Gaming machine

The gaming machine addresses space and labor costs by electronically managing game media storage and providing notifications for storage limits, ensuring secure and efficient game progression.

JP2026136925APending Publication Date: 2026-08-26NEWGIN KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2025022785
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-14
Publication Date
2026-08-26

AI Technical Summary

Technical Problem

Paying out game media as physical objects incurs high space and labor costs, and electronically storing game media necessitates limiting the number of stored media, leading to various security and operational challenges.

Method used

A gaming machine that awards game media based on winnings, with a storage mechanism and notifications for exceeding storage limits, allowing game progression without immediate physical payout when the limit is reached.

Benefits of technology

Solves the issues of space and labor costs while maintaining game flow and security by electronically managing game media storage and providing notifications for storage limits.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026136925000001_ABST
    Figure 2026136925000001_ABST
Patent Text Reader

Abstract

The present invention provides a gaming machine that can solve the problems arising from limiting the number of gaming media that can be stored electronically. [Solution] A gaming machine capable of assigning a number of gaming media corresponding to the number of winnings that occur, having a gaming media storage means for storing the number of gaming media, and when a winning occurs in a specific situation where the number of gaming media stored in the gaming media storage means has reached the upper limit, a game progression process corresponding to that winning can be executed.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Some gaming machines such as pachinko machines and slot machines pay out the given game media as physical objects.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Paying out the given game media as physical objects is not preferable from the viewpoints of the space and labor costs on the hall side where the gaming machine is installed. Recently, gaming machines that electronically store the game media related to the giving have been developed. And in such a gaming machine, it is necessary to limit the number of game media electronically stored from the viewpoint of security and the like, and this limitation causes various problems. Therefore, the present invention has been made in view of the above problems, and provides a gaming machine that can solve the problems caused by limiting the number of game media electronically stored.

Means for Solving the Problems

[0005] The present invention provides a gaming machine capable of awarding a number of gaming media corresponding to the number of winnings that occur, having a gaming media storage means for storing the number of gaming media to be awarded, and when a winning occurs that could cause the number of gaming media stored in the gaming media storage means to exceed an upper limit, a game progression process corresponding to the winning can be executed, and a first situation can be reached in which, at least when the number of gaming media stored in the gaming media storage means has not reached an upper limit, a first notification is started when a winning occurs and a second notification is not started when a winning occurs. [Effects of the Invention]

[0006] The present invention provides a gaming machine that can solve the problems arising from limiting the number of gaming media to be stored electronically. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a front view of the gaming machine. [Figure 2] Figure 2 shows the pattern display device installed in area II shown in Figure 1. [Figure 3] Figure 3 is a bird's-eye view showing the group of control buttons and their surroundings located in area III shown in Figure 1. [Figure 4] Figure 4 shows a game board installed inside a gaming machine. [Figure 5] Figure 5 is a rear view of the gaming machine. [Figure 6] Figure 6 is a block diagram showing the control configuration of a gaming machine. [Figure 7] Figure 7 is a block diagram showing the functional configuration of a gaming machine. [Figure 8]Figure 8(a) schematically shows a lottery table for determining whether a special symbol win or loss occurs; Figure 8(b) schematically shows a lottery table for determining the stopping symbols used when a big win is determined in the special symbol win or loss determination for special symbol 1; Figure 8(c) schematically shows a lottery table for determining the stopping symbols used when a small win is determined in the special symbol win or loss determination for special symbol 2; and Figure 8(d) schematically shows a lottery table for determining the stopping symbols used when a big win is determined in the special symbol win or loss determination for special symbol 2. [Figure 9] Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA, and Figure 9(b) schematically shows the special symbol variation pattern lottery table used when special symbol variation pattern HNP is determined in symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA. [Figure 10] Figure 10(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is active, and Figure 10(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is active. [Figure 11] Figure 11(a) schematically shows the special symbol variation pattern lottery table used for symbol variations related to special symbol 2 when the special symbol variation pattern derivation state PC is active, and Figure 11(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variations related to special symbol 2 when the special symbol variation pattern derivation state PC is active. [Figure 12] Figure 12(a) is a state transition diagram showing the transitions between the states for which the special pattern variation is derived, and Figure 12(b) is a diagram showing the relationship between the average variation time for each state for which the special pattern variation is derived. [Figure 13] Figure 13 shows the display configuration of the performance display monitor. [Figure 14] Figure 14 shows the flow of the game stop flag setting process related to the complete function. [Figure 15] Figure 15 shows the flow of the game stop process related to the complete function. [Figure 16] Figure 16(a) is a table summarizing the handling of safe balls and out balls in deriving the base value in the normal, first, and second cases. Figure 16(b) is a diagram showing the changes in the display patterns of the performance display monitor and game ball count display device in the normal case. Figure 16(c) is a diagram showing the changes in the display patterns of the performance display monitor and game ball count display device in the first case. Figure 16(d) is a diagram showing the changes in the display patterns of the performance display monitor and game ball count display device in the second case. [Figure 17] Figure 17(a) is a table summarizing the handling of safe balls and out balls when updating the MY value in the normal, first, and second cases. Figure 17(b) is a diagram showing the update of the MY value and the change in the display mode of the game ball count display device in the normal case. Figure 17(c) is a diagram showing the update of the MY value and the change in the display mode of the game ball count display device in the first case. Figure 17(d) is a diagram showing the update of the MY value and the change in the display mode of the game ball count display device in the second case. [Figure 18] Figure 18(a) is a table summarizing the execution patterns of the reserved prize winning animation that can be performed in the normal state, the first case, and the second case. Figure 18(b) is a timing chart showing modified examples of the execution patterns of the reserved prize winning animation that can be performed in the first case and the second case. [Figure 19] Figure 19(a) is a table summarizing whether the number of acquired balls is updated in the normal state, the first case, and the second case. Figure 19(b) is a diagram showing the update of the number of acquired balls in the normal state. Figure 19(c) is a diagram showing the update of the number of acquired balls in the first case. Figure 19(d) is a diagram showing the update of the number of acquired balls in the second case. [Modes for carrying out the invention]

[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In all the drawings, the same components are denoted by the same reference numerals, and the description thereof will be omitted as appropriate. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the states as viewed from the front side (player side) of the gaming machine 10 as shown in FIG. 1 unless otherwise specified. In addition, the "advantage (degree of advantage)" in the following description means being advantageous to the player, and further, unless otherwise specified, it means being advantageous with respect to the acquisition of game media (game value) excluding production aspects such as so-called premium images.

[0009] <Features of the Present Invention> Before explaining the details of the gaming machine 10 in the present embodiment, the features of the invention (the present invention) described in the present embodiment will be explained. In explaining the features, the configurations in parentheses are examples of the configurations of the present embodiment corresponding to the immediately preceding configurations, and the configurations may be described in parentheses for the same purpose in the description of the gaming machine 10 after this explanation. <好

[0010] The present invention is a gaming machine capable of awarding a number of game media corresponding to a generated winning, having game media storage means (game ball number management means 410) for storing the number of game media related to the award, when a predetermined winning occurs where the number of game media stored in the game media storage means may exceed the upper limit, game progress processing corresponding to the winning may be executed, at least in a situation where the number of game media stored in the game media storage means has not reached the upper limit, a first notification may be started契机 by the occurrence of a winning and a second notification may not be started契机 by the occurrence of a winning, and is characterized by being a gaming machine.

[0011] According to the present invention, even when a part or all of the prize balls related to the generated winning are not awarded, the flow of notifications related to the game can be maintained.

[0012] Furthermore, the term "winning" as described above includes not only the occurrence of a game ball entering the winning slot and the actual awarding of prize balls, but also the case where a game ball enters the winning slot and some or all of the prize balls are not awarded because the number of game media stored in the game media storage means has reached its upper limit. Furthermore, in this embodiment, which will be described later, the upper limit of the number of game media stored in the game media storage means (game ball count management means 410) is set to 50,000, but this upper limit is not limited to this value, and any value may be adopted.

[0013] Furthermore, the gaming machine according to this embodiment, which will be described later, is a pachinko machine that assigns prize balls using electronic data (a so-called smart pachinko machine), but it may also be a pachinko machine that dispenses actual game balls as prize balls. Furthermore, the gaming machine according to the present invention may be a conventional slot machine that performs symbol changes by rotating multiple reels using a predetermined number of tokens and pays out tokens based on the result of the symbol changes (the way the multiple reels stop), or it may be a slot machine that pays out all tokens as electronic data (a so-called smart slot).

[0014] The gaming machine 10 having the above-described features will be specifically explained based on the following embodiment.

[0015] <About the structure of gaming machine 10> First, the structure of the gaming machine 10 will be explained using Figures 1 to 5. Figure 1 is a front view of the gaming machine 10, Figure 2 shows the pattern display device 90 located in area II shown in Figure 1, Figure 3 is a bird's-eye view showing the group of operation buttons and their surroundings located in area III shown in Figure 1, Figure 4 shows the game board 50 installed inside the gaming machine 10, and Figure 5 is a rear view of the gaming machine 10. The configurations shown in Figures 1 to 5 are merely those necessary for explaining the gaming machine 10 of this embodiment, and configurations and functions not shown herein may be added to the gaming machine 10. Furthermore, the gaming machine 10 does not necessarily have to include all of the configurations shown herein, and some configurations or functions may be omitted as long as they do not hinder the effects of the present invention.

[0016] The gaming machine 10 of this embodiment is a so-called pachinko machine, and it plays a game in which a game ball is launched into the front area (hereinafter referred to as the "game area 50a") of a game board 50 on which a large number of game pins (not shown) are erected, and when the game ball enters a prize pocket (for example, a large prize pocket 55, etc.), the player receives prize balls. In the following description, when a game ball enters a prize pocket, it may be simply referred to as "entering (a prize pocket) to win a prize."

[0017] The gaming machine 10 comprises a rectangular outer frame 15 that opens at the front and rear, an inner frame 17 that detachably holds the game board 50 on the front side of the opening of the outer frame 15, and a front frame 20 configured to cover the front side of the game board 50.

[0018] The middle frame 17 is supported by a hinge mechanism (not shown) located on the same side as the hinge mechanism 21, allowing it to rotate freely around its left end and open and close to the front of the outer frame 15. The middle frame 17 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the front frame 20 (to the right in this embodiment)).

[0019] The front frame 20 is supported by a hinge mechanism 21 so as to be able to rotate around its left end and open and close relative to the middle frame 17. The front frame 20 can be locked and unlocked by a cylinder lock 23 (by inserting a door key into the cylinder lock 23 and turning the door key in the opposite direction to the unlocking direction of the middle frame 17 (to the left in this embodiment)). Furthermore, the front frame 20 is equipped with a transparent member 25 positioned to cover the game area 50a, and the transparent member 25 provides transparent protection for the game area 50a and the game board 50. Furthermore, the front frame 20 is equipped with an operating handle 403 to the right of the lower ball receiving tray 29, and the game balls are launched toward the game area 50a by rotating the operating handle 403.

[0020] Although not shown in Figures 1 to 5, the middle frame 17 has a middle frame open sensor 76 that detects whether the middle frame 17 is open or closed relative to the outer frame 15, and a front frame open sensor 77 that detects whether the front frame 20 is open or closed relative to the middle frame 17. In this embodiment, both of these open sensors are ON when open and OFF when closed. However, these open sensors may be configured to be OFF when open and ON when closed. This allows the gaming machine 10 to detect both the open / closed state of the middle frame 17 relative to the outer frame 15, and the open / closed state of the front frame 20 relative to the middle frame 17.

[0021] Furthermore, as shown in Figure 3, the upper surface of the table portion 27, which protrudes toward the front of the gaming machine, is provided with a game ball count display device 401 and a settlement button 402, which are electrically connected to the frame control board 400 described later. The game ball count display device 401 is composed of five 7-segment LEDs and can display up to five digits, indicating the number of game media stored. The settlement button 402 is an operation unit for transferring the game media displayed on the game ball count display device 401 to a card unit (not shown). Furthermore, the upper surface of the table section 27 includes an operating section electrically connected to the first sub-control board 200 (described later), which includes an effect button 37 that can receive player input to switch between effects that occur during gameplay or to obtain various information related to the gaming machine 10, and cursor buttons 38 (up cursor button 38a, down cursor button 38b, left cursor button 38c, right cursor button 38d, middle cursor button 38e) for instructing up, down, left, and right operations, respectively. These operating sections are equipped with sensors to detect operations, and the connected control board detects the operation of each operating section by changes in the detection state of the sensors. Furthermore, a movable decorative body 22, which is operated by an actuator such as a motor (not shown), is provided on the side of the table section 27. In addition, the movable decorative body 22 has a full-color LED built in, and when the LED lights up, the movable decorative body 22 appears to emit light.

[0022] As shown in Figure 1, a pair of speakers 33 (33a, 33b) are provided on the left and right sides of the upper frame portion 32 of the front frame 20, respectively. The upper frame portion 32 and the left and right side frame portions 34a, 34b of the front frame 20 are formed by light-transmitting covers, and frame lamps 35 (35a, 35b, 35c) are provided inside them, respectively. The speakers 33 and frame lamps 35 can emit sound or light up or turn off in conjunction with effects or error notifications that occur during gameplay.

[0023] The main display unit 81 can display the changing display of the symbol sequence, which is performed in conjunction with the changing display in the first special symbol display device 91 or the second special symbol display device 92, which will be described later, and can also display various other effects. In the display of the pattern sequence (decorative pattern) shown on the main display unit 81, the displayed decorative pattern consists of three pattern sequences. In this embodiment, the direction of the display of each pattern sequence is downward, but this direction is not particularly limited. For example, it may be upward, left or right, in the depth direction, or a combination of these (diagonal direction). Here, the depth direction refers to the virtual direction perceived by the player in a display configuration that uses a method (for example, perspective) that makes it appear as if the pattern sequence is moving from the back to the front or vice versa, even though it is actually a two-dimensional, fluctuating display on the display screen of the main display unit 81. Furthermore, the decorative patterns in this embodiment include "Pattern 1" which resembles the number "1", "Pattern 2" which resembles the number "2", "Pattern 3" which resembles the number "3", "Pattern 4" which resembles the number "4", "Pattern 5" which resembles the number "5", "Pattern 6" which resembles the number "6", "Pattern 7" which resembles the number "7", "Pattern 8" which resembles the number "8", and "Pattern 9" which resembles the number "9", and these patterns are provided in each pattern row.In the following description, "Pattern 1", "Pattern 3", "Pattern 5", "Pattern 7", and "Pattern 9" may be collectively referred to as "odd-number patterns", and "Pattern 2", "Pattern 4", "Pattern 6", and "Pattern 8" may be collectively referred to as "even-number patterns".

[0024] Multiple light-emitting diodes (LEDs) are arranged on the lower right side of the main display unit 81. These LEDs constitute the display area of ​​the pattern display device 90, which displays special patterns and regular patterns. Furthermore, the symbol display device 90 is positioned in a location that is less visible to the player than the main display unit 81, and the display area of ​​the symbol display device 90 is smaller than the display area of ​​the main display unit 81. In this embodiment, the arrangement and number of LEDs in the pattern display device 90 are as shown in Figure 2, but this is just one example, and the arrangement and number of LEDs in the pattern display device 90 are not limited to this example.

[0025] Special symbols are symbols that are displayed when stopped as a result of a symbol change that determines whether or not to activate a special electric mechanism (for example, a special electric mechanism 65). In this embodiment, special symbols include a first special symbol displayed on the first special symbol display device 91 and a second special symbol displayed on the second special symbol display device 92. Special symbols are sometimes abbreviated as "Special Symbol," the first special symbol as "Special Symbol 1," and the second special symbol as "Special Symbol 2."

[0026] A normal symbol is a symbol that is displayed when stopped as a result of a symbol variation that determines whether or not to activate a normal electric mechanism (for example, a normal electric mechanism 61). In this embodiment, the normal symbols are displayed on the normal symbol display device 93. In addition, regular symbols are sometimes abbreviated as "regular symbols," and regular electric mechanisms are sometimes referred to as "electric chute."

[0027] In addition to the display device described above, the symbol display device 90 is also equipped with a first special symbol hold lamp 94, a second special symbol hold lamp 95, and a regular symbol hold lamp 96. The first special symbol hold lamp 94 can identify the number of symbol changes for the held special symbol 1, the second special symbol hold lamp 95 can identify the number of symbol changes for the held special symbol 2, and the normal symbol hold lamp 96 can identify the number of symbol changes for the held normal symbol. In each case, the number of corresponding symbol changes can be identified by the lighting patterns of the two LEDs (in this embodiment, right LED always lit = 1, left and right LEDs always lit = 2, right LED flashing + left LED always lit = 3, left and right LEDs flashing = 4).

