayed on the normal pattern display unit 62.

[0392] In step S410-12, the main CPU 110a determines whether the time for the normal symbol variation has elapsed. If the variation time has not elapsed, the normal symbol variation process is terminated. If the variation time has elapsed, in step S410-13, the normal symbol variation display is stopped, and in step S410-14, a normal symbol confirmation command is set in the performance transmission data storage area of ​​the main RAM 110c. As a result, the normal symbol confirmation command is sent to the performance control board 130, and the performance control board 130 can determine that the normal symbol has stopped displaying.

[0393] In step S410-15, the main CPU 110a determines whether the displayed regular symbol is a winning regular symbol (a winning outcome). If it is not a winning regular symbol, the regular symbol variation process ends. If it is a winning regular symbol, in step S410-16, the CPU obtains auxiliary game control data from the auxiliary game control table (see Figure 27(d)) ​​to control the auxiliary game. Details of the auxiliary game control table will be described later.

[0394] In step S410-17, the main CPU 110a sets an opening specification command corresponding to the type of auxiliary game in the main RAM's data storage area for performance. This sends the opening specification command to the performance control board 130, allowing the performance control board 130 to recognize that the opening of the auxiliary game has started.

[0395] In step S410-18, the main CPU 110a sets the opening time corresponding to the auxiliary game control data acquired in step 410-16 of the auxiliary game in a predetermined area of ​​the main RAM 110c, and in step S410-19, it sets "1" to the normal symbol variation processing data, ending the current normal symbol variation processing.

[0396] (Winning detection table for regular symbols) Figure 27(a) is a win determination table for regular symbols that is referenced when determining a win based on regular symbol judgment information obtained based on the entry (passage, entry) of a game ball into the general prize entry opening 43 or regular symbol gate 44, which are the regular symbol starting areas.

[0397] As shown in Figure 27(a), the win determination table for regular symbols associates the game state at the time of win determination, the random value used for win determination, and the result of the win determination (win or loss). For reference, the approximate probability of winning is listed in the far right column.

[0398] A "win" result indicates that an auxiliary game will be played, while a "loss" result indicates that the auxiliary game will not be played. Note that there is only one type of loss for each win; no special losses are set.

[0399] One of the key features of the win determination table for regular symbols shown in Figure 27(a) is that the probability of a win differs depending on the type of time-saving game state. This makes it possible to vary the degree to which the player has an advantage even in the time-saving game state, thereby improving the enjoyment of the game.

[0400] A second feature of the win determination table for normal symbols shown in Figure 27(a) is that even in time-saving game states (time-saving game states A1 and A2) that pass through a jackpot game, the probability of being judged as a win differs depending on the type of time-saving game state. In this way, even in time-saving game states that pass through a jackpot game, the degree of advantage to the player can be varied, making it possible to enhance the enjoyment of the game.

[0401] A third feature of the win determination table for regular symbols shown in Figure 27(a) is that even in time-saving game states that do not involve a jackpot (time-saving game states B, C1, and C2), the probability of being judged as a win differs depending on the type of time-saving game state. In this way, even in time-saving game states that do not involve a jackpot, the degree of advantage to the player can be varied, making it possible to enhance the enjoyment of the game.

[0402] While the probability of a win is higher in the time-saving game states that do not involve a jackpot (time-saving game states B, C1, C2) than in the normal game state, it is also possible to make the probability of a win higher in the time-saving game states that involve a jackpot (time-saving game state A1 and / or time-saving game state A2) than in the normal game state, and make the probability of a win in the time-saving game states that do not involve a jackpot the same as in the normal game state, or make the probability of a win the same regardless of the game state (for example, 255 / 256).

[0403] (Normal pattern determination table) Figure 27(b) is a normal symbol determination table that is referenced when determining the stopping symbols for normal symbols based on normal symbol determination information obtained based on the entry (passage, entry) of game balls into the general prize entry opening 43 or normal symbol gate 44, which are the normal symbol starting areas.

[0404] As shown in Figure 27(b), the normal symbol determination table associates the hit determination result (hit or miss), a random value for normal symbol determination, the normal symbol determination result, the stopped normal symbol data indicating this determination result, and the normal symbol specification command indicating the normal symbol determination result.

[0405] The regular symbol "0" is a losing regular symbol in which the auxiliary game that opens the second starting gate 47 is not executed. The regular symbols "1" and "2" are winning symbols that trigger an auxiliary game in which the second start gate 47 opens in a predetermined opening and closing manner.

[0406] A key feature of the regular symbol determination table shown in Figure 27(b) is that it has two types of regular symbols that trigger the auxiliary game. This enhances the gameplay of the auxiliary game and improves the overall enjoyment of the game.

[0407] (Normal Figure Variation Pattern Determination Table) Figure 27(c) is a regular symbol variation pattern determination table that is referenced when determining the variation pattern of the regular symbols based on regular symbol determination information obtained based on the entry (passage, entry) of a game ball into the general prize entry opening 43 or regular symbol gate 44, which are the regular symbol starting areas.

[0408] As shown in Figure 27(c), the regular figure variation pattern determination table associates the game state at the time of determination, the result of the hit determination, the random value for the regular figure variation pattern determination, the variation time which is the result of the regular figure variation pattern determination, and the regular figure variation pattern specification command that indicates this determination result.

[0409] One of the key features of the regular symbol variation pattern determination table shown in Figure 27(c) is that the variation time of the regular symbols differs depending on the type of time-saving game state. This makes it possible to vary the degree to which the player has an advantage even in the time-saving game state, thereby improving the enjoyment of the game.

[0410] A second feature of the regular symbol variation pattern determination table shown in Figure 27(c) is that even in time-saving game states (time-saving game states A1 and A2) that follow a jackpot, the variation time of the regular symbols differs depending on the type of time-saving game state. This makes it possible to vary the degree of advantage for the player even in time-saving game states that follow a jackpot, thereby improving the enjoyment of the game.

[0411] A third feature of the regular symbol variation pattern determination table shown in Figure 27(c) is that even in time-saving game states that do not involve a jackpot (time-saving game states B, C1, and C2), the variation time of the regular symbols differs depending on the type of time-saving game state. This makes it possible to vary the degree of advantage for the player even in time-saving game states that do not involve a jackpot, thereby improving the enjoyment of the game.

[0412] A fourth feature of the regular symbol variation pattern determination table shown in Figure 27(c) is that the variation time of the regular symbols is shorter in time-saving game states B or C2, which do not involve a jackpot game, than in time-saving game state A1, which involves a jackpot game. This makes it possible to increase the player's anticipation for the time-saving game state when time-saving game state B or C is reached without a jackpot game, thereby enhancing the enjoyment of the game.

[0413] The fifth feature of the regular symbol variation pattern determination table shown in Figure 27(c) is that the variation time of the regular symbols is the same in normal gameplay and in time-saving gameplay states A2 or C1. This makes it impossible to distinguish between normal gameplay and time-saving gameplay states A2 or C1 from the variation time of the regular symbols, thereby improving the enjoyment of the game.

[0414] (Auxiliary game control table) Figure 27(d) is an auxiliary game control table used to control auxiliary games based on the type of winning symbol.

[0415] As shown in Figure 27(d), the auxiliary game control table associates the game state when the auxiliary game occurs with the stop graph data, the number of times the second start gate 47 is opened, the opening time of the auxiliary game, the time of the first opening of the second start gate 47, the interval time between openings, the time of the second opening of the second start gate 47, and the ending time of the auxiliary game.

[0416] One of the features of the auxiliary game control table shown in Figure 27(d) is that when the auxiliary game is executed in various time-saving game states, it is more likely to execute an auxiliary game with a longer opening time for the second start opening 47 than when the auxiliary game is executed in a non-time-saving game state (normal game state). In this way, it is possible to make it easier for game balls to enter the second start opening 47 in various time-saving game states than in a non-time-saving game state, thereby improving the enjoyment of the game.