[0028] In the following explanation, a symbol variation in which a special symbol is displayed in a variable state on the first special symbol display device 91 or the second special symbol display device 92 and then stopped will be referred to as a "special symbol variation," and in the following explanation, a symbol variation in which a normal symbol is displayed in a variable state on the normal symbol display device 93 and then stopped will be referred to as a "normal symbol variation." Furthermore, in the following explanation, the display of the changing patterns (decorative patterns) shown in the main display unit 81 mentioned above may be referred to as "decorative pattern changes" to distinguish them from "special pattern changes" and "regular pattern changes." In the following explanation, when the term "symbol variation" is used, it refers to the variation of the special symbols unless otherwise specified.

[0029] As shown in Figure 4, numerous obstacles such as game pins (not shown), windmills 52, and decorative members are arranged on the front of the game board 50, thereby defining the game area 50a so that the launched game balls roll along it. Furthermore, curved outer rails 51 and inner rails 53 are positioned on the left and upper sides of the game area 50a to guide the game balls, launched by the rotation of the operating handle 403, to the upper part of the game area 50a. The outer rail 51 is located outside the inner rail 53 with respect to the center of the game area 50a. Here, the windmill 52 is a mechanism for changing the direction of the game ball's fall, and is nail-shaped.

[0030] The gaming machine 10 allows the player to adjust the strength of the ball launch by varying the amount of rotation (e.g., rotation angle) of the operating handle 403. Various obstacles are arranged in the gaming area 50a so that the balls roll along either a first channel X (so-called left-handed play) where balls are launched weaker, or a second channel Y (so-called right-handed play) where balls are launched stronger.

[0031] Figure 4 illustrates the main prize-winning openings, including the Grand Prize Opening 55, the First Starting Opening 57, the Second Starting Opening 59, Gate 63, and the General Prize-Winning Opening 67. However, the prize-winning openings shown are just an example, and their number and arrangement may be changed as appropriate.

[0032] The large prize slot 55 is located in the lower right of the game area 50a. The large prize slot 55 is equipped with a large prize slot sensor 72, and a prize is determined by the detection result of the large prize slot sensor 72, and a number of prize balls (15 in this embodiment) associated with the large prize slot 55 (hereinafter referred to as "safe balls") are awarded. In this embodiment, the obstacles are arranged such that more game balls roll towards the large prize opening 55 when rolling from the second channel Y compared to when rolling from the first channel X.

[0033] A special electric mechanism 65 is installed above the large prize opening 55. The special electric mechanism 65 is a component that can switch between an open state, which makes it easy for balls to enter the large prize opening 55, and a closed state, which makes it difficult for balls to enter. The special electric mechanism solenoid 66 switches between the open state and the closed state. More specifically, the special electric mechanism 65 opens during a portion of a jackpot game initiated when a jackpot is determined by the special symbol win / failure determination described later, or during a portion of a minor win game initiated when a minor win is determined by the special symbol win / failure determination, thereby allowing balls to enter the large prize pocket 55. Thus, when the special electric mechanism 65 is open, it becomes easier for balls to enter the large prize pocket 55, and jackpot games and minor win games in which the opportunity to win prize balls is greatly increased can be said to be advantageous game states. Furthermore, as will be described in detail later, minor win games in this embodiment can generate jackpot games. In a jackpot game, the special electric mechanism 65 is alternately set to an open state and a closed state. One open state (sometimes referred to as a "round game," and the total number of round games that occur in one jackpot may be referred to as the "number of rounds") ends when a predetermined number of game balls (10 in this embodiment) enter the large prize pocket 55, and the special electric mechanism 65 closes. Furthermore, one open state in a jackpot game also ends when a sufficient amount of time (30 seconds in this embodiment) has elapsed for a predetermined number of game balls to enter the large prize pocket 55. On the other hand, in a minor win game, the game ends when the special electric mechanism 65 remains open for 1.8 seconds, or when 10 game balls enter the large prize slot 55. Therefore, in a minor win game, it is less likely for game balls to enter the large prize slot 55 compared to a major win game.

[0034] The first start opening 57 is located in the lower center of the game area 50a. The first start opening 57 is equipped with a first start opening sensor 70, and based on the detection result of the first start opening sensor 70, it is determined that a ball has entered the first start opening 57, and a number of prize balls (4 in this embodiment) associated with the first start opening 57 are awarded. In at least some cases when a ball has entered the first start opening 57, the symbols in Special Figure 1 will change. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the second channel Y, more game balls roll towards the first starting opening 57 when they roll from the first channel X. Obstacles such as game pins are arranged accordingly.

[0035] The second starting port 59 is located in the lower right of the game area 50a. The second starting port 59 is equipped with a second starting port sensor 71, and based on the detection result of the second starting port sensor 71, it is determined that a ball has entered the second starting port 59, and a number of prize balls (4 in this embodiment) associated with the second starting port 59 are awarded. In at least some cases where a win is determined in the second starting gate 59, the symbols in Special Feature 2 will change. In this embodiment, the game area 50a is configured such that, compared to when the game balls roll from the first channel X, more game balls roll towards the second starting opening 59 when they roll from the second channel Y, with obstacles such as game pins arranged accordingly.

[0036] A standard electric mechanism 61 is installed in the flow path connected to the second starting port 59. The standard electric mechanism 61 is a component that can switch between an open state, which facilitates the entry of game balls into the second starting port 59, and a closed state, which makes it difficult for game balls to enter. The standard electric mechanism solenoid 62 switches between the open state and the closed state. More specifically, the standard electric mechanism 61 opens when the result of the standard symbol win / loss determination described later is a standard symbol win (hereinafter sometimes simply referred to as "standard symbol win"), and as a result, entry into the second start opening 59 is permitted. In this way, when the standard electric mechanism 61 is open, entry into the second start opening 59 is possible, which significantly increases the opportunity for the special symbol 2 to change while suppressing the decrease in game balls through prize balls.

[0037] Gate 63 is located in the right-center part of the game area 50a (particularly on the second channel Y). Gate 63 is equipped with a gate sensor 74, and entry into gate 63 is determined by the detection result of the gate sensor 74. In at least some cases when entry into gate 63 is determined, the symbols on the regular display will change.

[0038] The general prize entry opening 67 is located in the lower left of the game area 50a (particularly on the first flow path X). The general prize entry opening 67 is equipped with a general prize entry opening sensor 73, and a prize is awarded to the general prize entry opening 67 based on the detection result of the general prize entry opening sensor 73, with a number of prize balls (4 in this embodiment) associated with the general prize entry opening 67 being awarded.

[0039] The outlet 69 is located at the bottom of the game area 50a. Any game balls that are hit into the game area 50a and do not enter any of the aforementioned prize winning slots fall into the outlet 69. In this embodiment, the system includes a ball sensor 75 for detecting game balls that have entered the prize-winning slots (detected by a ball-winning slot sensor provided in the prize-winning slots) and game balls that have not entered each prize-winning slot (fallen into the out-of-out slot 69).

[0040] In addition to the sensors mentioned above, the game board 50 is also equipped with a magnetic detection sensor for detecting magnetism and a radio wave detection sensor for detecting radio waves (neither of which are shown in the diagram) to prevent fraudulent activities such as receiving prize balls illegally.

[0041] As shown in Figure 5, the back of the game board 50 is fitted with a main control board case 109 housing the main control board 100, a first sub-control board case 209 housing the first sub-control board 200, a second sub-control board case 309 housing the second sub-control board 300, a power supply control board case 509 housing the power supply control board 500, and a frame control board case 409 housing the frame control board 400. In addition to the backs of the first sub-control board case 209 and the second sub-control board case 309, an opening / closing cover 45 is detachably attached to cover a portion of the back of the main control board case 109. In particular, the main control board 100 is equipped with a RAM clear switch 43, as well as a performance display monitor 97 that displays base values ​​and other information, which will be described later. Furthermore, the circuit board cases and covers that enclose each circuit board are made of transparent materials, allowing the corresponding circuit board to be visible through each case and cover. Furthermore, the back of the game board 50 is provided with a mechanism (not shown) that circulates the launched game balls within the game machine, and this mechanism allows game balls that have been treated as out balls to be launched again.

[0042] Up to this point, the structure of the gaming machine 10 in this embodiment has been described, but these are just specific examples, and the present invention can also be implemented with other configurations.

[0043] <Regarding the control configuration of the gaming machine 10> Next, the control configuration of the gaming machine 10 according to this embodiment will be explained using Figure 6. Figure 6 is a block diagram showing the control configuration of the gaming machine 10. Note that the control configuration shown in Figure 6 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have control configurations not shown in Figure 6.

[0044] The main control board 100 includes a CPU 101 that performs various calculations related to the game, a ROM 102 that stores data such as control programs and various lottery tables, a RAM 103 that functions as a work area for temporary storage and buffer memory, an I / O port 104 that inputs and outputs signals to and from peripheral boards and various devices, and a random number circuit 105 that generates random numbers (hardware random numbers) operating on a separate system from the program processing by the CPU 101, and these are all interconnected via an internal bus.

[0045] The CPU 101 reads various control programs stored in the ROM 102 and performs calculations to execute various processes related to the main control of the game. RAM 103 is backed up by a backup power supply generated by the backup power supply circuit 502, which will be described later. Specifically, among the information stored in RAM 103, various information is backed up so that when power is restored after a power outage (when the power is turned on), the gaming machine 10 can be restored to the state it was in immediately before the power outage. For example, in addition to data such as the stack pointer and each register that was held when the power outage occurred, information related to the game, such as the state of the gaming machine 10 at that time (game stopped state or playable state) and the current normal symbol lottery state, is backed up. This information is cleared (initialized) by the RAM clear process. Therefore, after the RAM is cleared, the special symbol variation pattern derivation state PA (normal symbol low probability, described later), which will be described later, will be newly set. Furthermore, when the RAM clear process is executed, the symbol sequence related to decorative symbols will be displayed in a state where the initial symbol combination is stopped, and the initial symbol combination will also be displayed in a state where the RAM clear process is not executed when the power is turned on and the symbol variation was not being executed at the time of the previous power outage. Furthermore, this initial symbol combination is only displayed when the power is turned on, and is not displayed when the symbols change.

[0046] In this embodiment, at least the area where information related to such games is stored (sometimes referred to as the game-related area of ​​RAM 103) is backed up, as well as the area where the checksum complement and backup flag related to the game-related area of ​​RAM 103 are stored (sometimes referred to as the backup information area related to games of RAM 103). When power is restored, the gaming machine 10 recovers using the various information stored in the backed-up game-related area of ​​RAM 103 and the backup information area related to games of RAM 103. Furthermore, there are no limitations on the specific backup method in this embodiment. For example, the area of ​​RAM 103 to be backed up may be implemented in a configuration that can retain data non-volatilely even when the power is off. As another example, different hardware may be provided for the first memory, which is configured to retain data non-volatilely even when the power is off, and the second memory, which is referenced when the gaming machine 10 is operating. In that case, the gaming machine 10 can save the information to be backed up from the second memory to the first memory when the power is off, and recover the saved information from the first memory to the second memory when the power is restored.

[0047] Furthermore, the main control board 100 is electrically connected to the first start gate sensor 70, the second start gate sensor 71, the big prize gate sensor 72, the general prize gate sensor 73, the gate sensor 74, the out ball sensor 75, the middle frame door open sensor 76, the front frame door open sensor 77, etc., and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104. Although not shown in the figures, the main control board 100 is also electrically connected to a magnetic detection sensor and a radio wave detection sensor (both not shown), and is configured to allow detection signals from these sensors to be input to the CPU 101 via the I / O port 104.

[0048] Furthermore, the main control board 100 is electrically connected to the first special symbol display device 91, the second special symbol display device 92, the normal symbol display device 93, the first special symbol hold lamp 94, the second special symbol hold lamp 95, the normal symbol hold lamp 96, the normal electric mechanism solenoid 62, the special electric mechanism solenoid 66, and the performance display monitor 97, and is configured to be controllable via the I / O port 104. Similarly, the main control board 100 is electrically connected to the RAM clear switch 43 and is configured to detect operations on the RAM clear switch 43.

[0049] The main control board 100 and the first sub-control board 200 are connected by eight parallel signal lines and one strobe line, and are connected in a single direction only, from the main control board 100 to the first sub-control board 200, allowing various performance control commands to be transmitted from the main control board 100 to the first sub-control board 200. Furthermore, the first sub-control board 200 cannot transmit data to the main control board 100, and the first sub-control board 200 is configured not to be able to request data transmission from the main control board 100. Furthermore, in this embodiment, a parallel transmission method is used for data transmission from the main control board 100 to the first sub-control board 200, but a serial transmission method may also be used.

[0050] Furthermore, the main control board 100 and the frame control board 400 are configured to communicate with each other. When a prize is awarded in a prize slot, a prize ball command containing information that identifies the number of prize balls corresponding to the prize slot in which the prize was awarded is transmitted from the main control board 100 to the frame control board 400. Also, when the game stops, as described later, a game stop command that identifies this fact is transmitted to the frame control board 400.

[0051] The first sub-control board 200 includes a CPU 201 that performs various calculations related to game effects based on effect control commands from the main control board 100, a ROM 202 that stores data such as effect control programs and various lottery tables, a RAM 203 that functions as a work area and buffer memory for temporary storage, and I / O ports 204 that input and output signals to and from peripheral boards and various devices. These are interconnected via an internal bus, and the CPU 201 is configured to execute major controls related to game effects according to the control program stored in the ROM 202. The first sub-control board 200 is electrically connected to the performance button 37 and the cursor button 38, and is configured to detect the operation of the said control unit.

[0052] Furthermore, the first sub-control board 200 generates image control commands that instruct the second sub-control board 300 to display images, audio control commands that instruct the second sub-control board 300 to output audio, lamp control data for controlling the lighting of various lamps such as the frame lamp 35 and the movable decorative body 22, and movement control data for controlling the movement of the movable decorative body 22, etc., in performance control processing based on performance control commands from the main control board 100. Here, the first sub-control board 200 is connected to the second sub-control board 300 so as to enable bidirectional communication. Each control command (image control command, voice control command) is transmitted from the first sub-control board 200 to the second sub-control board 300, while in response, an acknowledgment command (ACK command) indicating that the control command has been successfully received is transmitted from the second sub-control board 300 to the first sub-control board 200.

[0053] Furthermore, the first sub-control board 200 is electrically connected to the frame lamp 35 and the movable decorative body 22, and transmits lamp control data via the I / O port 204. The frame lamp 35 and the movable decorative body 22 are configured to be controlled by the lamp control data transmitted from the first sub-control board 200. Furthermore, the first sub-control board 200 is electrically connected to the movable decorative body 22 and transmits movement control data via the I / O port 204. The movable decorative body 22 is configured so that its movement is controlled by the movement control data transmitted from the first sub-control board 200.

[0054] The second sub-control board 300, although not shown in the figures, includes a CPU that performs various calculations related to image rendering based on image control commands from the first sub-control board 200, a ROM that stores image control programs and various data, a RAM that functions as a work area and buffer memory for temporary storage, and I / O ports that input and output signals to and from peripheral boards and various devices. The CPU is configured to execute the main controls related to image rendering according to the control program stored in the ROM (all not shown in the figures). Furthermore, the second sub-control board 300 is equipped with a VDP that generates image data in accordance with the content of the performance determined by the performance content determination means 225 (described later) based on control signals received from the CPU, and a sound source IC that generates sound data in accordance with the content of the performance based on control signals received from the CPU. The VDP is a so-called image processor that reads image data stored in the image ROM in response to instructions from the CPU, processes it, and transmits the generated image data to the main display unit 81, etc. In addition, a high-speed VRAM used for unpacking and processing the image data read from the image ROM is connected to this VDP.

[0055] Furthermore, the second sub-control board 300 includes a CPU that performs various calculations related to sound production based on voice control commands from the first sub-control board 200, a ROM that stores voice control programs and voice data, a RAM that functions as a work area and buffer memory for temporary storage, and I / O ports that input and output signals to and from peripheral boards and various devices (all not shown). The CPU is configured to execute the main controls related to sound production according to the control program stored in the ROM. Therefore, the second sub-control board 300 can read the voice data stored in the ROM in response to voice control commands received from the first sub-control board 200, synthesize the read voice data, transmit the final synthesized voice data to the speaker 33 via an amplifier, and output sound to the speaker 33.