[0417] A second feature of the auxiliary game control table shown in Figure 27(d) is that even in time-saving game states (time-saving game states A1 and A2) that proceed via a jackpot game, auxiliary games can be executed that differ in the opening time of the second start port 47 depending on the type of time-saving game state. In this way, even in time-saving game states that proceed via a jackpot game, the degree of advantage to the player can be varied, making it possible to enhance the enjoyment of the game.

[0418] A third feature of the auxiliary game control table shown in Figure 27(d) is that even in time-saving game states that do not involve a jackpot (time-saving game states B, C1, and C2), auxiliary games can be executed with different opening times for the second start port 47 depending on the type of time-saving game state. In this way, even in time-saving game states that do not involve a jackpot, the degree of advantage for the player can be varied, thereby improving the enjoyment of the game.

[0419] A fourth feature of the auxiliary game control table shown in Figure 27(d) is that the auxiliary game can be played with a longer opening time for the second start port 47 in time-saving game state B or C2, which does not involve a jackpot game, compared to time-saving game state A1, which involves a jackpot game. This makes it possible to increase the player's anticipation for the time-saving game state when time-saving game state B or C is reached without going through a jackpot game, thereby enhancing the enjoyment of the game.

[0420] The first characteristic of the auxiliary game tables shown in Figures 27(a) to 27(d) is that they can generate multiple types of time-saving game states with varying degrees of advantage to the player. This improves the gameplay related to the time-saving game states and enhances the enjoyment of the game.

[0421] A second characteristic of the auxiliary game tables shown in Figures 27(a) to 27(d) is that the time-saving performance of the normal game state and the second specific game state (time-saving game state A2, time-saving game state C1) is more similar than that of the normal game state and the first specific game state (time-saving game state A1, time-saving game state B, time-saving game state C2). This makes it difficult to determine whether the game is in the normal game state or the second specific game state (time-saving game state), thereby improving the enjoyment of the game.

[0422] The third characteristic of the auxiliary game tables shown in Figures 27(a) to 27(d) is that the specific game states, which differ from the normal game state, include a first specific game state (time-saving game state A1, time-saving game state B, time-saving game state C2) in which the starting conditions (game balls entering the second starting opening 47) are easier to meet than in the normal game state, and a second specific game state in which the starting conditions (game balls entering the second starting opening 47) are more difficult to meet than in the first specific game state. When the first condition for control to a specific game state is met (end of a jackpot game, special miss win), the game can be controlled to the second specific game state. On the other hand, when the second condition for control to a specific game state is met (RWM clear or consecutive miss wins after the end of a jackpot game reach a specified number of times), the game can be controlled to the first specific game state without being controlled to the second specific game state. Therefore, it is possible to increase the player's expectations regarding the types of conditions that lead to a specific game state, thereby improving the enjoyment of the game.

[0423] The fourth characteristic of the auxiliary game tables shown in Figures 27(a) to 27(d) is that the specific game states, which differ from the normal game state, include a first specific game state (Shortened Time Game State A1, Shortened Time Game State B, Shortened Time Game State C2) that is more advantageous to the player than the normal game state, and a second specific game state that is less advantageous to the player than the first specific game state but has a different degree of advantage than the normal game state. When the first condition for controlling to a specific game state is met (end of a jackpot game, special miss win), the game can be controlled to the second specific game state. On the other hand, when the second condition for controlling to a specific game state is met (RWM clear or consecutive miss wins after the end of a jackpot game reach a specified number of times), the game can be controlled to the first specific game state without being controlled to the second specific game state. Therefore, it is possible to increase the player's expectations regarding the type of condition that leads to control to a specific game state, and to improve the enjoyment of the game.

[0424] A fifth feature of the auxiliary game tables shown in Figures 27(a) to 27(d) is that when the first condition for controlling to a specific game state different from the normal game state is met (end of a jackpot game, special miss win), the game can also be controlled to a first specific game state. Therefore, even if the first condition for controlling to a specific game state is met, it is possible to suppress the player's disappointment and improve the enjoyment of the game.

[0425] (Main processing of the production control unit) Next, the main processing of the performance control unit 130m will be explained using Figure 28. Figure 28 is a flowchart showing the main processing of the performance control unit 130m.

[0426] When power voltage is supplied from the power supply board 160, a system reset occurs in the sub-CPU 130a, and the sub-CPU 130a performs the following main processing.

[0427] In step E10, the sub-CPU 130a sets interrupt disable to disable timer interrupts, and in step E20, it performs initialization processing. Specifically, upon power-on, it reads the main processing program from the sub-ROM 130b, initializes flags and other data stored in the sub-RAM 130c, and performs initial setup processing.

[0428] In step E30, the sub-CPU 130a sets an interrupt enable to allow timer interrupts, and in step E40, it performs a sub-random number update process. Specifically, it updates the various random values ​​stored in the sub-RAM 130c. From there, the process in step E40 is repeated until a predetermined interrupt is processed.

[0429] (Timer interrupt processing in the performance control unit) The timer interrupt processing of the performance control unit 130m will be explained using Figure 29. Figure 29 is a flowchart showing the timer interrupt processing that is executed at predetermined intervals (4 milliseconds) in the performance control unit 130m.

[0430] In step E100, the sub-CPU 130a saves the information stored in its registers to the stack area, and in step E120, it performs a timer update process. In this timer update process, the sub-CPU 130a performs a process to update various timers.

[0431] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether or not there is input to various switches such as the performance button detection switch 17a and the directional pad detection switch 19a, and if there is input, it sets predetermined data.

[0432] In step E150, the sub-CPU 130a performs command analysis processing. Specifically, it determines whether various commands have been sent from the main control board 110, and if various commands have been sent, it stores the received commands in the receive buffer of the sub-RAM 130c.

[0433] In step E170, the sub-CPU 130a performs the setting change / confirmation process. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether a setting change command or a setting confirmation command has been received. If a setting change command has been received, it performs the process to execute the setting change notification described above. If a setting confirmation command has been received, it performs the process to execute the setting confirmation notification described above.

[0434] In step E200, the sub-CPU 130a performs power-on processing. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether or not it has received a power-on specification command, and if it has received it, it performs processing to execute a power-on notification. More specifically, it sends a power-on notification command to the display control unit 140, causing the power-on screen to be displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), and the power-on sound to be output from the audio output device 9.

[0435] In step E250, the sub-CPU 130a performs power restoration processing. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether or not it has received a power restoration specification command, and if it has received it, it performs processing to execute a power restoration notification. More specifically, it sends a power restoration notification command to the display control unit 140, causing the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a power restoration screen, or the audio output device 9 to output a power restoration sound.

[0436] In step E300, the sub-CPU 130a performs customer waiting animation processing. Specifically, it checks the receive buffer in the sub-RAM 130c to determine whether or not it has received a customer waiting state specification command, and if it has received it, it performs processing to perform a customer waiting demo animation after a predetermined time has elapsed. More specifically, it sends a customer waiting animation command to the display control unit 140 to display a customer waiting demo screen on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), and outputs a customer waiting demo sound from the sound output device 9. Details of the customer waiting animation processing will be described later.

[0437] In step E350, the sub-CPU 130a performs a game state update process. Specifically, it checks the receive buffer in the sub-RAM 130c to determine whether or not a game state specification command has been received, and if it has been received, it updates the game state information stored in the sub-RAM 130c.

[0438] In step E400, the sub-CPU 130a performs a hold information update process. Specifically, it checks the receive buffer in the sub-RAM 130c to determine whether it has received a special figure hold number specification command or a general figure hold number specification command. If it has received the command, it updates the first hold number, second hold number, general figure hold number, etc., stored (knowledged) in the sub-RAM 130c.

[0439] In step E500, the sub-CPU 130a performs pre-reading effect processing. Specifically, it determines whether a pre-reading command or a special figure variation pattern command is received by referring to the reception buffer of the sub-RAM 130c. If received, it performs processing related to icon change effects, continuous preview effects, and lamp change effects as pre-reading effects. The details of the pre-reading effect processing will be described later.

[0440] The "icon change effect" is a type of pre-reading preview effect that makes the player expect that a big win game will be executed by changing the held icon and the display mode of the icon. In this embodiment, the icon change effect for the held icon may be referred to as the "held icon change effect", and the icon change effect for the icon may be referred to as the "icon change effect".