[0056] The frame control board 400 is configured to communicate bidirectionally with the main control board 100 and is electrically connected to the game ball count display device 401, the settlement button 402, and the operating handle 403. Based on the amount of operation of the operating handle 403, it synchronously drives the ball feeding mechanism and the launching mechanism to control the launch of game balls and manages the number of game media (game balls) stored in the game machine (hereinafter referred to as "stored number"). Specifically, when a game ball is launched by operating the launch handle, the number of stored balls is decreased by 1, and when a prize ball command is received from the main control board 100, the number of prize balls specified by the prize ball command is added to the number of stored balls. Furthermore, the frame control board 400 controls the game ball display device 401 to display the current number of stored balls. This allows the player to understand the current number of stored balls through the value displayed on the game ball display device 401. The frame control board 400 stores the number of stored items using a 2-byte memory area, but in this embodiment, the upper limit of the number of stored items is set to 50,000 (a number less than the upper limit of the numerical range of 0 to 65,535 that can be stored in 2 bytes).

[0057] Furthermore, each time an operation is performed on the settlement button 402, the frame control board 400 transfers 100 (or all of the stored game tokens if the stored number is less than 100) of game tokens from the frame control board 400 to a card unit located outside the game machine 10. On the other hand, when game tokens are transferred from the card unit, the number of game tokens transferred is added to the stored number. Here, the card unit is installed on the outside of the gaming machine (on the gaming island) and is configured to allow the insertion and removal of cards such as prepaid cards. It is configured to allow the transfer of game balls and units (values ​​assigned by inserting banknotes, which are converted into game media when transferred to the frame control board 400) recorded on the card to the frame control board 400. When game media is transferred from the frame control board 400, the transferred game media is stored in the card inserted into the card unit.

[0058] The power control board 500 consists of a normal power supply circuit 501 that generates a normal power supply to the control board and other electronic and electrical components based on the primary power supply from the power supply equipment of the gaming island, a backup power supply circuit 502 that generates a backup power supply, and a power interruption detection circuit 503 that detects a power interruption (when the voltage supplied by the normal power supply drops to a predetermined voltage). Furthermore, a power switch 40 is connected to the power control board 500. Assuming that primary power is supplied from the power supply equipment of the gaming island, when the power switch 40 is turned ON, normal power is generated by the normal power circuit 501 of the power control board 500, and power is supplied to the electronic and electrical components, including the control boards mentioned above (main control board 100, first sub-control board 200, second sub-control board 300, and frame control board 400). Furthermore, when a power outage is detected by the power outage detection circuit 503, the power control board 500 transmits a power outage signal (NMI signal) to the main control board 100, the first sub-control board 200, and the frame control board 400, respectively. Furthermore, the backup power supply circuit 502 is for supplying backup power when the normal power supply from the normal power supply circuit 501 is not supplied.

[0059] <Regarding the functional configuration of the gaming machine 10> Next, the functional configuration of the gaming machine 10 according to this embodiment will be explained using Figure 7. Figure 7 is a block diagram showing the functional configuration of the gaming machine 10. Note that the functional configuration shown in Figure 7 is necessary for explaining the gaming machine 10 of this embodiment, and the gaming machine 10 may also have functional configurations not shown in Figure 7. Furthermore, when explaining the functional configuration, Figures 8 to 12 will be referred to as needed.

[0060] As shown in Figure 7, the main control board 100 includes a ball entry determination means 110, a main random number generation means 115, a main hold control means 120, a pre-determination means 125, a special symbol lottery means 130, a regular symbol lottery means 135, a jackpot game control means 140, a symbol display control means 145, an electric mechanism control means 150, a game state control means 155, a main information storage means 160, a main error control means 165, a main command management means 170, a power restoration processing execution means 175, a power interruption processing execution means 180, and a complete function control means 190. These means functionally represent what is realized by each control configuration on the main control board 100 as explained with reference to Figure 6. Furthermore, among these means, the processes executed by the ball entry determination means 110, the main hold control means 120, the pre-determination means 125, the special symbol lottery means 130, the regular symbol lottery means 135, the jackpot game control means 140, the symbol display control means 145, the electric mechanism control means 150, the game state control means 155, the main information storage means 160, and the main command management means 170 correspond to the game progress processing described later.

[0061] First, the main information storage means 160 is a means for temporarily storing data read by means of the main control board 100, and data derived by calculations performed by said means, in corresponding storage areas. In particular, commands stored in the transmission command storage area of ​​the main information storage means 160 (prize ball commands and various performance control commands described later) are transmitted to the frame control board 400 and the first sub-control board 200 by the command transmission means after being stored.

[0062] The ball entry determination means 110 determines whether a ball has entered each prize slot based on the detection results of sensors installed at each prize slot. Furthermore, when the ball entry determination means 110 determines that a game ball has entered a prize slot, such as the large prize slot sensor 72, it generates a performance control command (prize entry command) that includes the prize ball command and information that can identify the type of sensor involved in the prize entry, and stores the command in the transmission command storage area of ​​the main information storage means 160. As a result, the prize ball command is transmitted to the frame control board 400 and the prize entry command is transmitted to the first sub-control board 200.

[0063] The main random number generation means 115 is capable of generating multiple types of random numbers with different update ranges using the random number circuit 105, and when it is determined that a prize has been won in a prize slot, it retrieves (latches) one or more random numbers corresponding to that prize slot from the random number circuit 105. More specifically, if the main random number generation means 115 determines that a prize has been won in the first starting gate 57 or the second starting gate 59, it acquires random numbers for determining whether a special symbol is successful, random numbers for drawing special symbol stop symbols, and random numbers for drawing special symbol variation patterns, as described later. If a prize has been won in the gate 63, it stores the random numbers for determining whether a regular symbol is successful, random numbers for drawing regular symbol stop symbols, and random numbers for drawing regular symbol variation patterns, as described later, in the corresponding storage area of ​​the main information storage means 160. Furthermore, the random number circuit 105 monitors whether the multiple types of random numbers it updates are being updated correctly. If an update error occurs where the random numbers are not updated correctly, information indicating that the error has occurred is written to a specific memory area of ​​the random number circuit 105. Therefore, the CPU 101 is able to detect that an update error has occurred in the random number circuit 105.

[0064] The main hold control means 120 controls the hold of symbol changes for special symbols and symbol changes for regular symbols. For special symbol 1, random numbers for determining whether the special symbol is successful, random numbers for drawing special symbol stop symbols, and random numbers for drawing special symbol change patterns, which are acquired when a ball enters the first start opening 57, are held (stored) as operation hold information for special symbol 1. More specifically, the main hold control means 120 includes a hold counter (hereinafter referred to as the "Figure 1 hold counter") which is incremented by 1 each time the operation hold information of Figure 1 is held, and decremented by 1 each time the operation hold information of Figure 1 is used (used in the lottery of the Figure 1 lottery means 130). The main information storage means 160 stores the operation hold information in the storage area corresponding to the current Figure 1 hold counter until the value of the Figure 1 hold counter reaches its upper limit (4 in this embodiment). Each time the operation hold information is used, the main information storage means 160 clears the used operation hold information and controls the remaining operation hold information to be moved (shifted) from the current storage area to the storage area corresponding to a Figure 1 hold counter that is 1 less than the current Figure 1 hold counter, in order from the smallest Figure 1 hold counter. Furthermore, the main hold control means 120 also performs the same control as described above for Figure 2 and the general figure, separately from Figure 1. The hold counter in Figure 2 is referred to as the Figure 2 hold counter, and the upper limit of the value of the Figure 2 hold counter in this embodiment is 4. Furthermore, in the following explanation, "holding of operation hold information" may be expressed as "holding of symbol change," or simply as "hold." Furthermore, when the main hold control means 120 updates (adds or subtracts) the operation hold information (hold counter) of Figure 1 or Figure 2, it generates a performance control command (hold command) that includes the Figure 1 hold counter and the Figure 2 hold counter, and stores the command in the transmission command storage area of ​​the main information storage means 160. In this embodiment, if both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held, a priority variation is performed in which the operation hold information corresponding to Figure 2 is used preferentially. However, instead of this priority variation, a prize-winning order variation may be adopted in which the operation hold information is used in the order in which it was held, regardless of whether it corresponds to Figure 1 or Figure 2, or a simultaneous variation may be adopted in which the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are used simultaneously when both the operation hold information corresponding to Figure 1 and the operation hold information corresponding to Figure 2 are held.

[0065] The pre-determination means 125 performs a pre-determination for a pre-reading effect targeting the reserved operation information of the special feature when the reserved operation information of the special feature is reserved at a predetermined pre-determination timing, at least in some cases. More specifically, the pre-determination means 125 reads out each random number of the currently held operation hold information and performs pre-determinations for the special symbol win / failure determination, special symbol stop symbol lottery, and special symbol variation pattern lottery, which will be described later. In each pre-determination, the same or equivalent lottery table (not shown) as the lottery table used for the lottery corresponding to each pre-determination is used. Therefore, the results of these pre-determinations will be the same as the results of the lottery executed later. Furthermore, the pre-determination means 125 generates a performance control command (pre-determination command) that includes the derived pre-determination result, and stores the command in the transmission command storage area of ​​the main information storage means 160. The pre-determination command is transmitted (generated and stored in the transmission command storage area of ​​the main information storage means 160) at least part of the predetermined pre-determination timing, and is therefore transmitted following the hold command described above. Here, the predetermined pre-determination timing is, for example, the timing when the operation hold information for the special figure is held. In this embodiment, if the operation hold information for special figure 1 is held during the normal figure high probability period described later, the pre-determination is restricted, and therefore the transmission of the pre-determination command corresponding to that pre-determination is also restricted. On the other hand, if the operation hold information for special figure 2 is held during the normal figure low probability period described later, the pre-determination may or may not be restricted.

[0066] The special symbol lottery means 130 comprises a special symbol win / failure determination means 131, a special symbol stop symbol lottery means 132, and a special symbol variation pattern derivation means 133, and executes processing by each means in the order of special symbol win / failure determination means 131, special symbol stop symbol lottery means 132, and special symbol variation pattern derivation means 133. When the conditions for starting the variation of the special symbol are met, the special symbol lottery means 130 reads the earliest operation hold information from the operation hold information held in the main information storage means 160. Furthermore, "the conditions for the start of the special symbol variation are met" means, as an example, that the player is not in a jackpot game, neither Special Symbol 1 nor Special Symbol 2 is currently performing a symbol variation (including the period during which the symbol variation related to Special Symbol 1 or Special Symbol 2 is stopped), and that there is operation hold information for at least one of Special Symbol 1 or Special Symbol 2.

[0067] Figures 8 to 11 schematically show the lottery table used in the main control board 100, and will be referred to as necessary in the following explanation. In addition to these lottery tables, in lotteries using lottery tables, the lottery values ​​stored in the lottery table are sequentially added to the read random number in a predetermined order (if there is only one lottery value, the addition is performed once), and the result corresponding to the lottery value that resulted in a carry (overflow) is derived as the result of the lottery. Similarly, in the explanation of lottery tables, names are given to the lottery tables for the sake of explanation, but it is sufficient that the data such as lottery values ​​included in the lottery table corresponding to the name is stored in an identifiable manner in each ROM, and these names do not specify the area in which the data is stored. In the illustrated lottery tables, if there are items listed for the sake of explanation, or if "-" or "0" are listed as lottery values, these do not necessarily represent data stored in each ROM. Furthermore, it is not possible to win a result where "-" or "0" is listed as the lottery value. Moreover, if the same lottery value as the random number range used for the lottery (the number of random numbers that can be obtained within that range) is listed in the lottery table, that result will be derived 100% of the time, so it is not necessarily necessary to perform a lottery. Furthermore, if the sum of the random values ​​used in a single draw matches the range of random numbers used in the draw, a carry will always occur in the final addition of the random values, so that addition does not need to be performed, and in that case, the random values ​​used in that addition themselves become unnecessary.

[0068] The special symbol win / loss determination means 131 reads out a random number for special symbol win / loss determination for each symbol change, and performs special symbol win / loss determination by drawing lots using the read random number and a lottery table for special symbol win / loss determination to determine whether it will be a big win, a small win, or a loss. Figure 8(a) schematically shows the lottery table for determining whether a special symbol wins or losses. This lottery table differs between Special Symbol 1 and Special Symbol 2, and the range of random numbers used in these determinations is 0 to 65535. Therefore, in the special symbol win / loss determination for Special Symbol 1, a big win is determined with a probability of 205 / 65536 (approximately 1 / 320), and any other result is a loss, with no small wins. On the other hand, in the special symbol win / loss determination for Special Symbol 2, a big win is determined with a probability of 205 / 65536 (approximately 1 / 320), a small win is determined with a probability of 1820 / 65536 (approximately 1 / 36.0), and any other result is a loss. In this embodiment, as will be described later, a big win can occur via a minor win, so the probability of a big win being determined in the special symbol win / failure determination is set to the above-mentioned probability 1.

[0069] The special symbol stop symbol lottery means 132, when the result of the special symbol win / loss determination is a big win or a small win, determines the special symbol stop symbol by lottery using a random number for special symbol stop symbol lottery (in this embodiment, in the range of 0 to 999) and a lottery table for special symbol stop symbol lottery. Specifically, as shown in Figure 8(b), a schematic diagram illustrating the lottery table for determining the stopping symbols used when a jackpot is determined in the special symbol win / loss determination for special symbol 1, when a jackpot is determined in the special symbol win / loss determination for special symbol 1, symbol A is determined with a probability of 100 / 1000 (1 / 10), and symbols B to E are determined with a probability of 225 / 1000 (approximately 1 / 4.44) each. In this case, regardless of which of symbols A through E is determined, after the jackpot game corresponding to these stopped symbols ends, the game enters the normal symbol high probability state described later. The number of symbol changes during which the normal symbol high probability state continues (hereinafter referred to as the "prescribed number of times for normal symbol high probability state") is 80 times if symbol A is determined after the jackpot game ends, 15 times if symbol B is determined after the jackpot game ends, 20 times if symbol C is determined after the jackpot game ends, 30 times if symbol D is determined after the jackpot game ends, and 35 times if symbol E is determined after the jackpot game ends. Furthermore, the number of rounds for the jackpot game corresponding to symbol A is 10, while the number of rounds for the jackpot games corresponding to symbols B through E is 4. Therefore, symbol A is more advantageous than any of symbols B through E in terms of both the number of rounds and the prescribed number of times for normal symbol high probability state. Furthermore, in the following explanation, a jackpot game that occurs when symbol A is determined may be referred to as a "jackpot game related to symbol A," and the same applies to jackpot games that occur when symbols B through E are determined.

[0070] As shown in Figure 8(c), a schematic diagram of the lottery table used for determining the stopping symbols when a minor win is determined in the special symbol win / loss determination related to special symbol 2, when a minor win is determined in the special symbol win / loss determination related to special symbol 2, symbol a is determined as the stopping symbol with a probability of 700 / 1000 (approximately 1 / 1.43) and symbol b is determined with a probability of 300 / 1000 (approximately 1 / 3.33). Here, symbol a is a stopping symbol in which the number of rounds of the big win game that occurs in the small win game related to that symbol is 10, and after the big win game ends, it becomes a normal symbol high probability state, and the prescribed number of times for this normal symbol high probability state is 80. On the other hand, symbol b is a stopping symbol in which the number of rounds of the big win game that occurs in the small win game related to that stopping symbol is 4, and after the big win game ends, it becomes a normal symbol high probability state, and the prescribed number of times for this normal symbol high probability state is 80. Therefore, it can be said that symbol a is more advantageous than symbol b in terms of the number of rounds. Furthermore, when a jackpot occurs during a minor win, the number of rounds in that jackpot is calculated by treating the minor win as one round. In addition, in the following explanation, a jackpot occurring during a minor win related to symbol a will be referred to as a "jackpot related to symbol a," and a jackpot occurring during a minor win related to symbol b will be referred to as a "jackpot related to symbol b."

[0071] As shown in Figure 8(d), which schematically illustrates the lottery table for determining the stopping symbols used when a jackpot is determined in the special symbol win / loss determination related to special symbol 2, when a jackpot is determined in the special symbol win / loss determination related to special symbol 2, symbol c is determined as the stopping symbol with a probability of 1000 / 1000 (1 / 1). In particular, symbol c is a stopping symbol for which the number of rounds in the jackpot game corresponding to the stopping symbol is 10, and which becomes a normal symbol high probability after the end of the jackpot game, and the prescribed number of times for this normal symbol high probability is 80.

[0072] Furthermore, the special symbol stop symbol lottery means 132 determines symbol F as the stop symbol if the result of the special symbol win / loss determination for special symbol 1 is a loss, and determines symbol d as the stop symbol if the result of the special symbol win / loss determination for special symbol 2 is a loss.

[0073] Thus, in the embodiment described above, jackpot games that occur during the symbol variation related to Special Feature 2 tend to be more advantageous than jackpot games that occur during the symbol variation related to Special Feature 1. Therefore, the enjoyment of the game can be further enhanced by transitioning from one Special Feature Variation Pattern Derivation State PA to another Special Feature Variation Pattern Derivation State, as described later.

[0074] The special symbol variation pattern derivation means 133 includes multiple types of special symbol variation pattern lottery tables that are referenced when determining the special symbol variation pattern. Based on the current special symbol variation pattern derivation state and the result of the special symbol win / failure determination, it selects one special symbol variation pattern lottery table to determine the special symbol variation pattern for the current time. Using the selected special symbol variation pattern lottery table and random numbers for special symbol variation pattern lottery, it determines one special symbol variation pattern, and determines the variation time based on the determined special symbol variation pattern. Here, variation time refers to the time from when the variation of the symbols related to the special symbol (special symbol 1 or special symbol 2) begins until the variation of the symbols ends. Details of the transition conditions will be described later, but in this embodiment, there are three special symbol variation pattern derivation states: special symbol variation pattern derivation state PA, special symbol variation pattern derivation state PB, and special symbol variation pattern derivation state PC. The method for determining the special symbol variation pattern described above is used for the symbol variation of special symbol 1 in special symbol variation pattern derivation state PA, and for the symbol variation of special symbol 2 in special symbol variation pattern derivation state PB and special symbol variation pattern derivation state PC. In each special symbol variation pattern derivation state, for the symbol variation of the other special symbol, one predetermined special symbol variation pattern is determined according to the result of the special symbol win / loss judgment.

[0075] Figure 9(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 1 when special symbol variation pattern derivation state PA is activated, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 9(a), in the symbol variation related to Special Feature 1 when the Special Feature variation pattern derivation state PA is reached, the Special Feature variation patterns HNP to Special Feature variation patterns ASP-C can be determined. Specifically, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA, there is a 900 / 1000 (approximately 1 / 1.11) probability of special symbol variation pattern HNP, a 52 / 1000 (approximately 1 / 19.2) probability of special symbol variation pattern HRP, a 13 / 1000 (approximately 1 / 76.9) probability of special symbol variation pattern HSP1-A, and an 11 / 1000 (approximately 1 / 90.9) probability of special symbol variation pattern HS For P1-B, there is a 9 / 1000 (approximately 1 / 111) probability that special symbol variation pattern HSP2-A will be determined, a 7 / 1000 (approximately 1 / 143) probability that special symbol variation pattern HSP2-B will be determined, a 5 / 1000 (1 / 200) probability that special symbol variation pattern HSP3-A will be determined, and a 3 / 1000 (approximately 1 / 333) probability that special symbol variation pattern HSP3-B will be determined. In these cases, special symbol variation patterns ASP1-A to ASP-C will not be determined. Further details will be described later using Figure 9(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 1 reserve counter at the start of the current symbol variation. On the other hand, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a jackpot, then there is a probability of 90 / 1000 (approximately 1 / 11.1) that it will be special symbol variation pattern ASP1-A, a probability of 110 / 1000 (approximately 1 / approximately 9.09) that it will be special symbol variation pattern ASP1-B, a probability of 135 / 1000 (approximately 1 / 7.41) that it will be special symbol variation pattern ASP2-A, and a probability of 165 / 1000 (approximately 1 / approximately 6 There is a probability of 0.06) that special pattern variation ASP2-B will be determined, a probability of 180 / 1000 (approximately 1 / 5.56) that special pattern variation ASP3-A will be determined, a probability of 220 / 1000 (approximately 1 / 4.56) that special pattern variation ASP3-B will be determined, and a probability of 100 / 1000 (1 / 10) that special pattern variation pattern ASP-C will be determined. In these cases, special pattern variation patterns HNP to HSP3-B will not be determined. Thus, in this embodiment, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a loss, one of the special symbol variation patterns HRP to HSP3-B is determined at a rate of 100 / 1000 (1 / 10), and special symbol variation pattern HNP is determined at a rate of 900 / 1000 (approximately 1 / 1.11). Furthermore, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA is a jackpot, one of the special symbol variation patterns ASP1-A to ASP-C is determined at a rate of 1000 / 1000 (1 / 1). In the description of the special symbol variation patterns of this embodiment, when two special symbol variation patterns are described separated by a "~", the description of the special symbol variation pattern that lies between the special symbol variation pattern described earlier and the special symbol variation pattern described later is omitted, in accordance with the order described in the drawing relating to the special symbol variation pattern lottery table for each special symbol variation pattern derivation state. Furthermore, in the description of the special symbol variation patterns of this embodiment, if the names of the special symbol variation patterns are different, regardless of whether the corresponding variation time is described or not, it means that different special symbol variation patterns are different.

[0076] Figure 9(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 9(a)) is 0 to 999. As shown in Figure 9(b), the special symbol variation patterns HNP that can be determined in the symbol variation related to special symbol 1 when the special symbol variation pattern derivation state PA include special symbol variation pattern HNP-A with a variation time of 3200 ms (milliseconds), special symbol variation pattern HNP-B with a variation time of 5600 ms, special symbol variation pattern HNP-C with a variation time of 8000 ms, and special symbol variation pattern HNP-D with a variation time of 11200 ms, with the variation time increasing in this order. Specifically, if the Special Symbol 1 Reserve Counter = 3 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 1000 / 1000 (1 / 1). Similarly, if the Special Symbol 1 Reserve Counter = 2 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 150 / 1000 (approximately 1 / 6.67), and Special Symbol Change Pattern HNP-B is determined with a probability of 850 / 1000 (approximately 1 / 1.18). If the Special Symbol 1 Reserve Counter = 1 at the start of the symbol change, Special Symbol Change Pattern HNP-A is determined with a probability of 50 / 1000 (1 / 20), and Special Symbol Change Pattern HNP-B is determined with a probability of 150 / 1000 (approximately 1 / 6.67). The special symbol variation pattern HNP-B is determined by probability, and the special symbol variation pattern HNP-C is determined by a probability of 800 / 1000 (1 / 1.25). If the special symbol 1 reserve counter = 0 at the start of the current symbol variation, then the special symbol variation pattern HNP-B is determined by a probability of 50 / 1000 (1 / 20), the special symbol variation pattern HNP-C is determined by a probability of 100 / 1000 (1 / 10), and the special symbol variation pattern HNP-D is determined by a probability of 850 / 1000 (approximately 1 / 1.18). Thus, when the special symbol variation pattern HNP is determined in the special symbol variation pattern derivation state PA, the special symbol variation pattern (variation time) that is likely to be determined differs depending on the value of the special symbol 1 reserve counter at the start of the current symbol variation. More specifically, the smaller the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a longer symbol variation is to be determined (the larger the value of the special symbol 1 reserve counter at the start of the current symbol variation, the more likely a shorter variation time is to be determined). Furthermore, such special feature variation patterns HNP (hereinafter sometimes referred to as "basic special feature variation patterns") also exist in special feature variation pattern derivation states PB and PC. In these special feature variation pattern derivation states, the referenced hold counter differs from that in special feature variation pattern derivation state PA, and in both cases, the value of the special feature 2 hold counter is referenced.

[0077] Figure 10(a) schematically shows the special symbol variation pattern lottery table used for symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is reached, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 10(a), in the symbol variation related to Special Feature 2 when the Special Feature variation pattern derivation state PB is reached, the Special Feature variation patterns HNP to Special Feature variation patterns ASP-F can be determined. Specifically, in the special symbol variation pattern derivation state PB, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 2, there is a 960 / 1000 (approximately 1 / 1.04) probability that special symbol variation pattern HNP will be determined, a 20 / 1000 (1 / 50) probability that special symbol variation pattern HSP-D will be determined, a 15 / 1000 (approximately 1 / 66.7) probability that special symbol variation pattern HSP-E will be determined, and a 5 / 1000 (1 / 200) probability that special symbol variation pattern HSP-F will be determined. In this case, special symbol variation patterns ASP-D to ASP-F will not be determined. Further details will be described later using Figure 10(b), but if special symbol variation pattern HNP is determined, the special symbol variation pattern is further identified using the value of the special symbol 2 reserve counter at the start of the current symbol variation. This method of determining the special symbol variation pattern using the special symbol 2 reserve counter is the same in the special symbol variation pattern derivation state PC, which will be described later. On the other hand, when the special symbol variation pattern derivation state PB is reached, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 2 is a big win or a small win, special symbol variation pattern ASP-D is determined with a probability of 500 / 1000 (1 / 2), special symbol variation pattern ASP-E with a probability of 350 / 1000 (approximately 1 / 2.86), and special symbol variation pattern ASP-F with a probability of 150 / 1000 (approximately 1 / 6.67). In this case, special symbol variation patterns HNP to HSP-F will not be determined. Thus, in this embodiment, when the symbol variation related to Special Feature 2 in Special Feature PB is in a state of Special Feature Variation Pattern Derivation, if the result of the Special Feature hit / miss judgment is a miss, one of Special Feature Variation Patterns HSP-D to HSP-F is determined at a rate of 40 / 1000 (1 / 25), and Special Feature Variation Pattern HNP is determined at a rate of 960 / 1000 (approximately 1 / 1.04). Furthermore, when the symbol variation related to Special Feature 2 in the state of Special Feature Variation Pattern Derivation PB is in a state of Special Feature Hit / miss judgment, one of Special Feature Variation Patterns ASP-D to ASP-F is determined at a rate of 1000 / 1000 (1 / 1). In the special symbol variation pattern derivation state PB, the special symbol variation pattern is determined in principle by the ratio explained using Figure 10(a). However, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 2 on the first rotation of the special symbol variation pattern derivation state PB is a loss, a special symbol variation pattern for a predetermined time (150,000 ms in this embodiment) is determined.

[0078] Figure 10(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PB is active. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 10(a)) is 0 to 999. As shown in Figure 10(b), the special symbol variation pattern HNP that can be determined in the symbol variation related to special symbol 2 in the special symbol variation pattern derivation state PB includes special symbol variation pattern HNP-E with a variation time of 1000ms and special symbol variation pattern HNP-F with a variation time of 15000ms. Specifically, if the Special Symbol 2 Reserve Counter = 3 at the start of the symbol variation, if the Special Symbol 2 Reserve Counter = 2 at the start of the symbol variation, or if the Special Symbol 2 Reserve Counter = 1 at the start of the symbol variation, then the Special Symbol variation pattern HNP-E is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol variation pattern HNP-F will not be determined. On the other hand, if the Special Symbol 2 Reserve Counter = 0 at the start of the symbol variation, then the Special Symbol variation pattern HNP-F is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol variation pattern HNP-E will not be determined. Furthermore, special symbol variation patterns HNP-E and HNP-F are different from both the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 in the special symbol variation pattern derivation state PA described above, and the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to the special symbol variation pattern derivation state PC described later.

[0079] Figure 11(a) schematically shows the special symbol variation pattern lottery table used for symbol variations related to special symbol 2 when the special symbol variation pattern derivation state PC is active, and the range of random numbers used in this lottery is 0 to 999. As shown in Figure 11(a), in the symbol variation related to Special Feature 2 when the Special Feature Variation Pattern Derivation State PC is active, Special Feature Variation Patterns HNP to Special Feature Variation Patterns ASP-I can be determined. Specifically, in the special symbol variation pattern derivation state PC, if the result of the special symbol win / loss judgment is a loss during the symbol variation related to special symbol 2, there is a 950 / 1000 (approximately 1 / 1.05) probability that special symbol variation pattern HNP will be determined, a 25 / 1000 (1 / 40) probability that special symbol variation pattern HSP-G will be determined, a 15 / 1000 (approximately 1 / 66.7) probability that special symbol variation pattern HSP-H will be determined, and a 10 / 1000 (1 / 100) probability that special symbol variation pattern HSP-I will be determined. In this case, special symbol variation patterns ASP-G to ASP-I will not be determined. On the other hand, when the special symbol variation pattern derivation state PC is active, if the result of the special symbol win / loss judgment in the symbol variation related to special symbol 2 is a big win or a small win, then regardless of the number of spins in the special symbol variation pattern derivation state PC, special symbol variation pattern ASP-G is determined with a probability of 500 / 1000 (1 / 2), special symbol variation pattern ASP-H with a probability of 350 / 1000 (approximately 1 / 2.86), and special symbol variation pattern ASP-I with a probability of 150 / 1000 (approximately 1 / 6.67). In this case, special symbol variation patterns HNP to HSP-I will not be determined.

[0080] Figure 11(b) schematically shows the special symbol variation pattern lottery table used when the special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 during the special symbol variation pattern derivation state PC. The range of the random numbers used in this lottery (which are different from the random numbers used in the lottery related to the special symbol variation pattern lottery table shown in Figure 11(a)) is 0 to 999. As shown in Figure 11(b), the special symbol variation patterns HNP that can be determined in the symbol variation related to special symbol 2 when the special symbol variation pattern derivation state PC are special symbol variation patterns HNP-G with a variation time of 800ms and special symbol variation patterns HNP-H with a variation time of 10000ms. Specifically, if the Special Symbol 2 Reserve Counter = 3 at the start of the symbol variation, if the Special Symbol 2 Reserve Counter = 2 at the start of the symbol variation, or if the Special Symbol 2 Reserve Counter = 1 at the start of the symbol variation, then the Special Symbol Variation Pattern HNP-G is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol Variation Pattern HNP-H will not be determined. On the other hand, if the Special Symbol 2 Reserve Counter = 0 at the start of the symbol variation, then the Special Symbol Variation Pattern HNP-H is determined with a probability of 1000 / 1000 (1 / 1), and in these cases, the Special Symbol Variation Pattern HNP-G will not be determined. Furthermore, special symbol variation patterns HNP-G and HNP-H are different from both the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 1 during the special symbol variation pattern derivation state PA described above, and the special symbol variation patterns that can be determined when special symbol variation pattern HNP is determined in the symbol variation related to special symbol 2 during the special symbol variation pattern derivation state PB described above.

[0081] Furthermore, the special symbol variation pattern derivation means 133 generates a performance control command (variation start command) that includes the determined stopping symbol of the special symbol and the determined special symbol variation pattern, based on the result of the special symbol win / loss determination, at the start of the symbol variation, and stores the command in the transmission command storage area of ​​the main information storage means 160.

[0082] The regular symbol lottery means 135, similar to the special symbol lottery means 130, reads the earliest operational pending information from the operational pending information held in the main information storage means 160 when the regular symbol is not changing, and uses the read random number to perform a regular symbol win / failure determination to determine whether the regular symbol is a winner or loser. Based on the result of the regular symbol win / failure determination and information such as the current special symbol variation pattern derivation state, it determines various parameters related to the regular symbol (regular symbol variation time, regular symbol stop display time, etc.). In the determination of whether the regular drawing wins or losses occurs, there are two states: one where the regular drawing state is high probability (sometimes abbreviated as "high regular drawing probability") and one where the regular drawing state is low probability (sometimes abbreviated as "low regular drawing probability"). The lottery table is not shown in this embodiment, but in the high regular drawing probability state, there is a 65535 / 65536 chance of winning the regular drawing and a 1 / 65536 chance of losing. In the low regular drawing probability state, there is a 1 / 65536 chance of winning the regular drawing and a 65535 / 65536 chance of losing. It is also possible to make it so that there is no regular drawing win in the low regular drawing probability state (a 65536 / 65536 chance of losing).

[0083] The jackpot game control means 140 generates a performance control command (jackpot start command) that includes information related to the jackpot game (number of rounds and subsequent special symbol variation pattern derivation state) at the start of the jackpot game and stores it in the transmission command storage area of ​​the main information storage means 160. At the end of the round game, it generates a performance control command (end demo command) that includes the demo time related to the end demo of the jackpot game and stores it in the transmission command storage area of ​​the main information storage means 160. This is also the case for jackpot games that are triggered by minor win games.