[0441] The "continuous preview effect" is a type of pre-reading preview effect that makes the player expect that a big win game will be executed by performing a predetermined effect over one or more variation effects. The "lamp change effect" is a type of pre-reading preview effect that makes the player expect that a big win game will be executed by changing the light emission mode of the winning port lamp 76a over one or more variation effects.

[0442] In step E600, the sub-CPU 130a performs special figure and special electric effect processing. Specifically, it determines whether a special symbol designation command, a special figure variation pattern command, a special figure stop command, a big win opening command, a round number command, a big win ending command, etc. are received by referring to the reception buffer of the sub-RAM 130c. If received, it performs processing for executing the effect corresponding to the received command.

[0443] If the special symbol specification command (first information signal) and the special symbol variation pattern specification command (second information signal), which are the starting commands (starting signals) that initiate the variation display, are received correctly, the variation performance (first variation performance corresponding to the variation display of the first special symbol, and second variation performance corresponding to the variation display of the second special symbol) will be executed. However, if there is an abnormality in the special symbol specification command or the special symbol variation pattern specification command (the relationship between miss and jackpot does not match, the type of special symbol indicated by MODE in the command does not match, the DATA side of the command is corrupted and has changed to content that should not be possible, etc.), the command will be considered invalid and the variation performance will not be executed. In addition, if the special symbol specification command and the special symbol variation pattern specification command are not received correctly (the special symbol specification command is not received within a specified time after receiving the special symbol specification command, the special symbol variation pattern specification command is received but the special symbol specification command is not received, etc.), the command will be considered invalid and the variation performance will not be executed. In the following explanation, "command abnormality" will refer to both cases where there is an error in the command and cases where the command has not been received properly.

[0444] In step E700, the sub-CPU 130a performs normal symbol and electric effect processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether it has received a normal symbol specification command, a normal symbol variation pattern specification command, a normal symbol stop specification command, a winning opening specification command, and a winning ending specification command, and if it has received them, it performs processing to execute the effect corresponding to the received command.

[0445] In step E800, the sub-CPU 130a performs a performance mode update process. Specifically, it determines whether the update conditions (change in game state, winning the mode update lottery, execution of an SP / SPSP reach performance that results in a loss, etc.) for the performance mode (performance stage) in which the performance elements (background image, performance image, performance sound, etc.) in the audio output device 9, first image display device 70, second image display device 71, etc. are defined have been met. If the update conditions are met, it performs a process to update the performance mode to one of the multiple performance modes.

[0446] The "performance modes" include performance modes A to C, which are set during normal gameplay; performance mode D, which is set during probability variation gameplay; and performance mode E, which is set during time-saving gameplay, as well as several specific modes (corruption mode, assistance mode, chance mode, time-saving mode).

[0447] Furthermore, in performance modes A to C, the performance symbol 70a consists of a number (identification character) + a character corresponding to the number (decorative part) + a symbol effect image (decorative part) that decorates the background of the number and character, and the design of the number and character differs between performance modes. In performance mode E and several specific modes, the performance symbol 70a consists only of a number (identification character), and the design of the number is the same across performance modes. In addition, in each performance mode, the background image corresponding to that performance mode scrolls left and right (back and forth).

[0448] In step E850, the sub-CPU 130a performs error notification processing. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether or not it has received an error specification command or an error clear specification command. If it has received one, it performs processing to execute an error notification animation corresponding to the received error specification command, or to terminate the error notification animation corresponding to the received error clear specification command.

[0449] The sub-CPU 130a performs output control processing in step E900. Specifically, it performs processing such as outputting signals such as predetermined data, and transmitting various commands stored in the transmission buffer of the sub-RAM 130c to the display control unit 140 and the lamp control unit 150.

[0450] In step E950, the sub-CPU 130a restores the information saved in step E100 to the register of the sub-CPU 130a, and ends the current timer interrupt processing.

[0451] (Preview-based performance processing of the performance control unit) Using FIG. 30, the preview-based performance processing of the performance control unit 130m will be described. FIG. 30 is a flowchart showing the preview-based performance processing in the performance control unit 130m.

[0452] In step E510, the sub-CPU 130a performs icon change performance determination processing to determine whether to execute an icon change performance and the performance mode of the icon change performance, etc. The details of the icon change performance determination processing will be described later.

[0453] In step E520, the sub-CPU 130a performs icon change performance execution processing to execute the icon change performance determined to be executed in the icon change performance determination processing (changing the reserved icon that is already displayed and the display mode of the icon). The details of the icon change performance execution processing will be described later.

[0454] In step E530, the sub-CPU 130a performs continuous preview performance determination processing to determine whether to execute a continuous preview performance and the performance mode of the continuous preview performance, etc. The details of the continuous preview performance determination processing will be described later.

[0455] In step E540, the sub-CPU 130a performs continuous preview performance execution processing to execute the continuous preview performance determined to be executed in the continuous preview performance determination processing. The details of the continuous preview performance determination processing will be described later.

[0456] In step E550, the sub-CPU 130a performs a lamp change animation execution process (lighting up the prize entry lamp 76a to match the illumination pattern of the icon whose display pattern has changed), and then terminates the current pre-read animation process.

[0457] (Icon change effect determination process in the performance control unit) The icon change animation determination process in the performance control unit 130m will be explained using Figure 31. Figure 31 is a flowchart of the icon change animation determination process in the performance control unit 130m.

[0458] In step E510-1, the sub-CPU 130a determines whether or not it has received a pre-read specification command from the main control board 110. If a pre-read specification command is received, the process moves to step E510-2; otherwise, the icon change animation determination process ends.

[0459] In step E510-2, the sub-CPU 130a refers to the received pre-read specification command to determine whether or not it is a jackpot, the type of jackpot game, and the content of the performance (planned variation pattern).

[0460] In step E510-3, the sub-CPU 130a determines whether the current time is within the period during which the icon change animation can be executed. If it is within the period during which the icon change animation can be executed, the process moves to step E510-4; otherwise, the process moves to step E510-7.

[0461] The "period during which the icon change effect can be executed" refers to the period when a jackpot game is not in progress, when the icon change effect is not in progress, or when the icon change effect is not scheduled to be executed. Note that it is also possible to set only one or two of the above three conditions. Furthermore, it is also possible to set conditions such as the game being in a normal state if the received pre-read specification command is based on a ball entering the first start gate 45, or a specific game state (low probability time-saving game state, high probability time-saving game state) if the received pre-read specification command is based on a ball entering the second start gate 47.

[0462] In step E510-4, the sub-CPU 130a obtains a random value for determining the final display mode of an icon to be added to the first image display device 70 (main liquid crystal), and in step E510-5, it selects an icon final display mode determination table (see Figure 32) to determine the final display mode of the icon. Details of the icon final display mode determination table will be described later.

[0463] In step E510-6, the sub-CPU 130a determines the final icon display mode. Specifically, the sub-CPU 130a refers to the final icon display mode determination table shown in Figure 32 and determines one final icon display mode from among several based on the planned variation pattern indicated by the look-ahead specification command and the selection rate (%) of each final icon display mode.

[0464] In step E510-7, the sub-CPU 130a determines the normal icon (white icon), which is the normal display mode, as the final icon display mode.

[0465] In step E510-8, the sub-CPU 130a determines whether the final icon display mode determined is a display mode that executes an icon change animation (special icon). If it is a display mode that executes an icon change animation, the process moves to step E510-9; otherwise, the process moves to step E510-12.

[0466] In step E510-9, sub-CPU 130a selects a change scenario determination table (see Figure 33) to determine the change scenario for the icon change animation. Details of the change scenario determination table will be described later. This change scenario represents the transition of the display pattern from when the pending icon appears until it disappears. Details of the change scenario determination table will be described later.

[0467] In step E510-10, the sub-CPU 130a determines a change scenario and sets it in the pre-read information storage area corresponding to the hold count counter of the sub-RAM 130c. Specifically, it refers to the change scenario determination table shown in Figure 30 and determines one change scenario from among several change scenarios based on the final icon display mode, the number of special symbols held corresponding to the pre-read specification command, and the selection rate (%) of each change scenario.

[0468] In step E510-11, the sub-CPU 130a identifies the winning icon, which is the icon display mode that will be first displayed on the first image display device 70 (main LCD), from the determined change scenario, sets the icon display command for the winning icon in the transmission buffer, and ends the icon change effect determination process for this time. As a result, the icon display command is sent to the display control unit 140 and the lamp control unit 150, and a pending icon with a display mode corresponding to the icon display command for the winning icon is displayed on the first image display device 70 (main LCD), or a predetermined sound effect is output.

[0469] In step E510-12, the sub-CPU 130a determines a non-change scenario in which the icon change animation is not performed and sets it in the pre-read information storage area corresponding to the hold count counter of the sub-RAM 130c.

[0470] In step E510-13, the sub-CPU 130a sets the icon display command for the normal icon into the transmission buffer and terminates the icon change effect determination process. As a result, the icon display command is sent to the display control unit 140 and the lamp control unit 150, and a pending icon in the display mode corresponding to the icon display command for the normal icon is displayed on the first image display device 70 (main LCD), or a predetermined sound effect (first winning sound) is output.

[0471] (Table for determining the final display mode of icons) Figure 32 shows the icon final display mode determination table, which is referenced when determining the final display mode of an icon.

[0472] The icon final display mode determination table associates the game state when a pre-read specification command is received, the planned variation pattern indicated by the pre-read specification command, the selection rate (%) for each icon final display mode, and the selected icon final display mode. For reference, the type of notification sound that occurs when each type of icon is generated is also listed.

[0473] The final icon display configuration includes a white icon as the normal icon, and blue, red, and rainbow icons as special icons that suggest the possibility of a jackpot (a jackpot game being played).

[0474] The probability of winning the jackpot with special icons increases in the following order: (white icon <) blue icon < red icon < rainbow icon, with the rainbow icon guaranteeing a jackpot.

[0475] Furthermore, the system is configured so that when a white icon is displayed on the image display device, the first occurrence notification sound is output; when a blue icon is displayed, the second occurrence notification sound is output; when a red icon is displayed, the third occurrence notification sound is output; and when a rainbow icon is displayed, the fourth occurrence notification sound is output.

[0476] One of the key features of the final icon display determination table shown in Figure 32 is that it allows for the icon change animation to be executed even in the case of a special miss where a jackpot is not achieved during normal gameplay. This enhances the player's sense of anticipation during normal gameplay when a special miss results in a shortened game state.

[0477] A second feature of the icon final display mode determination table shown in Figure 32 is that, in the case of a special miss during the time-saving state, the icon change animation is not executed (or is restricted). By doing so, it is possible to suppress inconveniences that would disappoint the player's expectations in the time-saving state where time-saving game states C1 and C2 do not occur even in the case of a special miss, and to improve the enjoyment of the game.

[0478] A third feature of the icon final display pattern determination table shown in Figure 32 is that in the case of a special miss, the number of icons determined as the final icon display pattern is set to be fewer than in the case of a jackpot (the types of icons that can be determined are limited). This prevents the inconvenience of giving players excessive expectations even though a jackpot game is not performed, and makes it possible to enhance the enjoyment of the game.

[0479] A fourth characteristic of the icon final display pattern determination table shown in Figure 32 is that, even in the case of a special miss, an icon with a higher expectation level is more likely to be determined when a next-episode preview is performed that results in a time-saving game state C2, which is more advantageous to the player than time-saving game state C1, rather than when time-saving game state C1 occurs. In this way, it is possible to perform icon change animations according to the degree of advantage of the time-saving game state, thereby improving the enjoyment of the game.

[0480] Furthermore, instead of preventing the icon change animation from being executed in the event of a special miss during the shortened time state, it may be possible to limit the execution of the icon change animation compared to the normal game state by having it be executed at a lower rate than in the normal game state, or by limiting it to, for example, only blue icons.

[0481] Additionally, in the case of a big win, the normal icon (white icon) is not selected as the final icon display mode, but this can be changed to allow it to be selected.

[0482] (Change Scenario Determination Table) Figure 33 shows a change scenario determination table that is referenced when determining change scenarios.

[0483] The change scenario determination table associates the final icon display pattern, the number of special symbols held corresponding to the pre-reading command, the selection rate (%) for each change scenario, and the selected change scenario. For reference, it also includes the pre-change patterns for each change scenario and the icon update patterns for those patterns.

[0484] "Pre-change" refers to a change display (change effect) that is executed based on special symbol judgment information stored prior to the special symbol judgment information corresponding to the newly received pre-read specification command, and "the change" refers to a change display (change effect) that is executed based on the special symbol judgment information corresponding to the newly received pre-read specification command.

[0485] The change scenarios include scenarios where the icon display does not change during the execution of the preliminary change (the pending icon change animation is not performed) but changes during the execution of the change (the icon change animation is performed) (for example, Scenario 01), scenarios where the icon display changes during the execution of the preliminary change (the pending icon change animation is performed) but does not change during the execution of the change (the icon change animation is not performed) (for example, Scenario 02), and scenarios where the icon display changes during the execution of the preliminary change and during the execution of the change (the pending icon change animation and the icon change animation are performed) (for example, Scenario 15).

[0486] In this embodiment, the change scenario determination table determines a scenario in which the display pattern of the icon changes regardless of whether a reach animation (which may be a reach animation other than a normal reach animation) is performed in the preliminary variation. However, it is also possible to determine a scenario in which the display pattern of the icon changes using a change scenario determination table that uses whether or not a reach animation suggesting the possibility of a jackpot game being performed in the preliminary variation as a determination element. When using such a change scenario determination table, it is advisable to set up various scenarios such that the display pattern of the icon does not change during the execution of a preliminary variation in which a reach animation is performed, but does change during the execution of a preliminary variation in which a reach animation is not performed. Alternatively, it is also possible to set up various scenarios such that the display pattern of the icon changes during both the preliminary variation in which a reach animation is performed and the preliminary variation in which a reach animation is not performed, but the rate at which the display pattern of the icon changes during the preliminary variation in which a reach animation is not performed is higher than during the execution of a preliminary variation in which a reach animation is performed.

[0487] (Icon change effect execution process of the performance control unit) The icon change animation execution process of the performance control unit 130m will be explained using Figure 34. Figure 34 is a flowchart of the icon change animation execution process in the performance control unit 130m.

[0488] In step E520-1, the sub-CPU 130a determines whether or not it has received a special pattern variation specification command from the main control board 110. If it has received a special pattern variation specification command, it proceeds to step E520-2. If it has not received a special pattern variation specification command, it terminates the current icon change effect execution process.

[0489] In step E520-2, the sub-CPU 130a refers to the icon change scenarios stored in the pre-read information storage area of ​​the sub-RAM 130c, and in step E520-3, it determines whether or not there are any pending icons that will change (update) the display mode in the current variation animation. If there are pending icons that will change the display mode, the process moves to step E520-4; otherwise, the process moves to step E520-7.

[0490] In step E520-4, the sub-CPU 130a selects a change pattern determination table for the hold icon (see Figure 35) to determine the change pattern (change mode) of the display manner of the hold icon to be changed. Details of the change pattern determination table for the hold icon will be described later.

[0491] In step E520-5, the sub-CPU 130a determines the hold icon change pattern. Specifically, it refers to the hold icon change pattern determination table shown in Figure 35 and determines one hold icon change pattern from among several hold icon change patterns based on the manner of hold icon change in the current variation effect and the selection rate (%).

[0492] In step E520-6, the sub-CPU 130a sets a change effect command corresponding to the determined hold icon change pattern in the transmission buffer. As a result, the change effect command is transmitted to the display control unit 140 and the lamp control unit 150, and the display of the hold icon shown on the first image display device 70 changes or a predetermined sound effect (change sound) is output according to the change timing and the change stage at the change timing, according to the hold icon change pattern.