[0084] Furthermore, the jackpot game control means 140 starts a minor win game if the result of the special symbol win / loss determination is a minor win, and if the game ball passes through the V-entry area (not shown) provided in the major prize opening 55 during the minor win game, it enables the start of the jackpot game corresponding to the minor win after the minor win game ends. Therefore, in this embodiment, the minor win game functions to generate a jackpot game. However, if the game ball does not pass through the V-entry area during the minor win game, the jackpot game will not start after the minor win game ends.

[0085] The symbol display control means 145 causes special symbol 1 to be displayed on the first special symbol display device 91 in accordance with the variation time corresponding to the determined special symbol variation pattern of special symbol 1, and after the variation time has elapsed, special symbol 1 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Similarly, special symbol 2 is displayed on the second special symbol display device 92 in accordance with the variation time corresponding to the determined special symbol variation pattern of special symbol 2, and after the variation time has elapsed, special symbol 2 is stopped and displayed with the stop symbol determined by the special symbol stop symbol lottery. Here, the stop display time (interval) for symbol changes related to special symbols refers to the time from when a special symbol is stopped until the symbol changes of the next special symbol can begin (if the result of the special symbol win / fail judgment is a loss), or the time from when the symbol changes of a special symbol end until a big win game or a small win game begins (if the result of the regular symbol win / fail judgment is a regular symbol win). In this embodiment, the stop display time for symbol changes related to special symbols is uniformly 300ms, regardless of the type of special symbol or the result of the special symbol win / fail judgment. Furthermore, the symbol display control means 145 has a special symbol game timer for managing the time (variation time, stop display time) related to the display of special symbol 1 and special symbol 2, and when the special symbol is stopped (at the timing when the value of the special symbol game timer becomes "0"), it generates a performance control command (variation stop command) to request a confirmed stop display of the decorative symbol, and stores the command in the transmission command storage area of ​​the main information storage means 160. Here, the confirmed stop display of a decorative symbol refers to the final stop display of a decorative symbol during a symbol variation, and is different from the temporary stop display of a decorative symbol that may occur during the execution of a symbol variation. Furthermore, in the case of a temporary stop display of a decorative symbol, for example, the stopped decorative symbol may shake up and down in small increments (so-called shaking variation), whereas in the case of a confirmed stop display of a decorative symbol, the stopped decorative symbol may not shake. In other words, even if the same decorative symbol is displayed as stopped, the manner of the stop display of a confirmed stop display and the manner of the stop display of a temporary stop display are different. Therefore, players can recognize whether the stop display of a decorative symbol is a confirmed stop display or a temporary stop display.

[0086] Furthermore, the pattern display control means 145 causes the regular pattern to be displayed on the regular pattern display device 93 in a variable state according to the variable state variation time corresponding to the determined regular pattern variation pattern, and after the variable state time has elapsed, the regular pattern is stopped and displayed with the determined stop pattern. The symbol display control means 145 has a symbol game timer for managing the time related to the symbol (symbol variation time, symbol stop display time, etc.).

[0087] The electric mechanism control means 150 outputs a control signal to the special electric mechanism solenoid 66 during the aforementioned big win game and small win game, causing the special electric mechanism 65 to open according to the opening pattern corresponding to the stopping symbol of the special feature.

[0088] The game state control means 155 controls the normal symbol lottery state. Specifically, at the start of a jackpot game, the game state control means 155 sets the normal symbol low probability state regardless of the stopping symbols of the special symbols related to the jackpot game. When predetermined conditions such as the end of a jackpot game are met, the normal symbol high probability state is maintained until a predetermined number of symbol changes related to the normal symbol high probability state occur. When the predetermined number of symbol changes related to the normal symbol high probability state have ended, the normal symbol low probability state is triggered. In particular, in this embodiment, during a minor jackpot game, the normal symbol lottery state at the time of the symbol change that caused the minor jackpot game is maintained.

[0089] This general drawing state changes in conjunction with the special symbol variation pattern derivation state described above, and the transition of the special symbol variation pattern derivation state is managed by the game state control means 155. The transition of the special symbol variation pattern derivation state will be explained below with reference to Figures 12(a) and 12(b). Figure 12(a) is a state transition diagram showing the transition of the special symbol variation pattern derivation state, and Figure 12(b) is a diagram showing the relationship of average variation time for each special symbol variation pattern derivation state. As shown in Figure 12(a), the special symbol variation pattern derivation states include special symbol variation pattern derivation state PA, which corresponds to the normal symbol low probability state, and special symbol variation pattern derivation states PB and special symbol variation pattern derivation state PC, which correspond to the normal symbol high probability state. Except during jackpot gameplay, one of these special symbol variation pattern derivation states is set. Furthermore, the transition conditions between special symbol variation pattern derivation state PA and special symbol variation pattern derivation state PC are transition conditions (i) to transition conditions (v).

[0090] Specifically, transition condition (i) is the end of a jackpot game related to symbols B through E, transition condition (ii) is the end of a jackpot game related to symbol A, and transition condition (iii) is the end of a jackpot game related to symbol a, symbol b, or symbol c. Furthermore, transition condition (iv) is the end of a symbol variation when the number of symbol variations related to Special Feature 2 performed without a jackpot game in between reaches the prescribed number of normal symbol high probability conditions for the Special Feature Variation Pattern Derivation State PB (15 times if a jackpot game related to symbol B has ended, 20 times if a jackpot game related to symbol C has ended, 30 times if a jackpot game related to symbol D has ended, and 35 times if a jackpot game related to symbol E has ended). Transition condition (v) is the end of a symbol variation when the number of symbol variations related to Special Feature 2 performed without a jackpot game in between reaches the prescribed number of normal symbol high probability conditions for the Special Feature Variation Pattern Derivation State PC (80 times). Furthermore, if a jackpot game occurs in the Special Symbol Variation Pattern Derivation State PC, the system will transition back to the Special Symbol Variation Pattern Derivation State PC after the jackpot game ends, and the number of symbol variations related to Special Symbol 2 that can be performed up to the specified number of times related to the normal symbol high probability state in the Special Symbol Variation Pattern Derivation State PC will be reset. Although not shown in the diagram, if a jackpot game does not occur in a minor win game that occurs in the Special Symbol Variation Pattern Derivation State PC, and if a jackpot game does not occur in a minor win game related to transition condition (iii), the current Special Symbol Variation Pattern Derivation State will end upon the end of the minor win game, and the system will transition to the Special Symbol Variation Pattern Derivation State PA.

[0091] As shown in Figure 12(b), the average variation times for each of the special symbol variation pattern derivation states PA, PB, and PC decrease in the order of PA, PB, and PC. This is due to the length of the variation time related to the basic special symbol variation pattern that is most easily determined in each special symbol variation pattern derivation state. Here, the average variation time refers to the sum of the variation times derived by multiplying each variation time related to a special symbol variation pattern that can be selected in a given special symbol variation pattern derivation state by the occurrence rate (the probability that can occur in any symbol variation, derived by multiplying the probability of the special symbol variation pattern winning by the probability of the special symbol win / fail judgment result being derived). However, in this embodiment, if there is only one special symbol variation pattern that can be selected in the special symbol variation pattern derivation state, the variation time related to that special symbol variation pattern is treated as the average variation time.

[0092] Furthermore, when a transition occurs between the normal drawing state and the special symbol variation pattern derivation state, the game state control means 155 generates a performance control command (game state specification command) that includes the state after the transition, and stores the command in the transmission command storage area of ​​the main information storage means 160. Furthermore, the game state control means 155 counts the number of times the symbol variation is executed in each special symbol variation pattern derivation state, and each time a symbol variation starts, it generates a performance control command that includes the counted number of symbol variations, and stores the command in the transmission command area of ​​the main information storage means 160. The information included in the performance control command may also be included in the variation start command described above.

[0093] As described above, the main information storage means 160 is a means for temporarily storing data read by each means, data derived by calculations etc. performed by each means, etc., in the corresponding storage areas.

[0094] The main error control means 165 monitors the input information of the I / O port 104 and determines whether or not an error has occurred in the gaming machine 10. If it is determined that an error has occurred, it stores a performance control command (error command) containing information that can identify the occurrence of the error in the transmission command storage area of ​​the main information storage means 160.

[0095] The main command management means 170 transmits a performance control command to the first sub-control board 200 when a performance control command is stored in the transmission command storage area of ​​the main information storage means 160. In principle, each performance control command is transmitted in the order in which it is stored in the transmission command storage area of ​​the main information storage means 160.

[0096] The power restoration processing execution means 175 includes a power restoration state setting means 176 and a game-ready state transition means 179.

[0097] The power restoration state setting means 176 executes a power restoration state setting process to set the power restoration state based on whether or not there is an abnormality in the RAM 103 when power is restored, the state at the time of the power outage immediately before the power restoration, the state of the RAM clear switch 43 when power is restored, and the state of the middle frame door open sensor 76 when power is restored. The power restoration states set by this process include a game stop state and a game-enabled state (which may or may not involve the execution of a RAM clear process). Specifically, if there is an abnormality in RAM 103 when power is restored, the game stop state is set regardless of the state of RAM clear switch 43 and the state of middle frame door open sensor 76 when power is restored. Also, if there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is ON (pressed), the RAM clear process is executed and the game-ready state is set, provided that the middle frame door open sensor 76 is ON when power is restored (if the middle frame door open sensor 76 is OFF when power is restored, the RAM clear process is not executed and the game-ready state is set). If there is no abnormality in RAM 103 when power is restored and RAM clear switch 43 is OFF (not pressed), the RAM clear process is not executed and the game-ready state is set. Here, the "game stop state" refers to a power-restored state in which the game cannot proceed because the processing corresponding to the detection results of the sensors installed at each prize entry point is not performed (it is not even necessary to look at the detection results of the sensors themselves). On the other hand, the playable state is a state in which the game can proceed by executing processing according to the detection results of sensors installed at each prize entry point. In particular, if the RAM clear process is not executed when the power is restored, the game returns to the playable state it was in at the time of the previous power outage. For example, if a big win game or a small win game was in progress at the time of the previous power outage, the game will return to the big win game or small win game that was in progress at the time of the previous power outage, and if a symbol change was in progress at the time of the previous power outage, the game will return to the symbol change that was in progress at the time of the previous power outage.

[0098] Furthermore, whether or not there is an abnormality in RAM103 is determined by executing a RAM abnormality check at the beginning of the power restoration state setting process (specifically, determining whether or not a backup flag is stored in the backup information area related to the target area (whether or not the backup flag is ON), and if the backup flag is stored (if the backup flag is ON), deriving a checksum of the complement stored in the target area and the backup information area related to that area, and if the result of this calculation is 0, determining that the target area is normal, and otherwise determining that the target area is abnormal) on the area of ​​RAM103 related to gameplay.

[0099] The playable state transition means 179 executes a playable state transition process to transition to the playable state when the playable state is set. To explain in more detail, during the transition to a playable state, if the security signal output is ON, the process of turning the security signal output OFF and the initial device setup are performed. Furthermore, during the initial setup of the device, processes such as sending a launch permission command to the frame control board 400 to allow the launch of game balls, setting the state in which balls can enter each prize pocket, and setting data to activate the random number circuit 105 are performed.

[0100] The power cut-off processing execution means 180 performs power cut-off processing based on the receipt of a power cut-off signal from the power control board 500. Specifically, for the area of ​​RAM 103 related to gameplay, the following processes are executed: deriving the checksum of the area, storing the complement of the checksum in the backup information area of ​​RAM 103 related to gameplay, and turning on a backup flag to indicate that power-off processing has been performed on the area (storing the backup flag in the backup information area of ​​RAM 103 related to gameplay).

[0101] The complete function control means 190 derives the MY value using the out balls and safe balls described above, and sets the game to stop state based on the derived MY value being 95,000 or more (hereinafter, this function will be referred to as the "complete function"). Details of the processing performed by the complete function control means 190 will be described later.

[0102] As shown in Figure 7, the frame control board 400 includes a game ball count management means 410 and a game ball count display control means 420. These means functionally represent what is realized by the control configurations on the frame control board 400 described with reference to Figure 6.

[0103] As described above, the game ball count management means 410 stores (reserves) game media up to a maximum of 50,000, and updates the number of stored game media when game balls are launched, when a prize ball command is received, or when game media are transferred from the card unit. In particular, in this embodiment, if the game ball count management means 410 receives a prize ball command when the current number of stored balls has reached its upper limit (50,000), the frame control board 400 discards the command. Therefore, the number of game balls (prize balls) specified by the prize ball command are not reflected in the number of stored balls and are not given to the player. Furthermore, the game ball count management means 410 receives a prize ball command, and if the number of game balls specified by the prize ball command is added to the current number of stored balls, and the result of this addition exceeds 50,000 balls, the excess game balls exceeding 50,000 balls are not reflected in the number of stored balls. Therefore, the excess game balls are not given to the player.

[0104] The game ball count display control means 420 executes control to display a number on the game ball count display device 401 that indicates the current number of stored game balls, as stored by the game ball count management means 410.

[0105] As shown in Figure 7, the first sub-control board 200 includes a sub-random number generation means 210, a normal performance control means 220, a sub-error control means 230, a lamp control means 240, a movable prop control means 245, a sub-information storage means 260, and a sub-command management means 270. These means functionally represent what is realized by each control configuration on the first sub-control board 200 as described with reference to Figure 6. Here, the sub-information storage means 260 is a means for temporarily storing data read by means provided in the first sub-control board 200, and data derived by calculations performed by said means, in corresponding storage areas. Furthermore, performance control commands transmitted from the main command management means 170 are stored in the received command storage area of ​​the sub-information storage means 260 by the sub-command management means 270. In the following description, the process by which performance control commands transmitted from the main command management means 170 are stored in the received command storage area of ​​the sub-information storage means 260 by the sub-command management means 270 may simply be referred to as the reception of performance control commands.

[0106] The sub-random number generation means 210 is capable of generating random numbers (software random numbers) that are updated by program processing by the CPU 201, and normally acquires random numbers at the timing when each lottery is executed by the performance control means 220.

[0107] The normal performance control means 220 includes a performance mode control means 221, a performance route determination means 222, a sub-hold control means 223, a pre-read performance control means 224, a performance content determination means 225, a decorative pattern control means 226, and a jackpot performance control means 227.

[0108] The performance mode control means 221, upon receiving a game state specification command, controls the transition of the performance mode in a manner consistent with the special symbol variation pattern derivation state managed on the main control board 100. In this embodiment, the performance modes are broadly classified into Normal Mode, Challenge Mode, and RUSH Mode. Normal Mode corresponds to Special Symbol Variation Pattern Derivation State PA, Challenge Mode to Special Symbol Variation Pattern Derivation State PB, and RUSH Mode to Special Symbol Variation Pattern Derivation State PC.

[0109] When the performance route determination means 222 receives a pre-determination command, it determines (sets) the performance route corresponding to the currently held symbol variation based on the result of the pre-determination included in the command (in this embodiment, the special symbol variation pattern). However, if the special symbol variation pattern corresponding to the symbol variation is the special symbol variation pattern HNP described above, the performance route determination means 222 does not determine the performance route when the pre-determination command is transmitted, but instead determines the performance route at the start of the symbol variation based on the special symbol variation pattern included in the variation start command (for example, if the special symbol variation pattern derivation state is PA, then special symbol variation patterns HNP-A to special symbol variation patterns HNP-D). Here, the performance route refers to the performance from the start to the end of the symbol variation, which defines the process of performance that notifies the result of the special symbol win / loss determination in that symbol variation. The content of the performance performed in that symbol variation is determined by the performance content determination means 225, which will be described later, according to the performance route corresponding to that symbol variation.

[0110] In this embodiment, the performance routes are broadly divided into a "miss" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a miss (the result of the special symbol win / loss judgment in the current symbol variation is neither a big win nor a small win), and a "big win" performance route, which notifies that the result of the special symbol win / loss judgment in the current symbol variation is a big win or a small win. Furthermore, the miss performance route is divided into a "non-development miss" performance route, in which no development performance is performed, and a "development miss" performance route, in which a development performance is performed. As will be described later, if a big win performance route is determined, a development performance will be performed. Here, a development sequence refers to a sequence that is executed after the decorative symbols enter a reach state (a state where all but one row of symbols are stopped and displayed, and the remaining row of symbols is displayed in motion), and which, at the end of the sequence, announces whether the result of the special symbol hit / miss judgment in the current symbol change is a big win or a small win. Therefore, in a development sequence corresponding to a development miss sequence route, a series of sequences corresponding to that development sequence are executed, and at the end of the sequence, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is neither a big win nor a small win. On the other hand, in a development sequence corresponding to a big win sequence route, a series of sequences corresponding to that development sequence are executed, and at the end of the sequence, it is announced that the result of the special symbol hit / miss judgment in the current symbol change is either a big win or a small win. In particular, in this embodiment, in one performance mode, each of the determined special symbol variation patterns corresponds to a different performance route. Therefore, in the following description, the performance route for a special symbol variation pattern may simply be represented by the special symbol variation pattern. However, multiple performance routes may be associated with a single special symbol variation pattern, in which case one performance route can be determined from the multiple performance routes corresponding to the determined special symbol variation pattern.

[0111] When the sub-hold control means 223 receives a hold command (hereinafter sometimes simply referred to as the occurrence of a hold win), it sets performance data to display a number of hold images corresponding to the special figure 1 hold counter and a number of hold images corresponding to the special figure 2 hold counter in the hold display area (not shown) of the main display unit 81, based on the information of the special figure 1 hold counter and the special figure 2 hold counter included in the command. The hold images are images that are the subject of a hold pre-read performance that changes in various ways to suggest the degree of advantage, such as the expected probability of a big win occurring.

[0112] When the pre-reading effect control means 224 receives a pre-determination command, it determines the content of the so-called pre-reading effect based on the result of the pre-determination included in the command. In this embodiment, the pre-announcement effect is configured to execute a reserved ball entry effect in which the movable decorative body 22 lights up red and vibrates when a reserved ball entry occurs. This reserved ball entry effect is executed at a higher rate when the result of the pre-determination related to the reserved ball entry is a big win or a small win than when the result of the pre-determination related to the reserved ball entry is a loss, and therefore functions as a pre-announcement effect with a high expectation of a big win occurring. In particular, the reserved winning animation in this embodiment can be performed in each of the special symbol variation pattern derivation states PA, PB, and PC. The probability of a jackpot occurring when the reserved winning animation is performed in the PC is higher than the probability of a jackpot occurring when the reserved winning animation is performed in the PB, and the probability of a jackpot occurring when the reserved winning animation is performed in the PA is higher than the probability of a jackpot occurring when the reserved winning animation is performed in the PA.

[0113] When the performance content determination means 225 receives a variation start command, it determines the content of the performance to be executed in the current symbol variation according to the performance route already determined by the performance route determination means 222.

[0114] When the decorative pattern control means 226 receives a variation start command, it determines the final combination of decorative patterns (left pattern, middle pattern, right pattern) that will be displayed as a confirmed stop, based on the determined stop pattern of the special pattern. Specifically, in the symbol variation related to Special Feature 1, a symbol combination related to the 7 symbol is determined for symbol A, and a symbol combination related to any of the decorative symbols other than the 7 symbol is determined for symbols B to E. Therefore, in this embodiment, even if a symbol combination related to a decorative symbol other than the 7 symbol is displayed as a stop, it is not possible to determine the prescribed number of times related to the normal symbol high probability in the subsequent Challenge Mode (Special Feature Variation Pattern Derivation State PB) from the stopped symbol combination. On the other hand, if a symbol combination related to the 7 symbol is displayed as a stop, the player can determine that RUSH Mode will be set afterward. Furthermore, in the symbol variation related to Special Feature 2, either a symbol combination involving the number 7 or a symbol combination involving decorative symbols other than the number 7 is determined for symbols a and c, while for symbol b, either a symbol combination involving decorative symbols other than the number 7 is determined (a symbol combination involving the number 7 is not determined). Therefore, in this embodiment, if a symbol combination involving decorative symbols other than the number 7 is displayed as a stop, it is not possible to accurately determine the number of rounds in the jackpot game related to that symbol combination. On the other hand, if a symbol combination involving the number 7 is displayed as a stop, the player can determine that the number of rounds in the jackpot game related to that symbol combination is 10.

[0115] When the jackpot performance control means 227 receives a jackpot start command, it determines the content of the performance during the jackpot game based on the information contained in the command. The performance during the jackpot game includes a round performance that notifies that a round game is in progress, and an end demo performance that notifies that the jackpot game has ended. In particular, in this embodiment, the number of acquired balls is displayed in the display area of ​​the main display unit 81 as a round performance (details will be described later).

[0116] The normal performance control means 220 reads performance data for each device corresponding to each performance at the execution timing of each performance, according to the content of the performance determined by the means described above provided in the first sub-control board 200. If the read performance data includes performance data related to images, it generates an image control command based on that performance data and stores the command in the transmission command storage area of ​​the sub-information storage means 260. Furthermore, if the read performance data includes performance data related to sound, it generates an audio control command related to sound based on that performance data and stores the command in the transmission command storage area of ​​the sub-information storage means 260. Furthermore, the normal performance control means 220 reads performance data to notify that the game has become playable after the RAM clear process is executed if the power restoration state becomes playable after the RAM clear process is executed, and reads performance data to notify that the game has become playable without the RAM clear process is executed if the power restoration state becomes playable after the RAM clear process is executed. In addition, if the power restoration state becomes play-stopped after the power restoration state, the normal performance control means 220 reads performance data to notify that the game has become play-stopped and that the RAM clear process is required. The details of these notifications are omitted, but it is preferable that they continue to be executed for a certain period of time (for example, 30s) after the start of execution, and the performance device that executes the notification is not limited.

[0117] The sub-error control means 230 determines an error notification pattern when an error command is transmitted and reads out performance data for executing the error notification according to the error notification pattern. Furthermore, error notifications take precedence over the reel spinning effects (effects performed during reel spinning). Here, "error notifications take precedence" means that, when the device responsible for executing error notifications and the device responsible for executing reel spinning effects are the same device, it is not limited to cases where only error notifications are executed on that device (i.e., the execution of reel spinning effects is restricted by the execution of error notifications), but also includes cases where error notifications are executed on that device in a manner that is more easily recognized than reel spinning effects. Furthermore, the sub-error control means 230 may independently (independently of the main error control means 165) determine whether or not an error has occurred in the gaming machine 10, and if it determines that an error has occurred, it may read out performance data to execute an error notification.

[0118] The lamp control means 240 holds lamp control data for controlling the lighting of various lamps such as the frame lamp 35. For example, if the performance data read by the normal performance control means 220 contains performance data corresponding to a lamp, the lamp control means 240 reads the lamp control data based on that performance data and transmits the read lamp control data to the lamp to be executed.

[0119] The movable prop control means 245, if the performance data read by the normal performance control means 220 contains performance data corresponding to a movable prop, reads movable control data from the ROM 202 based on the performance data, transmits the read movable control data to the movable prop 22, and controls the movement of the movable prop 22.

[0120] As described above, the sub-information storage means 260 is a means for temporarily storing data read by means provided in the first sub-control board 200, data derived by calculations performed by said means, etc., in corresponding storage areas.

[0121] The subcommand management means 270 receives performance control commands transmitted from the main control board 100 and stores the received performance commands in the received command storage area of ​​the subinformation storage means 260. Furthermore, if an image control command is stored in the transmission command storage area of ​​the subinformation storage means 260, the subcommand management means 270 transmits the image control command to the second sub-control board 300. Additionally, if an audio control command or volume adjustment command is stored in the same storage area, the subcommand management means 270 transmits these commands to the audio control board 310. These commands are, in principle, transmitted in the order they are stored in the transmission command storage area of ​​the subinformation storage means 260.

[0122] <Regarding the display format of the performance display monitor> Next, the display modes of the performance display monitor 97 will be explained using Figure 13. Figure 13 is a diagram showing the display modes of the performance display monitor.

[0123] First, the base value is a value derived by multiplying the number of safe balls by the number of out balls in the most unfavorable state (a state where the special pattern is low probability and the normal pattern is low probability; in this embodiment, the special pattern variation pattern derivation state PA) by 100. The performance display monitor 97 displays the integer part of this value (rounded to the first decimal place). In particular, in this embodiment, the base value is derived for each interval, which is divided into sections each time the number of out balls (in both special and normal low probability modes) reaches 60,000 from the initial power-on, and the base value derived for each interval is displayed sequentially. The value displayed on the performance display monitor 97 is the integer part (rounded to the first decimal place) of the derived base value.

[0124] As shown in Figure 13, the performance display monitor 97 consists of four 7-segment displays arranged continuously in the horizontal direction, and a dot-shaped LED is provided in the lower right corner of each 7-segment display. As shown in the first and second rows from the top of Figure 13, when displaying the base value, "bL." indicating that it is a base value is displayed is shown using the leftmost 7-segment display, the second 7-segment display from the left, and the dot-shaped LED in the lower right of the second 7-segment display from the left, and the derived base value is displayed using the rightmost 7-segment display and the second 7-segment display from the right. In particular, if the base value is 100 or higher (i.e., if the base value is an abnormal value), the message "bL.99." will be displayed, accompanied by a dot-shaped LED light in the lower right corner of the 7-segment display located at the far right, as shown in the third row from the top of Figure 13.

[0125] Furthermore, as shown in the fourth row from the top of Figure 13, from the start of the above section until the number of outs reaches 300 (the range of outs from 0 to 299), "bL.--" is displayed on the performance display monitor 97, and the base value itself is not displayed. Furthermore, although not shown in the diagram, when displaying the base value derived in the current interval, the "bL." portion blinks, and when displaying the base value derived in past intervals, the "bL." portion remains constantly lit (does not blink).

[0126] Furthermore, the threshold for the number of outs that defines the period during which "bL.--" is displayed from the initial power-on is not limited to 300. Any value less than 10% of the number of outs that defines the interval for deriving the base value (60000 in this embodiment) may be adopted. Regarding the number of outs that define the interval for deriving the base value, it is not limited to 60,000; any value close to 60,000 (the number of balls hit per minute, 100 x 60 (minutes) x 10 (hours)) may be used.

[0127] In this embodiment, a base value is derived using safe balls and out balls, and the derived base value is configured to be displayable.

[0128] <Regarding processing related to the complete function> First, using Figures 14 and 15, we will explain in detail the processes performed by the complete function control means 190 to realize the complete function: the game stop flag setting process related to the complete function and the game stop process related to the complete function. Figure 14 shows the flow of the game stop flag setting process related to the complete function. This process is executed by the timer interrupt processing of the main control board 100 when the game stop flag is OFF. It is executed when the game stop flag, which will be described later, is OFF, but not when the game stop flag is ON. Figure 15 shows the flow of the game stop process related to the complete function. This process is executed regardless of the state of the game stop flag, and if the game stop flag setting process related to the complete function is executed, this process is executed immediately after that.

[0129] As shown in Figure 14, in step S102, which is the first step of the game stop flag setting process related to the complete function, out balls and safe balls are acquired. As described above, "out balls" refers to the number of game balls detected by the out ball sensor 75, and "safe balls" refers to the number of prize balls corresponding to a prize when a prize is awarded by entering a prize slot.

[0130] In step S104, the MY value is updated using the acquired out balls and safe balls. Here, the MY value is a value that is initially zero and cannot be negative. When an out ball occurs, its number is subtracted, and when a safe ball occurs, its number is added. Therefore, the MY value represents the increase from the situation in which the player has lost the most game balls, from the player's perspective. Note that the MY value is not subject to backup, so regardless of whether or not a RAM clear process is performed, it will revert to its initial value (zero) when a power outage and subsequent restoration occurs.

[0131] In step S106, it is determined whether the MY value is 95,000 or more. If this condition is met, the process proceeds to step S108; otherwise, the process proceeds to step S110.

[0132] In step S108, the game stop flag is set to ON. In this embodiment, once the game stop flag is set to ON, it will only be cleared (set to OFF) by powering on the system accompanied by a RAM clear process, and will not be cleared by powering on the system without a RAM clear process. This prevents the game stop flag from being cleared illegally.

[0133] In step S110, preparations are made for sending commands related to the complete function, and then the process of setting the game stop flag related to the complete function is terminated. Specifically, in this process, the complete function-related commands are stored in the transmission command storage area of ​​the main information storage means 160, and the execution of this process transmits the complete function-related commands to the first sub-control board 200. In this embodiment, the complete function-related commands include information that can identify the status of out balls, safe balls, MY value, and game stop flag.

[0134] Next, as shown in Figure 15, in step S202, which is the first step in the game stop process related to the complete function, it is determined whether or not the game stop flag is ON. If the condition is met, the process proceeds to step S204; otherwise, the game stop process related to the complete function is terminated. In step S204, it is determined whether the game is in the middle of a big win or a small win. If the condition is not met, the process proceeds to step S206. If the condition is met, the game stop process related to the complete function is terminated. In step S206, the game stop state is set.

[0135] In step S208, the security signal is set to ON, and then the game stop process related to the complete function is terminated. Here, the security signal is a type of signal output from an external terminal board (not shown) provided on the gaming machine 10 to devices outside the gaming machine (data display devices and hall computers), which allows the aforementioned devices outside the gaming machine to determine that the game stop flag has been turned ON, that is, that the complete function has been activated.

[0136] Thus, in this embodiment, if the MY value derived using the out balls and safe balls becomes 95,000 or more, the game is immediately stopped, except during a big win or small win game. On the other hand, if the situation occurs during a big win or small win game, the game is stopped when the winning game ends. In this embodiment, the system is not configured to allow the MY value to exceed 95,000, but it may be configured to allow the MY value to exceed 95,000. Specifically, when the MY value is 94,999 and a ball enters the large prize slot 55 with the maximum number of prize balls (15), the MY value becomes 95,014. Therefore, the update process for the MY value related to a prize that reaches 95,000 and the update process for the MY value related to a prize that does not reach 95,000 can be made the same, which is different from the update process related to the number of stored balls that is controlled not to exceed 50,000. Furthermore, in this embodiment, when determining whether or not the game stop flag is set, an MY value is used, which has an initial value of zero and is not negative, and whose number is subtracted when an out ball occurs and whose number is added when a safe ball occurs. However, it is not limited to this. Specifically, as a value equivalent to the MY value described above, a value may be used, which has an initial value of 95000 and is not greater than 95000, and whose number is added when an out ball occurs and whose number is subtracted when a safe ball occurs. In that case, it is sufficient to determine in step S106 whether or not the value has reached zero. In particular, in this modified example, it is preferable to configure the system so that the value equivalent to the MY value can take a value less than zero, and to make the update process for the value related to a prize where the value reaches zero the same as the update process for the value related to a prize where the value does not reach zero.

[0137] As explained above, in the gaming machine 10 according to this embodiment, if a winning combination occurs that results in the awarding of prize balls when the current number of stored balls has reached its upper limit (50,000) (hereinafter referred to as the first case), the entire number of prize balls related to that winning combination will not be reflected in the number of stored balls and will not be awarded to the player. Furthermore, if a winning combination that results in the awarding of prize balls occurs and the number of prize balls related to that winning combination is added, causing the number of stored balls to exceed the upper limit (hereinafter referred to as the second case), a portion of the number of prize balls related to that winning combination (the amount exceeding the upper limit) will not be reflected in the number of stored balls and will not be awarded to the player. In response to these issues, it is conceivable to restrict the execution of the game progression processing (referring to the processing necessary for the game progression among the processing performed by the main control board 100) corresponding to the winnings that triggered the transmission of these prize ball commands, in order to avoid causing confusion or distrust among players. However, such restrictions on game progression processing may cause disadvantages to players beyond simply the loss of some or all of the number of game media specified by the prize ball command. Therefore, the gaming machine 10 according to this embodiment is configured to execute game progression processing corresponding to the winning combination that occurs in both the first and second cases. Furthermore, the gaming machine 10 according to this embodiment incorporates various improvements. The details thereof will be described below.

[0138] <Regarding the derivation of the base value in the first and second cases> First, we will explain in detail how the base values ​​are derived in the first and second cases using Figures 16(a) to 16(d). Figure 16(a) is a table summarizing the handling of safe and out balls in deriving the base value for normal, first case, and second case. Here, "normal" refers to situations in which a prize is awarded other than in the first and second cases, and these will continue to be the case in the following explanation. Figure 16(b) shows the changes in the display patterns of the performance display monitor and the game ball count display device under normal conditions. Figure 16(c) shows the changes in the display modes of the performance display monitor and the game ball count display device in the first case. Figure 16(d) shows the changes in the display modes of the performance display monitor and the game ball count display device in the second case.

[0139] As shown in Figure 16(a), in this embodiment, the base value is derived (when the special pattern variation derivation state PA) using not only out balls but also safe balls that occurred in the normal state, the first case, and the second case, respectively.

[0140] Therefore, as shown in Figure 16(b), under normal circumstances (in this example, when a prize is awarded to the general prize slot 67), the safe balls (prize ball count) related to the awarded prize are reflected in both the base value and the stored number, which may change the display of the base value (performance display monitor 97) and the display of the stored number (game ball count display device 401).