[0493] In step E520-7, the sub-CPU 130a determines whether the icon's scenario (change scenario, non-change scenario) is stored in the pre-read information storage area of ​​the sub-RAM 130c. If the icon's scenario is stored, the process moves to step E520-8; otherwise, the icon change animation execution process ends.

[0494] In step E520-8, the sub-CPU 130a determines whether or not there is an icon whose display mode should be changed (updated). If there is an icon whose display mode should be changed, the process moves to step E520-9; otherwise, the icon change animation execution process ends.

[0495] In step E520-9, the sub-CPU 130a selects a change pattern determination table for the icon (see Figure 36) from among several change pattern determination tables for the icon to be changed, according to the change stage in which the icon changes during the current variation animation. Details of the change pattern determination tables for the icon according to the change stage will be described later.

[0496] In step E520-10, the sub-CPU 130a determines the icon change pattern. Specifically, it refers to the change pattern determination table for the selected icon and, based on the manner of the icon change in the current variation animation and the selection rate (%) of each icon change pattern, determines one icon change pattern from among several icon change patterns.

[0497] In step E520-11, the sub-CPU 130a sets a change effect command corresponding to the determined icon change pattern in the transmission buffer and terminates the current icon change effect execution process. As a result, the change effect command is sent to the display control unit 140 and the lamp control unit 150, and the display of the icon shown on the first image display device 70 changes or a predetermined sound effect (change sound) is output according to the change timing and the change stage at the change timing according to the icon change pattern.

[0498] (Table for determining change patterns for the hold icon) Figure 35 shows a table for determining the change pattern for the hold icon, which is referenced when determining the change pattern for the hold icon.

[0499] The table for determining the change patterns for the hold icon includes the manner in which the hold icon changes in this variation animation, the selection rate (%) of each hold icon change pattern, and the selected hold icon change pattern. For reference, the timing of the hold icon change animation and the stages of change for each hold icon change pattern are also included.

[0500] The pending icon change patterns include a normal change pattern 01 in which the display of the pending icon changes with the output of a sound effect when the pending icon shifts in response to the disappearance of the icon (at the start of the variation); a normal change pattern 02 in which the display of the pending icon changes during the variation with the output of a sound effect; a character action change pattern 01 in which a character appears and an action is performed on the icon starting from the character, causing the display of the icon to change; and a symbol action change pattern 01 in which a change notification symbol indicating that the display of the icon will change as a result of the variation is temporarily stopped and an action is performed on the pending icon starting from the change notification symbol, causing the display of the pending icon to change.

[0501] The timing of the change in the hold icon is classified in relation to the progress of the variation effect, and includes when the variation effect starts (at the start of variation), while the variation effect is in progress (during variation), and when the effect symbol 70a temporarily stops (while temporarily stopped).

[0502] The stages in which the pending icon changes include 1UP, which changes the display to indicate a higher probability of winning the jackpot (for example, from a white icon to a blue icon, or from a blue icon to a red icon), and 2UP, which changes the display to indicate a higher probability of winning the jackpot (for example, from a white icon to a red icon).

[0503] While the timing for the change in the hold icon was set to the three timings mentioned above, it is not limited to these timings, and other timings may be set. For example, it may be set during the execution of the variation animation leading up to a reach (during variation), during the execution of a normal reach, or during the execution of an SP (SPSP) reach.

[0504] (Table for determining the change pattern for the icon in question) Figure 36(a) is a table referenced when changing the display mode of the icon by one step, and Figure 36(b) is a table referenced when changing the display mode of the icon by two steps.

[0505] The icon change pattern determination table associates the mode of icon change in the current variation animation, the selection rate (%) of each icon change pattern, and the selected icon change pattern. For reference, the timing of the icon change animation and the stages of change for each icon change pattern are also included.

[0506] The icon change patterns include Normal Change Pattern 01, in which the display of the hold icon changes at the start of the change accompanied by the output of a sound effect; Normal Change Pattern 02, in which the display of the hold icon changes during the change accompanied by the output of a sound effect; and Character Action Change Pattern 01, in which a character appears and an action is performed on the icon starting from the character, causing the display of the icon to change.

[0507] The timing of the icon change animation is classified in relation to the progress of the variation animation, and includes when the variation animation starts (at the start of variation), while the variation animation is in progress (during variation), and when the animation symbol 70a temporarily stops (during temporary stop).

[0508] The icon changes in two stages: 1UP, which changes the display to indicate a higher probability of winning the jackpot (for example, from a white icon to a blue icon, or from a blue icon to a red icon), and 2UP, which changes the display to indicate a higher probability of winning the jackpot (for example, from a white icon to a red icon, or from a blue icon to a rainbow icon).

[0509] In this embodiment, the change pattern determination table for the icon is configured so that the symbol action change pattern 01 is not selected, but it may be configured so that it can be selected. For example, in a variation performance that performs a pseudo-consecutive performance, the change notification symbol may be temporarily stopped when the performance symbol 70a before the pseudo-variation is performed is temporarily stopped.

[0510] The "pseudo - continuous performance" is a special mode of the variable display of the performance symbols. For the jackpot determination based on winning (ball entry) into a single start port (the first start port 45, the second start port 47), in order to make it seem as if the variable display of multiple performance symbols has been executed, within the special figure variable time determined for the winning (ball entry) into a single start port (the first start port 45, the second start port 47), after all the performance symbols 70a temporarily stop, a re - variable display that starts the variation again is executed once or multiple times.

[0511] Note that the occurrence timing of the change performance of the icon was the above - mentioned two timings, but it is not limited to these timings, and other timings may be provided. For example, during the execution of the variable performance until the reach is established (during variation), during the execution of the normal reach or the SP (SPSP) reach, etc. may be provided.

[0512] (Continuous preview performance determination process of the performance control unit) Using FIG. 37, the continuous preview performance determination process in the performance control unit 130m will be described. FIG. 37 is a flowchart showing the continuous preview performance determination process in the performance control unit 130m.

[0513] The sub - CPU 130a determines in step E530 - 1 whether it has received a pre - reading specified command from the main control board 110. If it has received the pre - reading specified command, the process moves to step E530 - 2. If it has not received the pre - reading specified command, the current continuous preview performance determination process ends.

[0514] The sub - CPU 130a refers to the received pre - reading specified command in step E530 - 2 to grasp whether it is a jackpot, the type of jackpot game, and the performance content (scheduled variation pattern).

[0515] In step E530-3, it is determined whether the current time is within the executable period of the continuous preview performance. If it is within the executable period of the continuous preview performance (preview motion performance, preview effect performance, preview vibration performance, preview zone performance), the process proceeds to step E530-4. If it is not within the executable period of the continuous preview performance, the process proceeds to step E530-16 without executing the continuous preview performance based on the preview designation command received this time.

[0516] The "preview motion performance" is a performance that intermittently suggests the expectancy of executing a special game by executing an operation performance (preview performance) that operates the second movable member 74 in a predetermined manner at the timing immediately after the start of the variation performance in one or more variation performances.

[0517] The "preview effect performance" is a performance that intermittently suggests the expectancy of executing a special game by executing an effect performance (preview performance) that displays an effect image of a predetermined color around the performance symbol 70a at the timing immediately after the start of the variation performance in one or more variation performances.

[0518] The "preview vibration performance" is a performance that intermittently suggests the expectancy of executing a special game by executing a vibration performance (preview performance) that vibrates the operation button 17 in a predetermined manner at the timing immediately after the start of the variation performance in one or more variation performances.

[0519] The "preview zone performance" is a performance that continuously suggests the expectancy of executing a special game by executing a zone performance (preview performance) that displays a zone image from a predetermined timing in one or more variation performances.

[0520] The "executable period of continuous preview performance" means that there is no one who executes the continuous preview performance in the prior hold, the jackpot game is not being executed, it is in the normal game state when receiving the pre-reading designated command based on the winning at the first start port 45, and it is in a specific game state (low-probability short game state, high-probability short game state) when receiving the pre-reading designated command based on the winning at the second start port 47, etc.