[0141] On the other hand, as shown in Figure 16(c), in the first case (in this example, when a prize is won in the general prize slot 67), the safe balls involved in the prize are reflected in the base value, and the display of the base value may change, but not all of these safe balls are reflected in the number of stored balls (the display of the game ball count display device 401 does not change). Similarly, as shown in Figure 16(d), in the second case (in this example, a prize is awarded to the general prize slot 67), the safe balls related to the awarded prize are reflected in the base value, and the display of the base value may change, but some of these safe balls (3 in this example) are not reflected in the number of balls stored. In particular, in these cases, the display of the base value changes from a display mode that does not indicate abnormal values ​​to a display mode that indicates abnormal values ​​(100 or more).

[0142] Thus, in this embodiment, even in the first case, that is, when a prize is awarded while the current number of stored balls has reached its upper limit, the safe balls related to the prize are reflected in the derivation of the base value. According to this method, even if no prize balls are awarded for winning, it is possible to derive an accurate base value from the perspective of the gaming machine's performance. In order to achieve this effect, it is preferable to target all winning slots as in this embodiment, but when the number of stored balls has reached the upper limit, safe balls that have entered some winning slots do not need to be reflected in the derivation of the base value. This is also true in the second case described later.

[0143] Therefore, the gaming machine 10 can execute a game progression process corresponding to a winning combination when a winning combination occurs while the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has reached its upper limit, and can execute a base value update process that updates the base value using the number of gaming media used (out balls) and the number of gaming media corresponding to the winning combination (safe balls). In other words, the number of gaming media corresponding to the winning combination at a particular time can be used in the base value update process.

[0144] Furthermore, in this embodiment, even in the second case, that is, when a prize is awarded and the number of prize balls related to that prize is added, the number of stored balls exceeds the upper limit, the safe balls related to that prize are reflected in the derivation of the base value. According to this method, even if some of the prize balls awarded for winning are not given, it is possible to derive an accurate base value from the perspective of the gaming machine's performance.

[0145] Therefore, the gaming machine 10 can execute a game progression process corresponding to the winnings when a winning combination occurs that can cause the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) to exceed the upper limit, and can execute a base value update process that updates the base value using the number of gaming media used (out balls) and the number of gaming media corresponding to the winnings (safe balls), and in the base value update process, the number of gaming media corresponding to the winnings at the predetermined time can be used.

[0146] In particular, in this embodiment, in both the first and second cases, the safe balls that result in a prize are used to derive the base value. If the base value becomes an abnormal value as a result of this derivation, the display of the base value changes from a display mode that does not indicate an abnormal value to a display mode that indicates an abnormal value. According to this, even if some or all of the prize balls related to the winnings are not awarded, it is possible to recognize an abnormality in the base value.

[0147] Therefore, in the gaming machine 10, when a base value update process is performed using a number of gaming media corresponding to the winnings at the specific time mentioned above, and the base value becomes an abnormal value, the display monitor (performance display monitor 97) will display a display mode indicating that the base value has become an abnormal value.

[0148] Similarly, in the gaming machine 10, when a base value update process is performed using a number of gaming media corresponding to the winnings at the predetermined time, and the base value becomes an abnormal value, the display monitor (performance display monitor 97) will display a display mode indicating that the base value has become an abnormal value.

[0149] Furthermore, although different from this embodiment, in the first case, the safe balls that result in a prize may not be reflected in the derivation of the base value. According to this, even when the prize balls awarded for a winning combination are not given, it is possible to derive an accurate base value from the player's perspective.

[0150] Therefore, in the gaming machine 10, when a winning combination occurs while the number of gaming media stored in the gaming media storage means has reached its upper limit, a game progression process corresponding to that winning combination is executed, and a base value update process is executed to update the base value using the number of gaming media used (out balls) and the number of gaming media corresponding to the winning combination (safe balls). In other words, the number of gaming media corresponding to the winning combination at that particular time is not used in the base value update process.

[0151] Similarly, although different from this embodiment, in the second case, the safe balls that result in a prize may not be reflected in the derivation of the base value. According to this, even when some of the prize balls awarded for winning are not given, it is possible to derive an accurate base value from the player's perspective.

[0152] Therefore, in the gaming machine 10, when a winning combination occurs that could cause the number of gaming media stored in the gaming media storage means to exceed the upper limit, some or all of the gaming media corresponding to the winning combination are not reflected in the number of gaming media stored in the gaming media storage means. The game progression process corresponding to the winning combination is then executed, and a base value update process is performed to update the base value using the number of gaming media used (out balls) and the number of gaming media corresponding to the winning combination (safe balls). In other words, the number of gaming media corresponding to the winning combination at the predetermined time is not used in the base value update process.

[0153] <Regarding the updating of the MY value in the first and second cases> Next, using Figures 17(a) to 17(d), we will explain in detail how the MY value is updated in the first and second cases. Figure 17(a) is a table summarizing the handling of safe balls and out balls when updating the MY value in the normal, first, and second cases. Figure 17(b) shows the changes in the update of the MY value and the display mode of the game ball count display device under normal conditions. Figure 17(c) shows the update of the MY value and the change in the display mode of the game ball count display device in the first case. Figure 17(d) shows the update of the MY value and the change in the display mode of the game ball count display device in the second case.

[0154] As shown in Figure 17(a), in this embodiment, the MY value is updated using not only out balls, but also safe balls that occurred in the normal, first, and second cases, respectively.

[0155] Therefore, as shown in Figure 17(b), under normal circumstances (in this example, when a ball enters the general prize slot 67), the safe balls related to the prize are reflected in both the MY value and the number of balls stored, and the display of the number of balls stored (game ball display device 401) changes.

[0156] On the other hand, as shown in Figure 17(c), in the first case (in this example, a prize is awarded to the general prize slot 67), the safe balls related to the awarded prize are reflected in the MY value, but not all of these safe balls (prize balls) are reflected in the stored count (the display mode of the game ball count display device 401 does not change). Similarly, as shown in Figure 17(d), in the second case (in this example, a prize is awarded to the general prize slot 67), the safe balls related to the awarded prize are reflected in the MY value, but some of these safe balls (3 in this example) are not reflected in the number of balls stored. In particular, in these examples, the MY value will reach 95000, so the game stop flag will be set to ON (see Figure 14).

[0157] Thus, in this embodiment, even in the first case, that is, when a prize is awarded while the current number of stored balls has reached its upper limit, the safe balls related to the prize are reflected in the MY value. According to this, even if the prize balls awarded for a winning combination are not actually awarded, it is possible to update the MY value accurately from the perspective of the gaming machine's performance.

[0158] Therefore, in the gaming machine 10, when a winning combination occurs while the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has reached its upper limit, a game progression process corresponding to that winning combination can be executed, and a specific numerical update process can be executed in which a numerical value (MY value) is updated using at least the number of gaming media (safe balls) corresponding to the winning combination is updated. The game then stops when the numerical value updated by the specific numerical update process reaches a specific threshold (95000), and in the specific numerical update process, the number of gaming media corresponding to the winning combination at that specific time is used.

[0159] Furthermore, in this embodiment, even in the second case, that is, when a prize is awarded and the number of prize balls related to that prize is added, the number of safe balls related to the prize is reflected in the MY value. According to this, even if some of the prize balls awarded for winning are not given, it is possible to update the MY value accurately from the perspective of the gaming machine's performance.

[0160] Therefore, in the gaming machine 10, when a winning combination occurs that can cause the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) to exceed the upper limit, a game progression process corresponding to that winning combination can be executed, and a specific numerical update process can be executed in which a numerical value (MY value) is updated using at least the number of gaming media (safe balls) corresponding to the winning combination is updated, and the game stops based on the numerical value updated by the specific numerical update process reaching a specific threshold (95000), and in the specific numerical update process, the number of gaming media corresponding to the winning combination at the predetermined time is used.

[0161] In particular, in this embodiment, in both the first and second cases, the safe balls that result in a win are used to update the MY value, and if the MY value reaches 95000 as a result of the update, the game stop flag is set and the game enters a stopped state (if the current state is a minor win game or a major win game, the game enters a stopped state after the end of these winning games). According to this, even if some or all of the prize balls awarded for a win are not given, it is possible to make it clear that the MY value has reached 95,000.

[0162] Therefore, in the gaming machine 10, when the numerical value (MY value) updated by the specific numerical value update process related to the specific time mentioned above reaches a specific threshold (95000), the number of gaming media (safe balls) corresponding to the winnings related to that specific time are not reflected in the number of gaming media stored in the gaming media storage means (gaming ball count management means 410), and the game is stopped.

[0163] Similarly, in the gaming machine 10, when the numerical value (MY value) updated by the specific numerical value update process at the predetermined time reaches a specific threshold (95000), some or all of the number of gaming media (safe balls) corresponding to the winnings at that predetermined time are not reflected in the number of gaming media stored in the gaming media storage means (gaming ball count management means 410), and the game is stopped.

[0164] <Regarding the prize winning animation in the first and second cases> Next, using Figures 18(a) and 18(b), we will explain in detail the execution methods of the reserved prize winning animation in the first and second cases. Figure 18(a) is a table summarizing the execution patterns of the pending prize winning animation that can be performed in the normal state, the first case, and the second case. Figure 18(b) is a timing chart showing modified examples of the execution methods for the pending prize winning animation that can be performed in the first and second cases.

[0165] As described above, the reserved prize winning animation in this embodiment is a pre-announcement animation in which the movable decorative body 22 lights up red and vibrates when a reserved prize is won (a prize is won in the first start opening 57 or the second start opening 59). As shown in Figure 18(a), when the reserved winning animation in this embodiment is performed, the movable decorative body 22 may light up in any of the following cases: normal, first case, and second case (winning in these cases, including the normal case, is a reserved winning). On the other hand, when the reserved winning animation in this embodiment is performed, the movable decorative body 22 may vibrate in the normal case, but not in the first case and the second case.

[0166] Furthermore, as shown in Figure 18(a), in the situation where the first case can occur, that is, when the current number of stored balls has reached its upper limit, once the reserved ball winning animation is performed in the manner in which the movable decorative body 22 lights up and does not vibrate (first situation), the reserved ball winning animation can be performed in a different manner (movable decorative body 22 does not light up and the movable decorative body 22 vibrates) (second situation). Then, once the reserved winning animation is performed in the second situation, the reserved winning animation can be performed in yet another form (with the movable decorative body 22 illuminating and the movable decorative body 22 vibrating) (the third situation), and the reserved winning animation in this situation is the same as the reserved winning animation in normal circumstances.

[0167] Thus, in this embodiment, even in the first case, that is, when a prize is awarded (a reserved prize) while the current number of stored balls has reached its upper limit, the light emission of the movable decorative body 22 related to the reserved prize animation can be performed (started). According to this, even if not all of the prize balls awarded for winning are given, the flow of the game's presentation can be maintained.

[0168] Therefore, in the gaming machine 10, when a winning combination occurs while the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has reached its upper limit, the game progression process corresponding to that winning combination may be executed, and at least in part of that specific time, the first notification (illumination of the movable decorative body 22 related to the reserved winning combination effect) is initiated when the winning combination related to that specific time occurs.

[0169] Furthermore, in this embodiment, even in the second case, that is, when a prize is awarded (a reserved prize) and the number of prize balls related to that prize is added, the number of stored balls exceeds the upper limit, the light emission of the movable decorative body 22 related to the reserved prize is performed (started). According to this, even if some of the prize balls awarded for winning are not given, the flow of the game's presentation can be maintained.

[0170] Therefore, in the gaming machine 10, when a winning combination occurs that can cause the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) to exceed the upper limit, the game progression process corresponding to that winning combination can be executed, and at least in part of the predetermined time, the first notification (illumination of the movable decorative body 22 related to the reserved winning combination effect) is started as a trigger for the winning combination that occurs at that predetermined time.

[0171] In particular, in this embodiment, in both the first and second cases, the vibration of the movable decorative body 22 related to the prize-winning animation is not performed. This makes it easier for players to recognize that some or all of the prize balls related to the winning combination will not be awarded, while maintaining the flow of the game's presentation described above.

[0172] Therefore, in the gaming machine 10, at least in part of the above-mentioned specific times, the first notification (illumination of the movable decorative body 22 related to the reserved winning animation) is initiated when a winning occurs during the specific time, but the second notification (vibration of the movable decorative body 22 related to the reserved winning animation) is not initiated when a winning occurs.

[0173] Similarly, in the gaming machine 10, at least in part of the predetermined time, the first notification (illumination of the movable decorative body 22 related to the reserved winning animation) is initiated when a winning occurs during that predetermined time, but the second notification (vibration of the movable decorative body 22 related to the reserved winning animation) is not initiated when a winning occurs.

[0174] Furthermore, as described above, in this embodiment, in the situation in which the first case may occur, that is, when the current number of stored items has reached the upper limit, there may be a first situation in which the executed reserved prize winning animation is performed in a manner in which the movable decorative body 22 lights up but does not vibrate, a second situation in which the executed reserved prize winning animation is performed in a manner in which the movable decorative body 22 does not light up but does vibrate, and a third situation in which the executed reserved prize winning animation is performed in a manner in which the movable decorative body 22 lights up and vibrates. In particular, by making the first situation possible in circumstances where the first situation can occur, even if not all of the prize balls related to the winnings are awarded, the flow of the game's presentation (notification) can be maintained.

[0175] Therefore, in the gaming machine 10, when a winning combination occurs while the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has reached its upper limit, the game progression process corresponding to that winning combination may be executed. At least when the number of gaming media stored in the gaming media storage means has reached its upper limit, a first situation (first scenario) may occur in which a first notification (illumination of the movable decorative body 22 related to the reserved winning combination effect) is started when a winning combination occurs, and a second notification (vibration of the movable decorative body 22 related to the reserved winning combination effect) is not started when a winning combination occurs.

[0176] Furthermore, by making the second situation possible in a situation where the first situation could occur, the effect of "maintaining the flow of the game's presentation even if not all of the prize balls related to the winnings are awarded" can be enhanced.

[0177] Therefore, in the gaming machine 10, when the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has reached its upper limit, a second situation may occur in which the first notification (illumination of the movable decorative body 22 related to the reserved winning performance) is not started when a winning occurs, and the second notification (vibration of the movable decorative body 22 related to the reserved winning performance) is started when a winning occurs.

[0178] In particular, in this embodiment, in situations where the first case may occur, it is possible to transition from the first situation to the second situation. According to this, the transition from the first situation to the second situation makes it easier to recognize the pending prize winning animation related to the second situation. Furthermore, this contributes to enhancing the effect mentioned above, "the flow of the game animation can be maintained even if not all of the prize balls related to the winning animation are awarded." Furthermore, achieving this effect does not preclude a transition from the second situation to the first situation. In other words, it is sufficient if there is at least a transition from the first situation to the second situation.

[0179] Therefore, in the gaming machine 10, it can be rephrased as a transition from the first situation to the second situation when the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) reaches its upper limit. In this embodiment, the conditions for the above transition were that the reserved prize winning animation was executed once in the first situation, but are not limited to this. For example, the content of the conditions is not limited to that, such as the number of times the symbol changes in the first situation reaches a specific number of times, a jackpot game occurring, or a specific operating means being operated.

[0180] Furthermore, in this embodiment, the third situation can occur in a situation where the first situation may occur, making it less likely to cause discomfort in the first situation.

[0181] Therefore, in the gaming machine 10, when the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) reaches its upper limit, a third situation can occur in which both the first notification (illumination of the movable decorative body 22 related to the reserved winning performance) and the second notification (vibration of the movable decorative body 22 related to the reserved winning performance) are initiated when a winning occurs.

[0182] Furthermore, in this embodiment, the first, second, and third situations described above were provided in the circumstances in which the first case may occur. However, in addition to or instead of these, these situations and their transitions may be adopted in the circumstances in which the second case may occur. In particular, with this configuration, these situations and transitions will occur even when the storage capacity has not reached its upper limit.

[0183] Therefore, in the gaming machine 10, when a winning combination occurs that could cause the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) to exceed the upper limit, the game progression process corresponding to the winning combination can be executed. At least when the number of gaming media stored in the gaming media storage means has not reached the upper limit, a first situation (first scenario) can occur in which a first notification (illumination of the movable decorative body 22 related to the reserved winning combination effect) is started when a winning combination occurs, and a second notification (vibration of the movable decorative body 22 related to the reserved winning combination effect) is not started when a winning combination occurs.

[0184] Furthermore, in the gaming machine 10, if the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has not reached the upper limit, a second situation may occur in which the first notification (illumination of the movable decorative body 22 related to the reserved winning animation) is not started when a winning occurs, and the second notification (vibration of the movable decorative body 22 related to the reserved winning animation) is started when a winning occurs.

[0185] Furthermore, in the gaming machine 10, it can be rephrased as a transition from the first situation to the second situation if the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has not reached the upper limit.

[0186] Furthermore, in the gaming machine 10, a third situation can occur in which, at least when the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has not reached the upper limit, both the first notification (illumination of the movable decorative body 22 related to the reserved winning performance) and the second notification (vibration of the movable decorative body 22 related to the reserved winning performance) are initiated when a winning occurs.

[0187] Next, the execution mode in this embodiment in which the movable decorative body 22 emits light and does not vibrate may be replaced with an execution mode in which the vibration of the movable decorative body 22 starts after the light emission of the movable decorative body 22 has started (particularly preferably after the light emission has finished), as shown in Figure 18(b). Similarly, although not shown in the illustrations, the execution mode in this embodiment in which the movable decorative body 22 does not emit light and the movable decorative body 22 does vibrate may be replaced with an execution mode in which the movable decorative body 22 emits light after the vibration of the movable decorative body 22 has started (particularly preferably after the vibration has finished).

[0188] Furthermore, in this embodiment, the reserved prize winning animations corresponding to the first notification and the second notification were animations that were executed (started) based on the occurrence of a reserved prize winning, but this is not limited to this. In other words, the first notification and the second notification described above may be performances that are triggered by winning a prize other than a reserved prize (for example, winning a prize in the main prize slot 55 or winning a prize in the general prize slot 67).

[0189] Furthermore, in this embodiment, the illumination of the movable decorative body 22 related to the reserved prize winning animation corresponding to the first notification and the vibration of the movable decorative body 22 related to the reserved prize winning animation corresponding to the second notification constitute the same animation (reserved prize winning animation), but this is not limited to this. In other words, the first notification and the second notification may be separate animations that can be executed independently, as long as they can be executed (started) based on the same prize winning. Furthermore, while it is preferable that the first and second notifications described above be executed based on the same prize win, these effects may also be executed based on different prize wins (balls entering different prize slots). However, in this configuration, it is preferable that the execution period of the first notification and the execution period of the second notification overlap.

[0190] Furthermore, in this embodiment, it is preferable that the first notification and the second notification be performed on the same device (movable ornament 22) as in this embodiment, in order to make it easier to recognize both effects, but the embodiment is not limited to this. In other words, the device that performs the first notification and the device that performs the second notification may be different devices.

[0191] <Regarding the updating of the number of acquired balls in the first and second cases> Next, using Figures 19(a) to 19(d), we will explain in detail how the number of acquired balls is updated in the first and second cases. Figure 19(a) is a table summarizing whether the number of acquired balls was updated in the normal state, the first case, and the second case. Figure 19(b) shows the update of the number of acquired balls under normal conditions. Figure 19(c) shows the update of the number of acquired balls in the first case. Figure 19(d) shows the update of the number of acquired balls in the second case.

[0192] First, the number of balls acquired in this embodiment includes a cumulative number of balls acquired, which corresponds to the total number of prize balls acquired in a series of jackpot games (similarly, those related to balls entering the large prize slot 55), and the number of balls acquired in the current jackpot game, which corresponds to the total number of prize balls acquired during the current jackpot game (especially those related to balls entering the large prize slot 55). The display that allows these acquired numbers to be identified is displayed in the display area of ​​the main display unit 81 during the jackpot game. Here, "a series of jackpot games" refers to all jackpot games that occur with a normal high probability state (special symbol variation pattern derivation state PB or special symbol variation pattern derivation state PC) in between, without any normal low probability states in between, excluding the jackpot game. As shown in Figure 19(a), the cumulative number of balls won is updated in all three cases: normal, case 1, and case 2 (including normal, winnings in these cases refer to winnings into the large winning slot 55 during a winning game). On the other hand, the number of balls won in the current game is updated in normal mode, but not in case 1 or case 2.

[0193] Therefore, as shown in Figure 19(b), when a ball enters the large prize slot 55 under normal circumstances, the number of prize balls (15) for that entry is reflected (added) to both the number of balls acquired this time and the cumulative number of balls acquired, and the display indicating these acquired numbers is updated. More specifically, the first ball count display kg1, which allows you to identify the cumulative number of balls won, will be updated from "Total 14,310 balls" to "Total 14,325 balls," and the second ball count display kg2, which identifies the number of balls won this time, will be updated from "This time 765 balls" to "This time 780 balls."

[0194] On the other hand, as shown in Figure 19(c), if a ball enters the large prize slot 55 in the first case, the number of prize balls (15) for that win will be reflected in the cumulative number of balls acquired, but not in the number of balls acquired this time. More specifically, the second ball count display kg2, which identifies the number of balls won in the current round, will remain at "765 balls this time," while the first ball count display kg1, which identifies the cumulative number of balls won, will be updated from "14,310 balls total" to "14,325 balls total." Similarly, as shown in Figure 19(d), if a ball enters the large prize slot 55 in the second case, the number of prize balls (15) for that entry will be reflected in the cumulative number of balls acquired, but not in the number of balls acquired in the current case.

[0195] Thus, in this embodiment, even in the first case, that is, when a prize is awarded and a prize ball is awarded when the current number of stored balls has reached its upper limit, the number of prize balls awarded for that prize is reflected in the cumulative number of balls acquired. According to this, even if the prize balls related to the winning combination are not awarded, it is less likely to cause discomfort to the player.

[0196] Therefore, in the gaming machine 10, when a win occurs while the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) has reached its upper limit, a game progression process corresponding to that win can be executed, a first numerical update process can be executed which updates a numerical value (cumulative number of balls acquired) using at least the number of gaming media corresponding to the win, a first display (first number of balls acquired display kg1) based on the numerical value updated by the first numerical update process can be executed, and in at least part of the specific times, the numerical value related to the first display is updated. In this embodiment, the value updated by the first numerical update process was the cumulative number of balls acquired, but this is not limited to this. For example, in each case shown in Figure 19(a) (the first case and the second case), the update status of the number of balls acquired this time and the update status of the cumulative number of balls acquired in this embodiment may be swapped. In that case, the value updated by the first numerical update process will correspond to the number of balls acquired this time, and the value updated by the second numerical update process, which will be described later, will correspond to the cumulative number of balls acquired. Furthermore, the values ​​updated by the first numerical update process and the values ​​updated by the second numerical update process may be any value as long as the value is updated by the number of prize balls. Moreover, the direction of updating these values ​​may be subtraction, not just addition. These are also true in subsequent inventions and in the second numerical update process, which will be described later.

[0197] Furthermore, in this embodiment, even in the second case, that is, when a prize is awarded and a prize ball is awarded, and the number of prize balls related to that prize is added, the number of prize balls related to that prize is reflected in the cumulative number of balls acquired. According to this, even if some of the prize balls related to the winning combination are not awarded, it is less likely to cause discomfort to the player.

[0198] Therefore, in the gaming machine 10, when a prize is won that can cause the number of gaming media stored in the gaming media storage means (gaming ball count management means 410) to exceed the upper limit, a game progression process corresponding to the prize can be executed, a first numerical update process can be executed which updates a numerical value (cumulative number of balls acquired) using at least the number of gaming media corresponding to the prize, a first display (first number of balls acquired display kg1) based on the numerical value updated by the first numerical update process can be executed, and in at least part of the predetermined time, the numerical value related to the first display is updated.

[0199] In particular, in this embodiment, when a prize is awarded in the large prize slot 55 in the first case, the number of prize balls awarded for that prize is not reflected in the total number of balls acquired this time. This makes it easier for players to understand that they will not receive the prize balls for the winning entry into the winning slot, while minimizing the likelihood of causing discomfort to the player.

[0200] Therefore, in the gaming machine 10, it is possible to perform a second numerical update process in which a numerical value (number of balls acquired this time) is updated using at least the number of gaming media corresponding to the winnings, and it is possible to perform a second display (second number of balls acquired display kg2) based on the numerical value updated by the second numerical update process, and in at least part of the above specific case, the numerical value related to the first display (first number of balls acquired display kg1) is updated, and the numerical value related to the second display does not change.

[0201] Similarly, in this embodiment, when a prize is awarded in the large prize slot 55 in the second case, the number of prize balls awarded for that prize is not reflected in the total number of balls acquired this time. This makes it easier for players to understand that they will not receive the prize balls for the winning entry into the winning slot, while minimizing the likelihood of causing discomfort to the player.

[0202] Therefore, in the gaming machine 10, it is possible to perform a second numerical update process in which a numerical value (number of balls acquired this time) is updated using at least the number of gaming media corresponding to the winnings, and it is possible to perform a second display (second number of balls acquired display kg2) based on the numerical value updated by the second numerical update process, and in at least a portion of the above predetermined time, the numerical value related to the first display (first number of balls acquired display kg1) is updated, and the numerical value related to the second display does not change.

[0203] <Regarding other variations> The following are variations not described above.

[0204] First, in this embodiment, in the first case described above, the game ball count management means 410 discards the received prize ball command. However, in this case, the game ball count management means 410 may receive the prize ball command, acquire the information contained in the command, and then not reflect it in the stored number. Furthermore, in this embodiment, in the second case described above, the number of game media specified by the received prize ball command that exceeds the upper limit (50,000) are discarded without being reflected in the stored number. However, in this case, the system may be configured to discard all of the game media specified by the prize ball command. Furthermore, in each of the inventions described above, "winning a prize" includes not only the occurrence of a game ball entering the prize slot and the actual awarding of prize balls (addition to the stored number), but also the case where a game ball enters the prize slot and some or all of the prize balls are not awarded (not added to the stored number) because the stored number has reached its upper limit.

[0205] Furthermore, although omitted in the above description, in this embodiment, when the operating handle 403 is rotated, a game ball is launched toward the game area 50a. If the launched game ball does not reach the game area 50a and flows back along the route composed of the outer rail 51 and the inner rail 53 (when the game ball is detected by a detection sensor that detects backflow), this information is transmitted from the main control board 100 to the frame control board 400, and the game ball count management means 410 is configured to increment the stored count by 1. In other words, a feature of this embodiment is that such backflowing game balls are treated in the same way as prize balls. Therefore, in this embodiment, the gaming machine 10 is configured such that if the number of stored balls reaches its upper limit due to a previously launched ball entering a prize slot or the like between the time a game ball is launched and the time the game ball returns by flowing back along the above route, the number of game balls that have flown back will not be added to the number of stored balls.

[0206] Furthermore, the gaming machine 10 according to this embodiment employs a so-called Type 1 and Type 2 mixed machine that can derive both a big win and a small win that can generate a big win game in the special symbol win / loss determination, but it is not limited to this, and a machine that can derive only a so-called Type 2 win may also be employed.

[0207] Furthermore, in each special symbol variation pattern derivation state, the special symbol variation pattern may be determined using the special symbol variation pattern lottery table shown in Figures 9 to 11, or it may be determined using a different special symbol variation pattern lottery table, or it may be determined without using a special symbol variation pattern lottery table (without performing a lottery). However, in each special symbol variation pattern derivation state, it is preferable that the special symbol variation pattern is determined using the special symbol variation pattern lottery table shown in Figures 9 to 11 for more than half of the period during which the special symbol variation pattern derivation state continues.

[0208] In addition, regarding the probabilities, ratios, frequencies, and numbers of occurrences in this embodiment, as long as each relationship is ensured, the smaller value may be 0 or the larger value may be the maximum value. In particular, regarding the magnitudes of the above-described respective ratios, as long as the phenomenon aspect is ensured, the control for realizing the magnitudes of the respective ratios is not limited. In addition, each lottery value in the lottery table illustrated in this embodiment is an example, and as long as the magnitude relationship between the lottery tables is maintained, each lottery value may adopt any value within the range.

[0209] In the above description, the power-on state at the time of power restoration is determined by referring to the state of the RAM clear switch 43 at the time of power restoration. However, it may be configured to refer to whether the ON state time of the RAM clear switch 43 from the time of power restoration exceeds a specified time (for example, 3 s). By doing so, the occurrence of incorrect RAM clear processing can be further suppressed.

[0210] In the above description, when determining the power-on state at the time of power restoration, the state of the middle frame opening sensor 76 (the open / closed state of the middle frame 17) is referred to. However, the power-on state may be set without referring to the state. In this case, uniformly, the power-on state at the time of power restoration may be set according to the case where the middle frame opening sensor 76 is ON (the middle frame 17 is in the open state).

[0211] The present invention described above is not limited to the above description, and includes various modifications, improvements, and the like as long as the object of the present invention is achieved.

[0212] <Supplementary Note> This embodiment includes the following technical ideas. (1) A gaming machine capable of awarding a corresponding number of game media for the generated winning, having game media storage means for storing the number of game media related to the award, when a predetermined winning occurs where the number of game media stored in the game media storage means may exceed the upper limit, game progress processing corresponding to the winning may be executed, At least in a situation where the number of game media stored in the game media storage means has not reached the upper limit, a first situation can occur in which a first notification is initiated when a prize is won, and a second notification is not initiated when a prize is won. A gaming machine characterized by the following features. (h) At least in a situation where the number of game media stored in the game media storage means has not reached the upper limit, a second situation may occur in which the first notification is not initiated when a prize is won, and the second notification is initiated when a prize is won. A gaming machine characterized by the following features. (i) At least in a situation where the number of game media stored in the game media storage means has not reached the upper limit, it is possible to transition from the first situation to the second situation. A gaming machine characterized by the following features. [Explanation of Symbols]

[0213] 10 Gaming Machines 15 Outer frame 17 Middle frame 20 Front frame 21 Hinge mechanism 22 Movable ornaments 23 Cylinder lock 25 Transparent component 32 Upper frame part 33 (33a, 33b) Speaker 34a, 34b Left and right side frame sections 35 (35a, 35b, 35c) Frame Lamp 37 Performance Button 38 Cursor buttons 38a Up cursor button 38b Down cursor button 38c Left cursor button 38d Right cursor button 38e Middle cursor button 40 Power switch 43 RAM Clear Switch 45 Opening and closing cover 50 game boards 50a Gaming area 51 Outer rail 52 Windmill 53 Inner rail 55 Big winning hole 57 First start hole 59 Second start hole 61 Normal electric accessory 62 Normal electric accessory solenoid 63 Gate 65 Special electric accessory 66 Special electric accessory solenoid 67 General winning hole 69 Out hole 70 First start hole sensor 71 Second start hole sensor 72 Big winning hole sensor 73 General winning hole sensor 74 Gate sensor 75 Out ball sensor 76 Middle frame opening sensor 77 Front frame opening sensor 81 Main display section 90 Symbol display device 91 First special symbol display device 92 Second special symbol display device 93 Normal symbol display device 94 First special symbol hold lamp 95 Second special symbol hold lamp 96 Normal symbol hold lamp 97 Performance display monitor 100 Main control board 101 CPU 102 ROM 103 RAM 104 I / O port 105 Random number circuit 109 Main control board case 110 Ball entry determination means 115 Main random number generation means 120 Main hold control means 125 Preliminary determination means 130 Special symbol lottery means 131 Special symbol hit determination means 132 Special Figure Stop Lever Selection Means 133 Special Figure Variation Pattern Derivation Means 135 General Figure Selection Means 140 Big Win Game Control Means 145 Symbol Display Control Means 150 Electric Device Control Means 155 Game State Control Means 160 Main Information Storage Means 165 Main Error Control Means<​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 403 Operating handle 410 Game ball count management means 420 Game ball count display control means 409 Frame control board case 500 Power Control Board 501 Normal power circuit 502 Backup power supply circuit 503 Power outage detection circuit 509 Power Control Board Case X First channel Y Second channel kg1 1st acquired ball number display kg2 2nd number of balls acquired display

Claims

[Claim 1] A gaming machine capable of providing a number of gaming media corresponding to the number of winnings that occur, It has a game medium storage means that stores the number of game mediums to be provided, When a winning combination occurs that causes the number of game media stored in the game media storage means to exceed the upper limit, the game progression process corresponding to that winning combination may be executed. At least in a situation where the number of game media stored in the game media storage means has not reached the upper limit, a first situation can occur in which a first notification is initiated when a prize is won, and a second notification is not initiated when a prize is won. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Game machine

    JP2016036490A