[0521] In step E530-4, the sub-CPU 130a selects a continuous preview type determination table (see FIGS. 38 and 39) corresponding to the current game state, and in step E530-5, refers to the continuous preview type determination table to determine the continuous preview type (whether to execute the continuous preview performance and the type of continuous preview performance to be executed). The details of the continuous preview type determination table will be described later.

[0522] In step E530-6, the sub-CPU 130a determines whether it is a continuous preview type for executing the continuous preview performance. If the continuous preview performance is not executed, the process proceeds to step E530-16. If the continuous preview performance is executed, in step E530-7, a continuous preview scenario determination table (see FIGS. 40 and 41) corresponding to the current game state is selected. The details of the continuous preview scenario determination table will be described later.

[0523] In step E530-8, the sub-CPU 130a determines whether the continuous preview type for executing the pre-reading operation performance has been determined. If the pre-reading operation performance is not executed, the process proceeds to step E530-10. If the pre-reading operation performance is executed, in step E530-9, refers to the continuous preview scenario determination table to determine the pre-reading operation performance preview scenario and set it in the pre-reading information storage area of the sub-RAM 130c.

[0524] In step E530-10, sub-CPU 130a determines whether the continuous preview type for executing the pre-reading effect presentation has been determined. If the pre-reading effect presentation is not to be executed, the process proceeds to step E530-12. If the pre-reading effect presentation is to be executed, in step E530-11, the preview scenario of the pre-reading effect presentation is determined by referring to the continuous preview scenario determination table and set in the pre-reading information storage area of sub-RAM 130c.

[0525] In step E530-12, sub-CPU 130a determines whether the continuous preview type for executing the pre-reading vibration presentation has been determined. If the pre-reading vibration presentation is not to be executed, the process proceeds to step E530-14. If the pre-reading vibration presentation is to be executed, in step E530-13, the preview scenario of the pre-reading vibration presentation is determined by referring to the continuous preview scenario determination table and set in the pre-reading information storage area of sub-RAM 130c.

[0526] In step E530-14, sub-CPU 130a determines whether the continuous preview type for executing the pre-reading zone presentation has been determined. If the pre-reading zone presentation is not to be executed, the current continuous preview presentation determination process ends. If the pre-reading zone presentation is to be executed, in step E530-15, the preview scenario of the pre-reading zone presentation is determined by referring to the continuous preview scenario determination table and set in the pre-reading information storage area of sub-RAM 130c, and the current continuous preview presentation determination process ends.

[0527] In step E530-16, sub-CPU 130a determines the non-preview scenario of the continuous preview presentation (the preview scenario indicating that the continuous preview presentation is not executed) and sets it in the pre-reading information storage area of sub-RAM 130c, and the current continuous preview presentation determination process ends.

[0528] Note that the preview scenario or non-preview scenario set in the prefetch information storage area of the sub-RAM 130c is referred to in the continuous preview effect execution process of step E540 described above, and a process for executing the continuous preview effect or a process for not executing the continuous preview effect will be performed.

[0529] As described above, according to the continuous preview effect determination process shown in FIG. 37, in the normal game state, since the prefetch operation effect is not executed in the variable display (variable effect) of the second special symbol, in the normal game state, the variable display (variable effect) of the first special symbol is more likely to cause the second movable member 74 to operate (move) than when the variable display (variable effect) of the second special symbol is executed. Therefore, in the normal game state, the effect of the variable display (variable effect) related to the first special symbol can be enhanced, and the interest of the game can be improved.

[0530] Also, according to the continuous preview effect determination process shown in FIG. 37, in the normal game state, since the prefetch vibration effect is not executed in the variable display (variable effect) of the second special symbol, in the normal game state, the vibration effect is more likely to be executed when the variable display (variable effect) of the first special symbol is executed than when the variable display (variable effect) of the second special symbol is executed. Therefore, in the normal game state, the effect of the variable display (variable effect) related to the first special symbol can be enhanced, and the interest of the game can be improved.

[0531] Also, according to the continuous preview effect determination process shown in FIG. 37, in a specific game state, since the prefetch operation effect is not executed in the variable display (variable effect) of the first special symbol, in the specific game state, the second movable member 74 is more likely to operate (move) when the variable display (variable effect) of the second special symbol is executed than when the variable display (variable effect) of the first special symbol is executed. Therefore, in the specific game state, the effect of the variable display (variable effect) related to the second special symbol can be enhanced, and the interest of the game can be improved.

[0532] Also, according to the continuous preview effect determination process shown in FIG. 37, in a specific gaming state, the pre-reading vibration effect is not executed in the variable display (variable effect) of the first special symbol. Therefore, in the specific gaming state, the vibration effect is more likely to be executed when the variable display (variable effect) of the second special symbol is executed than when the variable display (variable effect) of the first special symbol is executed. Therefore, the effect of the effect related to the variable display (variable effect) of the second special symbol in the specific gaming state can be enhanced, and the interest of the game can be improved.

[0533] (Continuous preview type determination table) FIG. 38 is a diagram showing a continuous preview type determination table for normal gaming states, which is referred to for determining the continuous preview type in the normal gaming state. FIG. 39 is a diagram showing a continuous preview effect determination table for time-saving states, which is referred to for determining the continuous preview type in the time-saving state.

[0534] As shown in FIGS. 39 and 40, in the continuous preview type determination table, a pre-reading specified command (scheduled variation pattern), the selection rate (%) of each continuous preview type, and the selected continuous preview type are associated. The continuous preview type includes "non-execution" where the continuous preview effect is not executed, "pre-reading motion effect" where one of multiple types of continuous preview effects is executed, "pre-reading effect", "pre-reading vibration effect", "pre-reading zone effect", "pre-reading effect & pre-reading vibration effect" where two of multiple types of continuous preview effects are executed, and "pre-reading motion effect & pre-reading zone effect" are provided.

[0535] For example, when the pre-reading specified command (scheduled variation pattern) is a miss and the SP reach effect is executed, "non-execution" is determined at 85%, "pre-reading effect" is determined at 5%, "pre-reading motion effect" is determined at 4%, "pre-reading vibration effect" is determined at 3%, "pre-reading zone effect" is determined at 2%, and "pre-reading effect & pre-reading vibration effect" is determined at 1%.

[0536] As the first feature of the continuous notice type determination table shown in FIGS. 39 and 40, even in the case of a special loss during the normal gaming state, the continuous notice effect can be executed. By doing so, it is possible to improve the expectation of the player in the normal gaming state where the time-saving gaming state occurs due to a special loss.

[0537] As the second feature of the continuous notice type determination table shown in FIGS. 39 and 40, in the case of a special loss during the time-saving state, the icon change effect is not executed (restricted). By doing so, it is possible to suppress the inconvenience of betraying the player's expectation in the time-saving state where the time-saving gaming states C1 and C2 do not occur even with a special loss, and it is possible to improve the interest of the game.

[0538] As the third feature of the continuous notice type determination table shown in FIGS. 39 and 40, the number of types of continuous notice effects to be determined is smaller (the types of continuous notices that can be determined are restricted) than in the case of a big win or a loss. By doing so, it is possible to prevent the inconvenience of causing excessive expectation to the player even though the big win game is not executed, and it is possible to improve the interest of the game.

[0539] Note that, in the case of a special loss during the time-saving state, instead of not executing the continuous notice effect, it may be executed at a lower rate than in the normal gaming state, or for example, only the prediction effect may be determined, so that the execution of the continuous notice effect is restricted compared to the normal gaming state.

[0540] (Continuous notice effect scenario determination table) FIG. 40 is a diagram showing a continuous notice scenario determination table for the normal gaming state, which is referred to for determining the scenario of the continuous notice effect in the normal gaming state, and FIG. 41 is a diagram showing a continuous notice scenario determination table for the time-saving state, which is referred to for determining the scenario of the continuous notice effect in the time-saving state.

[0541] In the continuous preview scenario determination table, the number of hold special symbols, the preview designation command (scheduled change pattern), the selection rate (%) of each preview scenario, and the selected preview scenario are associated with each other. For reference, the pre-change (before the 4th change, before the 3rd change, before the 2nd change, before the 1st change) in each scenario and the presentation mode of the continuous preview presentation in the change are described.

[0542] The "pre-change" refers to the variable display (variable presentation) executed based on the special symbol determination information stored before the special symbol determination information corresponding to the newly received preview designation command, and the "said change" refers to the variable display (variable presentation) executed based on the special symbol determination information corresponding to the newly received preview designation command.

[0543] The "weak preview" has different presentation modes depending on the continuous preview type. In the case of the preview operation presentation, the second movable member 74 emits light in blue and performs a weak operation, and a weak operation sound effect is output. In the case of the preview effect presentation, a blue effect image is displayed around the presentation symbol 70a, and a blue effect sound effect is output. In the case of the preview vibration presentation, the vibrator for vibrating the presentation button 17 vibrates weakly for 1 second, and the presentation button 17 blinks white. In the case of the preview zone presentation, a blue zone image is displayed, and a zone sound effect is output.

[0544] The "strong preview" has different presentation modes depending on the continuous preview type. In the case of the preview operation presentation, the second movable member 74 emits light in red and performs a strong operation, and a strong operation sound effect is output. In the case of the preview effect presentation, a red effect image is displayed around the presentation symbol 70a, and a red effect sound effect is output. In the case of the preview vibration presentation, the vibrator for vibrating the presentation button 17 vibrates strongly for 3 seconds, and the presentation button 17 blinks red. In the case of the preview zone presentation, a red heat zone image is displayed, and a heat zone sound effect is output.

[0545] In the continuous preview performance scenario, there are scenarios such as Scenario 11 where a weak or strong preview is executed during the pre-variation period instead of not executing a weak or strong preview during the pre-variation period, and Scenario 22 where a weak or strong preview is executed during the pre-variation period and during the variation period, etc. are set.

[0546] As the first feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, the probability of a big win is higher when multiple types of continuous preview performances are executed than when one type of continuous preview performance is executed. Therefore, the expectation of the player can be effectively increased, and the interest of the game can be improved.

[0547] As the second feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, the continuous preview performance is more likely to be executed (the execution ratio is higher) in the time-limited state than in the normal game state. That is, the probability of a big win when the continuous preview performance is executed is lower. Therefore, the gameplay can be made different depending on the type of game state (performance mode), and the interest of the game can be improved.

[0548] As the third feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, in the time-limited state, the continuous preview performance (here, the preview effect performance and the preview motion performance) is more likely to be executed than in the normal game state when it is planned (the preview result) to execute the normal reach performance. Therefore, in the time-limited state where (ultra) short variations are more likely to occur than in the normal game state, it is possible to prevent the variation performance from becoming monotonous, and the interest of the game can be improved.

[0549] As the fourth feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, in the time-limited state, the continuous preview effect (here, the preview effect, the preview motion effect, and the preview zone effect) is more likely to be executed than in the normal gaming state when the SP reach effect is scheduled (pre-read result) to be executed. Therefore, in the time-limited state where (ultra) short fluctuations are more likely to occur than in the normal gaming state, it is possible to prevent the variation effects from becoming monotonous and improve the interest of the game.

[0550] As the fifth feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, in the time-limited state, the continuous preview effect (here, the preview effect, the preview motion effect, and the preview zone effect) is more likely to be executed than in the normal gaming state when the SPSP reach effect is scheduled (pre-read result) to be executed. Therefore, in the time-limited state where (ultra) short fluctuations are more likely to occur than in the normal gaming state, it is possible to prevent the variation effects from becoming monotonous and improve the interest of the game.

[0551] As the sixth feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, in the time-limited state, the continuous preview effect (here, the preview motion effect and the preview zone effect) is more likely to be executed than in the normal gaming state when the full-rotation reach effect is scheduled (pre-read result) to be executed. Therefore, in the time-limited state where ultra-short fluctuations are more likely to occur than in the normal gaming state, it is possible to prevent the variation effects from becoming monotonous and improve the interest of the game.

[0552] As the seventh feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, the normal game state makes it easier to execute the anticipatory vibration effect (a vibration effect without the valid period of the effect button 17 or the display of an operation promotion image) than the time-shortened state (the execution ratio is high = the big win expectation degree is different). Therefore, in the normal game state where the staying period is more likely to be longer than in the time-shortened state, it is possible to make the player more likely to experience the anticipatory vibration effect, thus improving the interest of the game. Also, in the time-shortened state where the variation time is more likely to be shorter than in the normal game state, the anticipatory vibration effect can be made rare, thus improving the interest of the game.

[0553] As the eighth feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, in the time-shortened state, it is more difficult to execute the anticipatory vibration effect (the execution ratio is low) than when it is planned (anticipatory result) to execute a specific reach effect (normal reach effect, SP reach effect, SPSP reach effect) in the normal game state. Therefore, in the first specific game state (time-shortened game state A1, time-shortened game state B, time-shortened game state C2) where the variation time is more likely to be shorter than in the normal game state (effect modes A to C), the anticipatory vibration effect can be made rare, thus improving the interest of the game.

[0554] As the ninth feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, the first specific game state (time-shortened game state A1, time-shortened game state B, time-shortened game state C2) makes it easier to execute the anticipatory motion effect (the execution ratio is high) than the normal game state. Therefore, in the time-shortened state where the variation time is more likely to be shorter than in the normal game state, the anticipatory vibration effect can be made rare, thus improving the interest of the game.

[0555] As the tenth feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, when a continuous preview performance that ends with one variation performance is executed in the normal gaming state, it is more difficult (the execution rate is lower) for a reach performance (normal reach performance, SP reach performance, SPSP reach performance) to be executed in the variation performance that is the target of the continuous preview performance when a continuous preview performance that ends with one variation performance is executed in the time-saving state. Therefore, the gaming properties can be varied depending on the gaming state, and the interest of the game can be improved.

[0556] As the eleventh feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, when a continuous preview performance that ends with two variation performances is executed in the time-saving state, it is easier for a reach performance (normal reach performance, SP reach performance, SPSP reach performance) to be executed in the variation performance that is the target of the continuous preview performance when a continuous preview performance that ends with two variation performances is executed in the normal gaming state. Therefore, the gaming properties can be varied depending on the gaming state, and the interest of the game can be improved.

[0557] As the twelfth feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, when in a state where a continuous preview performance can be executed over a plurality of variation performances (the number of holds is 2 to 4), when a continuous preview performance of only one variation performance is executed in the normal gaming state, it is more difficult for a reach performance (normal reach performance, SP reach performance, SPSP reach performance) to be executed in the variation performance that is the target of the continuous preview performance when a continuous preview performance of only one variation performance is executed in the time-saving state. Therefore, the gaming properties can be varied depending on the gaming state, and the interest of the game can be improved.

[0558] As the 13th feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, when the continuous preview effect covering three variable effects is executed in the normal game state rather than in the time-limited state, a reach effect (normal reach effect, SP reach effect, SPSP reach effect) is more likely to be executed in the variable effect targeted by the continuous preview effect. Therefore, the game characteristics can be varied according to the game state, and the interest of the game can be improved.

[0559] As the 14th feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, when the continuous preview effect covering three variable effects is executed in the event state rather than in the normal game state, a reach effect (for example, SP reach effect, SPSP reach effect) with a high jackpot expectation is more likely to be executed in the variable effect targeted by the continuous preview effect. Therefore, the game characteristics can be varied according to the game state, and the interest of the game can be improved.

[0560] As the 15th feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, it is possible to execute a predictive operation effect using the same movable member (second movable member 74) in the normal game state and the time-limited state, but the jackpot expectation when the predictive operation effect is executed in the normal game state and the time-limited state is different. Therefore, the game characteristics can be varied according to the game state, and the interest of the game can be improved.

[0561] As the 16th feature of the various tables related to the continuous preview effect shown in FIGS. 38 to 41, when the predictive operation effect is executed in the normal game state and the time-limited state, the ratio (100%) of operating the second movable member 74 not used in the determination effect is higher than the ratio (0%) of operating the first movable member 73 used in the determination effect described later. Therefore, it is possible to avoid the inconvenience of misinterpreting that a jackpot will occur just because the predictive operation effect is executed, and the interest of the game can be improved.

[0562] Note that, instead of operating the second movable member 74 in the strong preview operation performance, the first movable member 73 may be operated. Even in this case, when executing the preview operation performance in the normal gaming state and the time-saving state, the ratio of operating the second movable member 74 may be set higher than the ratio of operating the first movable member 73.

[0563] As the 17th feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, when executing the preview vibration performance in the normal gaming state and the time-saving state, the ratio of setting the effect button 17 to the normal state (0%) is higher than the ratio of setting the effect button 17 to the protruding state (0%). Therefore, the rarity of the effect button 17 being in the protruding state (only in the determined performance to be described later) can be ensured, and the interest of the game can be improved.

[0564] Note that, instead of vibrating the effect button 17 while keeping it in the normal state in the strong preview of the preview vibration performance, it may be vibrated in the protruding state. Even in this case, when executing the preview vibration performance in the normal gaming state and the time-saving state, the ratio of setting the effect button 17 to the normal state may be set higher than the ratio of setting it to the protruding state.

[0565] As the 18th feature of the various tables related to the continuous preview performance shown in FIGS. 38 to 41, in a predetermined period after the start of the variable performance targeted for the continuous preview performance (from the start of the variation to the first high-speed variation period of the performance symbol 70a), the weak preview of the preview operation performance (weak operation of the first movable member 73 + blue light emission) or the weak preview of the preview effect performance (display of a blue effect image around the performance symbol 70a) is executed. When the weak preview of the preview vibration performance (weak vibration of the effect button 17 for 1 second) is executed without displaying the operation promotion image, the jackpot expectation degree is higher. Therefore, the player's expectation can be effectively increased by using the operable operation means, and the interest of the game can be improved.

[0566] As the 19th feature of various tables related to the continuous preview performance shown in FIGS. 38 to 41, during a predetermined period after the start of the variable performance targeted for the continuous preview performance (from the start of the variation to the first high-speed variation period of the performance symbol 70a), the strong preview of the pre-reading motion performance (strong motion of the first movable member 73 + red light emission) or the strong preview of the pre-reading effect performance (display of a red effect image around the performance symbol 70a) is executed. When the strong preview of the pre-reading vibration performance (strong vibration of the operation button 17 for 3 seconds) is executed, the expectation degree of hitting the jackpot is higher than when the above is executed. Therefore, the expectation of the player can be effectively enhanced by using the operation means operable by the player, and the interest of the game can be improved.

[0567] Note that instead of selecting various tables depending on whether it is a normal game state or a time-saving state, in the time-saving game states A2 and C1 where the degree of advantage is close to that of the normal game state, the table for the normal game state may be used, and in the time-saving game states A1, B, and C2 which are clearly more advantageous than the normal game state, the table for the time-saving state may be used.

[0568] (Continuous preview performance execution process of the performance control unit) Using FIG. 42, the continuous preview performance execution process of the performance control unit 130m will be described. FIG. 42 is a flowchart showing the continuous preview performance execution process in the performance control unit 130m.

[0569] The sub-CPU 130a determines, in step E540-1, whether or not a special figure variation pattern designation command has been received from the main control board 110. If the special figure variation pattern designation command has been received, the process moves to step E540-2, and if the special figure variation pattern designation command has not been received, the current continuous preview performance execution process ends.

[0570] In step E540-2, the sub-CPU 130a refers to the pre-announcement scenarios for consecutive pre-announcement effects (pre-announcement action effects, pre-announcement effect effects, pre-announcement vibration effects, pre-announcement zone effects) stored in the pre-read information storage area of ​​the sub-RAM 130c, and in step E540-3, it determines whether or not a pre-announcement scenario for a consecutive pre-announcement effect is stored. If a pre-announcement scenario is stored, the process moves to step E540-4; if a pre-announcement scenario is not stored, the execution process for this consecutive pre-announcement effect is terminated.

[0571] In step E540-4, the sub-CPU 130a determines the notification pattern (type of continuous notification effect, weak notification, strong notification) to be executed in the current variation effect according to the notification scenario stored in the pre-read information storage area of ​​the sub-RAM 130c. In step E540-5, it sets the continuous notification effect command corresponding to the determined notification pattern in the transmission buffer. As a result, the continuous notification effect command is sent to the display control unit 140 and the lamp control unit 150, and the continuous notification effect corresponding to the determined notification pattern is executed. When this process is completed, the execution process for the current continuous notification effect is terminated.

[0572] Thus, the first characteristic of the execution of the pre-announcement effects shown in Figures 30 to 42 is that if special symbol judgment information resulting in a special miss is acquired during normal gameplay, it is possible to generate the time-saving game state C, and therefore pre-announcement effects (icon change effects, continuous announcement effects) related to the generation of time-saving game state C can be executed. On the other hand, if special symbol judgment information resulting in a special miss is acquired during time-saving game state C, time-saving game state C is not generated, and therefore the execution of pre-announcement effects related to the generation of time-saving game state C is restricted (not executed, or the types of announcements executed are reduced). By doing so, it is possible to create different expectations for the player when special symbol judgment information resulting in a special miss is acquired depending on the game state, and it is possible to avoid the inconvenience of players becoming fed up with the excessive execution of pre-announcement effects, thereby improving the enjoyment of the game.

[0573] Also, as a second feature related to the execution of the preview performance shown in FIGS. 30 to 42, when special losing winning determination information is obtained during the normal game state, since the short-time game state C can be generated, a preview performance related to the generation of the short-time game state C (icon change performance, continuous preview performance) can be executed. On the other hand, when special losing determination information is obtained during a predetermined game state (certain change game state, short-time game state A1, short-time game state B, short-time game state C2) that is more advantageous to the player than the normal game state, since the short-time game state C is not generated, the execution of the preview performance related to the generation of the short-time game state C is restricted (not executed, the types of previews executed are reduced). By doing so, it is possible to make the player's sense of expectation different when special losing determination information is obtained depending on the game state, and it is possible to avoid the inconvenience that the preview performance is excessively executed and the player feels uncomfortable, and it is possible to improve the interest of the game.

[0574] Also, as a third feature related to the execution of the preview performance shown in FIGS. 30 to 42, when special winning determination information for a normal loss is obtained during the short-time game state C or during a predetermined game state (certain change game state, short-time game state A1, short-time game state B, short-time game state C2) that is more advantageous to the player than the normal game state, the preview performance can be executed. By doing so, it is possible to improve the player's sense of expectation and it is possible to improve the interest of the game.

[0575] Note that even when special losing winning determination information is obtained in a predetermined specific game state (short-time game state A, short-time game state B, short-time game state C) different from the normal game state, if it is possible to newly control to the short-time game state C, the execution of the preview performance may not be restricted.

[0576] (Variable performance pattern determination process of the performance control unit) The variable performance pattern determination process of the performance control unit 130m will be explained using Figure 43. Figure 43 is a flowchart showing the jackpot announcement performance determination process in the performance control unit 130m, and this process is executed in the special feature special electric performance process described above.

[0577] First, in step E610-1, the sub-CPU 130a refers to the special symbol specification command and the special symbol variation pattern specifica...

Claims

[Claim 1] In a gaming machine that allows for special gameplay that is advantageous to the player, A determination means for determining whether or not to execute the special game based on the fulfillment of the starting conditions, A variation display execution means that executes a variation display of the pattern based on the result of the above determination, A state control means capable of controlling between a normal game state and a specific game state different from the normal game state, The system includes a performance control means capable of executing game performances according to the result of the determination, The aforementioned specific game state includes: A first specific game state that is more advantageous to the player than the normal game state, This includes a second specific game state that is less advantageous to the player than the first specific game state, but is more advantageous than the normal game state, When the first condition that allows control to the specified game state is met, it is possible to control to the first specified game state without controlling to the second specified game state. A gaming machine characterized in that, when the second condition for controllability to the aforementioned specific gaming state is met, it is possible to control the machine to the second specific gaming state.

Citation Information

Patent Citations

  • Game machine

    JP2019033816A